36 | | * Textures: many consider [http://www.adobe.com/products/photoshopfamily.html Photoshop] to be the gold standard for editing images, but there are other choices. [http://www.gimp.org/ GIMP] is a popular, free image editing tool which supports a wide range of features and formats. The main required features for modding 0 A.D. textures are the ability to handle PNG images including alpha transparency and, for older textures, a plugin for [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS] format (textures are automatically converted from PNG to DDS by the engine, but PNG is a more widely supported format). |
37 | | * 3D models and animations: 0 A.D. supports the [http://collada.org/ COLLADA] format for importing new models into the game, whether static or animated. A number of 3D modeling suites support COLLADA, but only a few are used in practice and have been confirmed to work with the game: |
| 36 | |
| 37 | === Textures === |
| 38 | |
| 39 | Many consider [http://www.adobe.com/products/photoshopfamily.html Photoshop] to be the gold standard for editing images, but there are other choices. [http://www.gimp.org/ GIMP] is a popular, free image editing tool which supports a wide range of features and formats. The main required features for modding 0 A.D. textures are the ability to handle PNG images including alpha transparency and, for older textures, a plugin for [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS] format (textures are automatically converted from PNG to DDS by the engine, but PNG is a more widely supported format). |
| 40 | |
| 41 | === 3D models and animations === |
| 42 | |
| 43 | 0 A.D. supports the [http://collada.org/ COLLADA] format for importing new models into the game, whether static or animated. A number of 3D modeling suites support COLLADA, but only a few are used in practice and have been confirmed to work with the game: |
40 | | * Sound: The game uses [http://www.vorbis.com/ OGG Vorbis], a widely supported encoding format, for music and sound effects. Sound effects are "grouped" which allows the game to adjust volume, pitch, and other parameters, and to play them randomly. Groups are defined by XML data files placed next to the sound files (see the [source:/ps/trunk/binaries/data/mods/public/audio audio mod] directory for examples). |
41 | | * Script / Data files: Many text editors exist for editing basic text and scripts, so this mostly boils down to platform and user preference. The main features to look for in an editor are syntax highlighting, handling of different line endings and encodings, customizable tabbing, and anything else that makes life easier. Some choices: |
| 46 | |
| 47 | === Sound effects and music === |
| 48 | |
| 49 | The game uses [http://www.vorbis.com/ OGG Vorbis], a widely supported encoding format, for music and sound effects. Sound effects are "grouped" which allows the game to adjust volume, pitch, and other parameters, and to play them randomly. Groups are defined by XML data files placed next to the sound files (see the [source:/ps/trunk/binaries/data/mods/public/audio audio mod] directory for examples). |
| 50 | |
| 51 | === Scripts and data files === |
| 52 | |
| 53 | Many text editors exist for editing basic text and scripts, so this mostly boils down to platform and user preference. The main features to look for in an editor are syntax highlighting, handling of different line endings and encodings, customizable tabbing, and anything else that makes life easier. Some choices: |