creating a mod map? where to start
#1
Posted 10 May 2008 - 10:32 AM
i have been creating normal maps, and ive decide i want to try a modded one, not anything to fancy, im not silly enough to try big complicated things.
so i have a few questions;
-how do i make a mod map? i dont want to mod my whole game, just this single map
-the unused graphics, any other enabling needed beside just finding its name{eg HMEC} and making a unit with it as its graphic?
(i was thinking first i would copy the BF code but use the image of the mammoth MkII as my first mod unit, any secrets i need to know about? or can i just copy BF code, and change it from using BF graphic, to mamoth Mk2 graphic)
-and can i make a modded map without tib ed or whatever(can you just open the map in notepad or something and do it?)
-and any other things that would help me out in making a modded map(or any tutorials out there that would help?)
i have done some searching and haven't found much in the area of making just a map mod(theres enough on making normal mods, but i dont want a normal mod [where my whole game is changed], i want a modded map like i see on the net, where i can still play the normal game with nothing changed, but on that one map things are different).
thanks in advance
SWG
#3
Posted 11 May 2008 - 12:58 AM
thanks AG
but what about those unused graphics, do i have to actually change anything (any art ini editing or anything?), or are they ready to go?
Edited by some_wierdGuy., 11 May 2008 - 01:07 AM.
#4
Posted 13 May 2008 - 10:50 AM
so its as simple as adding my code to anywhere in the map on wordpad?(as long as its not in the middle of something else code)
thanks AG
but what about those unused graphics, do i have to actually change anything (any art ini editing or anything?), or are they ready to go?
I would advise art editing as you get display issues e.g. FLH is always from middle and so forth
#5
Posted 14 May 2008 - 07:49 AM
(you said would advise, but then... you have confussed me)
anyway, if you are saying i should art edit, do i put in art coding same way i add ini coding?
#6
Posted 14 May 2008 - 08:12 AM
just try it out
use some common sense.
think about it
If you don't have art files, the file will looked messed up or have display issues when firing, doing stuff
you can't have seperate artmd.ini or whatever if you not making mod, but since you are no problem
so in your ARTMD.INI its
[TRYMEPLZ]
Voxel=yes ; or whatever
PrimaryFLH= whatever
and your map code is like
[PIGCAR]
Image=TRYMEPLZ
#7
Posted 15 May 2008 - 09:15 AM
i haven't had any time in these few days to start it up, so i was hoping to get all my info while i was waiting
anyway, if i edit my artMd.ini then wont other people have to download the art ini too? i guess what im asking is, is Art ini transfered with the map(somehow) when you go online?
the things i am after are leftovers in game, that just arn't coded(like the mammoth MKII, which i have seen working on a mod map)
cause i have seen it in game i wasn't sure weather its art ini stuff was already done, or not
but dont worry about it, i will try out some more stuff when i get a moment to work on my map, and try figuring things out
i was just hoping that if there were any things i should know about, someone could tell me.
anyway, thanks alot for your help so far, and hopefully i wont have to bother you again.
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