| 1 | '''Introduction'''[[BR]] |
| 2 | |
| 3 | This tutorial covers the workflow of adding and editing units. You will learn how to create |
| 4 | templates and link them at the correct way. In the end you will have a fully featured axeman.[[BR]] |
| 5 | |
| 6 | |
| 7 | |
| 8 | '''Table of contents'''[[BR]] |
| 9 | * First start[[BR]] |
| 10 | * Setting up a template[[BR]] |
| 11 | * Setting up an actor[[BR]] |
| 12 | * Make the unit trainable |
| 13 | * Result[[BR]] |
| 14 | [[BR]] |
| 15 | |
| 16 | |
| 17 | '''First start'''[[BR]] |
| 18 | |
| 19 | If you haven't done already, download the game and install it in any directory you like or obtain the |
| 20 | source code using TortoiseSVN: <http://trac.wildfiregames.com/wiki/TortoiseSVN_Guide>. I'm |
| 21 | using the SVN version in this tutorial. |
| 22 | |
| 23 | |
| 24 | Navigate to the directory of the game, in my case: <D:\0_A.D._source>. Then go to |
| 25 | <\binaries\data\mods>. Here you will find a few folders, one of them is <public>. In this folder you |
| 26 | will find all the data and gameplay scripts related to the main game of 0 A.D. |
| 27 | The game works with the so called mod folders. Everything you put in there will override the main game's data, the only requirement is that you load them. |
| 28 | Do so by creating a shortcut targeting pyrogenesis.exe located in <\binaries\system>. |
| 29 | |
| 30 | |
| 31 | Add “-mod=testmod” to the target and press OK. |
| 32 | Go back to the mods directory and create a folder called <testmod>. |
| 33 | You will notice a few additional maps in my folder, ignore them. |
| 34 | |
| 35 | |
| 36 | Create the following map structure like you see in the public mod:[[BR]] |
| 37 | <\simulation\templates\units>[[BR]] |
| 38 | <\simulation\templates\structures>[[BR]] |
| 39 | <\art\actors\units\gaul>[[BR]] |
| 40 | |
| 41 | To save time and effort we will use already existing meshes, textures and animations (we therefore |
| 42 | do not create those maps), and do not write our template from scratch. |
| 43 | |
| 44 | |
| 45 | Well done! You now have the ability to launch your mod and know the map structure needed for |
| 46 | editing stats – including auras – and visuals. |