Modding

Had a quick look through the data files - XML (mostly UI) & CSV (unit & other tabulated data). DDS for textures and OxModel for models - need to look into that to see what they are.

Adding new mods will be an issue if all data has to be within the existing files though. But looks super-easy to edit, albeit with lots of different files involved.

 

Notes

  • Assets > GameCore has the csv data for units, weapons, research and more
  • Assets > Units has textures and "timeline" information (unit states)
  • Assets > CookedData has the OxModels

 

4,771 views 12 replies
Reply #1 Top

the behavior of the UI appears to be written in native code though?

Reply #2 Top


Had a quick look through the data files - XML (mostly UI) & CSV (unit & other tabulated data). DDS for textures and OxModel for models - need to look into that to see what they are.

Adding new mods will be an issue if all data has to be within the existing files though. But looks super-easy to edit, albeit with lots of different files involved.

 

Notes

 

    • Assets > GameCore has the csv data for units, weapons, research and more

 

    • Assets > Units has textures and "timeline" information (unit states)

 

    • Assets > CookedData has the OxModels

 


 

End of quote

OxModel are our proprietary format which load very fast. The engine can compile them on load and cache them based on fbx files which are an industry standard. We could consider providing some simple fbx files in the build so people can see how this is done.

Modding isn't something we've discussed very much, one possibility is to search a parallel directory structure and override a file if it exists in that structure.

 

 

 

Reply #3 Top

I urge you to at least consider some fundamental modding ability; this more than anything gives a game longevity long after updates have finished - even TA is still being actively modded.

 

Parallel directories won't be sufficient, as they still only allow a single mod at a time, effectively. I would suggest the parallel directory, but if the same file is found it is appended (or, if someone kind of primary key is the same, replaces that entry in the original file). Pure shadowing can still be done, but under a specifically named folder. The community will be able to fill in much of the rest (although official tools are of course preferred), but we need the basic functionality first.

Reply #4 Top

Assets > MapScripts defines the VP totals as well as AI script (Cerius does not set VP, it seems to default tot the map default)

Assets > Maps defines a default VP goal that will be used if the script does not define one

It looks like scripts are set up for scenarios on a map, but it's not fully baked yet.  I had to duplicate both the script and map (Assets > Maps) to make a separate long-long game version appear in the map menu.

Reply #5 Top

I always support the ability to mod a game. I know with some games creating a friendly modding environment can be very time consuming, but we appreciate it a lot. If the team allows us the ability to mod the game it will boost the popularity in the long run, and allow the community to implement some truly amazing things. I know this is not going to happen immediately, but I hope you think about it. 

Reply #6 Top

What's the go with the dds. files? Some type of floating point dds.? o_O  

Some are just showing as black. Or are they actually just black? But they seem a little large for just a uniform colour.

Reply #7 Top

Assets > UI > FrontEnd > MainMenu.xml

...
<Button ID="QuickStart" Anchor="L,C" Style="MainMenuButton" String="QUICK START" />
<Button ID="Skirmish" Anchor="L,C" Style="MainMenuButton" String="CUSTOM GAME" />
<Button ID="Campaign" Anchor="L,C" Style="MainMenuButton" String="CAMPAIGN" Disabled="1" />
<Button ID="Multiplayer" Anchor="L,C" Style="MainMenuButton" String="MULTIPLAYER" />
<Button ID="LoadGame" Anchor="L,C" Style="MainMenuButton" String="LOAD GAME" Hidden="1" />
<Button ID="Options" Anchor="L,C" Style="MainMenuButton" String="OPTIONS" />
<Button ID="MapEditor" Anchor="L,C" Style="MainMenuButton" String="MAP EDITOR" Hidden="1" />
<Button ID="Exit" Anchor="L,C" Style="MainMenuButton" String="EXIT" />
... 

You can enable the Map Editor by changing Hidden from "1" to "0".

I can't actually test it out, as the game crashes for me since the hotfix as soon as I get to a loading screen. But I did get as far as choosing the map parameters and beginning to load the map, so I think this works.

Changing Disabled to 0 on the Campaign takes you to a menu where you can choose a campaign, but clicking on a campaign button does nothing.

Reply #8 Top

Quoting In_stasis, reply 6

What's the go with the dds. files? Some type of floating point dds.? o_O  

Some are just showing as black. Or are they actually just black? But they seem a little large for just a uniform colour.
End of In_stasis's quote

 

I'm told it depends on which DDS file.

Reply #9 Top

IT WORKS!!! Just got into the editor :P I haven't had much of a chance to mess around yet but it looks cool, I'll post some screens in a minute. (I think I'm allowed to in this subforum) 

 

Edit:  I posted the screens, I uploaded them to a hidden imgur album so you fellow founders can view them but please don't share the URL's as we are still under NDA.  If the developers would like me to not post screens here/upload them somewhere else please let me know as I don't want to break any rules

Reply #11 Top

Quoting Yarlen, reply 8


Quoting In_stasis,

What's the go with the dds. files? Some type of floating point dds.? o_O  

Some are just showing as black. Or are they actually just black? But they seem a little large for just a uniform colour.



 

I'm told it depends on which DDS file.

End of Yarlen's quote

Ok thanks. I can see them now with VS. Seems the Nvidia dds plugin is not able to load DXGI.

Reply #12 Top

Quoting Raevn, reply 3

I urge you to at least consider some fundamental modding ability; this more than anything gives a game longevity long after updates have finished - even TA is still being actively modded.
End of Raevn's quote

 

I couldn't agree more, modding will only help the sale of the game especially with the unit counts you guys have been demonstrating on DX12 and Mantle.