AOE3 Forums


  advanced
in


Last post 12-03-2008, 3:43 PM by peugeot407. 209 replies.
Page 3 of 14 (210 items)   < Previous 1 2 3 4 5 Next > ... Last ยป
Sort Posts:
  •  11-27-2007, 2:41 PM 619154 in reply to 613287
    kjn kjn is not online. Last active: 12/05/2008, 7:24 AM
    Member
    Top 25 Contributor
    Total Posts: 3,513
    Last Post: 12-05-2008
    Member Since: 12-24-2005
    Subject: Re: The Modding Thread.

    This is where the modding questions should be posted!

    Regards


    Blowgunner:
    "Who cares..This will be electronic dust in 5 months!"
  •  11-27-2007, 3:59 PM 619209 in reply to 619154
    kjn kjn is not online. Last active: 12/05/2008, 7:24 AM
    Member
    Top 25 Contributor
    Total Posts: 3,513
    Last Post: 12-05-2008
    Member Since: 12-24-2005
    Subject: Re: The Modding Thread.

    I'm posting the code for a custom effect by reyk.

    Some guys have been asking about it.

    This would need to be typed into your typetest.xml for what ever version you wish..Under the effect section of the typetest..

    Load Scenario

    <Effect name= "$$18441$$LoadScen">

    <Param name="ScenName" displayName="$$18971$$Filename" varType="string">Name</Param>

    <Command>trGameLoadScenario("%ScenName%");</Command>

    </Effect>

    Just pay close attention to the spacing and the capitol letter in the existing codes,  for the other Effects in the typetest..I may have made a few type errors...

    The code is as it should be now!

    Best Regards!


    Blowgunner:
    "Who cares..This will be electronic dust in 5 months!"
  •  11-27-2007, 4:23 PM 619234 in reply to 619209
    kjn kjn is not online. Last active: 12/05/2008, 7:24 AM
    Member
    Top 25 Contributor
    Total Posts: 3,513
    Last Post: 12-05-2008
    Member Since: 12-24-2005
    Subject: Re: The Modding Thread.

    I made all the corrections for the above code..

    Enjoy the effect!

    kjn


    Blowgunner:
    "Who cares..This will be electronic dust in 5 months!"
  •  11-30-2007, 9:42 AM 620849 in reply to 619234
    Northern_lord Northern_lord is not online. Last active: 08/25/2008, 1:30 PM
    Member
    Norway
    Top 50 Contributor
    Total Posts: 1,835
    Last Post: 08-25-2008
    Member Since: 01-28-2007
    Subject: Re: The Modding Thread.

    Oh, I am so happy now!

    Italian church 



  •  11-30-2007, 3:38 PM 621007 in reply to 620849
    kjn kjn is not online. Last active: 12/05/2008, 7:24 AM
    Member
    Top 25 Contributor
    Total Posts: 3,513
    Last Post: 12-05-2008
    Member Since: 12-24-2005
    Subject: Re: The Modding Thread.
    I like it!

    Blowgunner:
    "Who cares..This will be electronic dust in 5 months!"
  •  12-04-2007, 9:19 PM 622996 in reply to 613287
    DavidDeAngelo Fan DavidDeAngelo Fan is not online. Last active: 12-07-2007, 3:02 PM
    Member
    Not Ranked
    Total Posts: 50
    Last Post: 12-07-2007
    Member Since: 10-28-2007
    Subject: Re: The Modding Thread.

    I'm new to modding

    Could I make a mod where I add new units to the game? I was hoping I could make a "Big Cat" mod where you could train Lions and Tigers and Cheetahs as regular military units. I was also hoping to invent a new building for the game to train them. I suppose it would be called a den and cost 100 wood.

    Could all this be done?


    DavidDeAngelo Fan
  •  12-05-2007, 12:57 AM 623056 in reply to 622996
    Northern_lord Northern_lord is not online. Last active: 08/25/2008, 1:30 PM
    Member
    Norway
    Top 50 Contributor
    Total Posts: 1,835
    Last Post: 08-25-2008
    Member Since: 01-28-2007
    Subject: Re: The Modding Thread.

    It could be done.

    But keep in mind that:

    You can only use an existing gr2. model. A gr2 (granny 2) model is the shape of a unit.

    An example: Imagine a pikeman. The pikeman body (without face or colors, only black) is the pikeman's model.

    So you could take the body of a cougar (for example), and retexture it to get a tiger. Very many get disappointed that they cannot make new models. But you can make a new texture (the texture is where the colors and face, and player colors etc. are). It is just an image. Look at this.

    That is a texture for a house.

     

    But what you want to do is difficult. What you should start doing is to try to make some units.

    If you want to learn to mod, you should read the main post here, and then ask questions you have.

    Also this is a good place to join, since there are alot of modders around there. 



  •  12-06-2007, 10:37 PM 624015 in reply to 623056
    aok oldschool aok oldschool is not online. Last active: 11/22/2008, 2:11 PM
    Member
    omg aok_oldschool
    Top 100 Contributor
    Total Posts: 1,242
    Last Post: 11-22-2008
    Member Since: 12-10-2005
    Subject: Re: The Modding Thread.
    I love modding, I ought to give it a try as I don't bother to play the actual game anymore. My only flaw is I've always been a little more into game development itself, but mods are fun. I'm awful at both though.

    /sarcasm
  •  12-07-2007, 3:26 PM 624324 in reply to 624015
    kjn kjn is not online. Last active: 12/05/2008, 7:24 AM
    Member
    Top 25 Contributor
    Total Posts: 3,513
    Last Post: 12-05-2008
    Member Since: 12-24-2005
    Subject: Re: The Modding Thread.

    Just jump into it..

    Read all you can..

    When a problem may arise.

    Don't be afraid to ask questions..

    We wish you well..

    With your endeavors.

    Regards!


    Blowgunner:
    "Who cares..This will be electronic dust in 5 months!"
  •  12-11-2007, 4:22 PM 626339 in reply to 624324
    kjn kjn is not online. Last active: 12/05/2008, 7:24 AM
    Member
    Top 25 Contributor
    Total Posts: 3,513
    Last Post: 12-05-2008
    Member Since: 12-24-2005
    Subject: Re: The Modding Thread.

    This is by Northern_lord..Enjoy!

    Well. Here's how to use the play dialogue effect:

    This will make any game uncompitable with ESO.

    The Play dialogue effect will only work if you refer to a string in stringtable(x)  in the subtitle-box. You'll have to write something like {52989}. Well. Here is how to make a new string in your stringtable(x):

    Go into C:\Program Files\Microsoft Games\Age of Empires III\data

    Open stringtable (stringtablex for TWC).
    Scroll to the end of the document (double-check that it's the end of it).

    One of the things you can see is: </Language></StringTable>

    That is the tag that tells the game that the document is finished. Every string you want to make must within the start of the document.

    It is wise to make ALL your new strings in the end of the document. Just make them before this tag: </Language></StringTable>.

    Most strings looks like this: <String _locID ='[here is a number consisting of 5 numbers, that you refer to from proto(x) or typetest.]'>[Things like names of the soldiers are here.]</String>

    Here's an example: <String _locID ='31285'>Pikeman</String>

    To make the name of a character being showed, when using this trigger, the string should look like this:

    <String _locID ='[inser unique numer here. If you let the number start with 71, you can be pretty sure it's unique. The next string can be the number after this.' gamecharacter ='[insert name of character here]' soundfilename ='[inser soundfilename here. you don't need to]'>[insert your text here]</String>

    Here's the string I used to show you that it was possible:

    <String _locID ='71500' gamecharacter ='Northern Marvin' soundfilename =''>Look guys! I did it :-) But it's not possible to do this at CSO :-(.</String>

    I think this should explain what you need to know. Tell me if there's something you don't understand. 


    Blowgunner:
    "Who cares..This will be electronic dust in 5 months!"
  •  12-12-2007, 12:53 AM 626495 in reply to 626339
    Northern_lord Northern_lord is not online. Last active: 08/25/2008, 1:30 PM
    Member
    Norway
    Top 50 Contributor
    Total Posts: 1,835
    Last Post: 08-25-2008
    Member Since: 01-28-2007
    Subject: Re: The Modding Thread.

    So basically what you do is to make a string and refer to it in the "Play Dialogue" effect. And you will just have to have {} around it.

     

    (thank you kjn, I have not had time to post it)