Version 1 (modified by Niek, 10 years ago) ( diff )

Creation tutorial part 1, part 2 + images will follow

Introduction

This tutorial covers the workflow of adding and editing units. You will learn how to create templates and link them at the correct way. In the end you will have a fully featured axeman.

Table of contents

  • First start
  • Setting up a template
  • Setting up an actor
  • Make the unit trainable
  • Result


First start

If you haven't done already, download the game and install it in any directory you like or obtain the source code using TortoiseSVN: <http://trac.wildfiregames.com/wiki/TortoiseSVN_Guide>. I'm using the SVN version in this tutorial.

Navigate to the directory of the game, in my case: <D:\0_A.D._source>. Then go to <\binaries\data\mods>. Here you will find a few folders, one of them is <public>. In this folder you will find all the data and gameplay scripts related to the main game of 0 A.D. 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. Do so by creating a shortcut targeting pyrogenesis.exe located in <\binaries\system>.

Add “-mod=testmod” to the target and press OK. Go back to the mods directory and create a folder called <testmod>. You will notice a few additional maps in my folder, ignore them.

Create the following map structure like you see in the public mod:
<\simulation\templates\units>
<\simulation\templates\structures>
<\art\actors\units\gaul>

To save time and effort we will use already existing meshes, textures and animations (we therefore do not create those maps), and do not write our template from scratch.

Well done! You now have the ability to launch your mod and know the map structure needed for editing stats – including auras – and visuals.

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