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Thread: Tips for an up and comming modder

  1. #1

    Default Tips for an up and comming modder

    Hi my name is Lusimania and i would like to make an impact in the World of Rome Total War, but first i have to understand how to mod lol. So i would be very thankful you people on this board will help me to make a good mod.

    The following is the things i have a basic understanding of

    -EDU (export_descr_unit)
    - -show_err
    -mod switch

    These are the things i have no clue about

    -Modeling
    -Skinning
    -Scripting
    -Put a unit in the game*
    -Change symbols for a faction
    -Making a unit playable in a game
    -How to make a complete mod
    -What to download

    I would greatly appriciate it if you guys helped. I have read most of the basic tutorial guides but i still do not know where to start on the mod.

    -Thank you

  2. #2
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Tips for an up and comming modder

    What programs do you have available?

    Modelling requires 3dsMax which is very expensive to buy (maybe cheaper if you're a student)

    Skinning / changing faction symbols needs a 2d graphics program. Photoshop is good but relatively expensive. GIMP is available free but is a bit harder to learn.

    Scripting / changing availability of existing units / changing names of factions etc. just needs basic text editor like Notepad.




    Also do you have an idea yet what sort of mod you want to make? The best idea is to start by making only small changes btw....
    Not used mods before? Looking for something small and fun?!
    Download the:

  3. #3

    Default Re: Tips for an up and comming modder

    3dsmax is idd expensive , but can also be downloaded by torrents , wich is illegal , but free .. I never did it , and i don't promote it , i jsut say that if you rzally want to model with no cash , you could always do that (although i suggest you don't do it !!)

    As for GIMP , it can do practically the same as Photoshop ;)

  4. #4

    Default Re: Tips for an up and comming modder

    Im planning to try to make a mod called "Civilization-Total War".
    I want it to have 8 new factions at the height of their empire.
    I also want it to have new units which i cant seem to do.

    The programs i have are
    -The Pac Extractor and the other tools that come with it
    -Notepad
    -and gimp

    *Note i tried to add a unit today with the show err script but when i try to load the new unit in battle it ctds or crashes to desktop.

  5. #5
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Tips for an up and comming modder

    Expect the first 6-12 months to be mainly learning, though you can start to build your mod too. An 8-faction mod is probably 1-2 years of work but it depends on how many cultures and how deeply converted you go. Being on your own and a beginner, you do no want to take on too much.
    "One of the most sophisticated Total War mods ever developed..."

  6. #6
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Tips for an up and comming modder

    Quote Originally Posted by Lusimania View Post
    *Note i tried to add a unit today with the show err script but when i try to load the new unit in battle it ctds or crashes to desktop.
    https://forums.totalwar.org/vb/showthread.php?t=51750 is good tutorial for adding new units

    unless you've made a new .cas model and it doesn't work, the most common cause of CTD when attempting to add new unit is leaving the .dds bit on the end of the texture name in descr_model_battle.txt

    although the texture file needs to be called blah_blah.tga.dds
    you only need to put blah_blah.tga in the DMB file

    check that first - if its not that then post here in quotes the sections of the text files you changed.
    Not used mods before? Looking for something small and fun?!
    Download the:

  7. #7

    Default Re: Tips for an up and comming modder

    Makanyane thanks for the link but thats the exact guide i used lol ill try to post the text files on here.

    and finally does anyone have a link on all the things thats in the mod helper folder.

  8. #8

    Default Re: Tips for an up and comming modder

    type greek_takmen_elite
    skeleton fs_slow_spearman, fs_slow_swordsman
    indiv_range 40
    texture greek_cities, data/models_unit/textures/takmen_elite_greek.tga
    model_flexi data/models_unit/takmen_elite_high.cas, 15
    model_flexi data/models_unit/takmen_elite_med.cas, 30
    model_flexi data/models_unit/takmen_elite_low.cas, 40
    model_flexi data/models_unit/takmen_elite_lowest.cas, max
    model_sprite greek_cities, 60.0, data/sprites/takmen_elite_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f

  9. #9

    Default Re: Tips for an up and comming modder

    This is also a great tutorial ~ Actually the first one i ever used :

    EDIT : I just see the site has a time out .. It was a tutorial made by Subrosa on the rtw.heavengames site .. Then take a look at some other tuto's :

    Aradan's EDU guide

    And a DMB guide

  10. #10

    Default Re: Tips for an up and comming modder

    wow thats a great guide thank you soo much

  11. #11

    Default Re: Tips for an up and comming modder

    I would go back and double-check your spelling in not only the new entries you made, but for the new model and texture files themselves. Modding errors are often the cause of a simple missing character somewhere. Because of that I copy and paste the names of things from one file to another, especially the long ones.
    Last edited by SubRosa; 05-08-2009 at 21:38.
    There are never enough hours in the days of a Queen, and her nights have too many...

    ATW Version 2.5 is now out!

  12. #12

    Default Re: Tips for an up and comming modder

    SubRosa im a great fan of your work, and all the guides you wrote thanks for the tip

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