Changes between Initial Version and Version 1 of CreatingNewUnits


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Timestamp:
Apr 30, 2014, 8:59:58 PM (10 years ago)
Author:
Niek
Comment:

Creation tutorial part 1, part 2 + images will follow

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  • CreatingNewUnits

    v1 v1  
     1'''Introduction'''[[BR]]
     2
     3This tutorial covers the workflow of adding and editing units. You will learn how to create
     4templates 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
     19If you haven't done already, download the game and install it in any directory you like or obtain the
     20source code using TortoiseSVN: <http://trac.wildfiregames.com/wiki/TortoiseSVN_Guide>. I'm
     21using the SVN version in this tutorial.
     22
     23
     24Navigate 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
     26will find all the data and gameplay scripts related to the main game of 0 A.D.
     27The 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.
     28Do so by creating a shortcut targeting pyrogenesis.exe located in <\binaries\system>.
     29
     30
     31Add “-mod=testmod” to the target and press OK.
     32Go back to the mods directory and create a folder called <testmod>.
     33You will notice a few additional maps in my folder, ignore them.
     34
     35
     36Create 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
     41To save time and effort we will use already existing meshes, textures and animations (we therefore
     42do not create those maps), and do not write our template from scratch.
     43
     44
     45Well done! You now have the ability to launch your mod and know the map structure needed for
     46editing stats – including auras – and visuals.