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  1. #1

    Default Re: Using -mod:my_mod

    Regarding the loading screen symbols - are you creating a separate folder within the vanilla folder or are they being referenced through the mod folder? The path you're describing looks like it's heading into the vanilla folder and my own attempts to run them through the mod folder have not been successful. Chivalry seems to leave this unchanged and yet their changed symbols show.
    Last edited by Epistolary Richard; 05-27-2006 at 12:45.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  2. #2

    Default Re: Using -mod:my_mod

    The path for most files is relative to the game directory, so it looks like data/[etc]. If you need to specify the path for those files then you can give it as [mymod]/data/[etc]. The path for some files is relative to the main data folder so, for example, the path might look like banners/[etc]. If you need to specify the path for file like that you can do it like this:

    ../[mymod]/data/banners/[etc]

    The ".." tells the game to go up one level, to the main game folder, then look in the mod folder, and so on.

    Here's the descr_standards.txt file from XGM for example:

    Code:
    ;
    ;	this file describes the appearance of the strategy map banners
    ;
    
    file_scale			0.185f
    file_army_banner	data/banners/strat_flag.cas				; can't have spaces
    file_scale			1.0f
    file_navy_banner	data/banners/navy_banner.cas
    
    banner_star			0,       0.67969, 0.19141, 0.86719
    banner_button		0.19922, 0.67969, 0.38281, 0.86719
    banner_flag			0.58813, 0.01,    0.99,    0.99
    banner_sail			0.01,    0.01,    0.42,    0.41
    
    factions
    symbols				banners/symbols1.tga
    symbols				../xgm/data/banners/symbols2.tga
    symbols				banners/symbols3.tga
    symbols				banners/symbols4.tga
    symbols				banners/symbols5.tga
    rebels_factions
    symbols				banners/symbols6.tga
    symbols				banners/symbols7.tga
    symbols				banners/symbols8.tga
    Last edited by DimeBagHo; 05-27-2006 at 18:37.

  3. #3

    Default Re: Using -mod:my_mod

    Yes, I tried that for the loading screen symbols in descr_sm_factions but I just got a white square instead of the symbol. And Stuie has his mod folder inside the vanilla folder (or at least it appears) in that example. I would think perhaps it's something to do with the image itself but it works when it overwrites the original.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  4. #4

    Default Re: Using -mod:my_mod

    I just checked how I did things in XGM for the loading screen symbols. Macedon is the only one I changed, and the changed version shows up fine. The file is located in the mod folder with the same relative position, and same file name, as the vanilla version. Here's the Macedon section from descr_sm_factions.txt:
    Code:
    faction						macedon
    culture						greek
    symbol						../xgm/data/models_strat/symbol_macedon.CAS
    rebel_symbol				models_strat/symbol_greek_rebel.CAS
    primary_colour				red 0, green 0, blue 0
    secondary_colour			red 255, green 75, blue 0
    loading_logo				loading_screen/symbols/symbol128_macedon.tga
    standard_index				4
    logo_index					239
    small_logo_index			253
    triumph_value				5
    intro_movie					fmv/intros/greek_intro_640x480_bars.wmv
    victory_movie				fmv/victory/greek_outro_320x240.wmv
    defeat_movie				fmv/lose/macedon_eliminated.wmv
    death_movie					fmv/death/death_macedon_grass_320x240.wmv
    custom_battle_availability	yes
    can_sap						yes
    prefers_naval_invasions		no
    So it looks like it should all work fine if you just put the modified sysmbol in the mod folder like any other file. Are you sure there isn't some problem with the modified file itself?

  5. #5
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Using -mod:my_mod

    By the way, the minimum for a working mod folder is:
    data/text/imperial_campaign_regions_and_settlement_names.txt
    data/world/maps/campaign/imperial_campaign
    data/world/maps/base

    This can be run through the BI.exe as well, and it will just start vanilla RTW
    Utilizing this is also a good method for testing things as traits, etc. before you put them in your mod for real ;)

  6. #6

    Default Re: Using -mod:my_mod

    I have RTRPE,
    when i run mod:my_mod with RTW.exe everythink is ok,byt if i try to start game with BI.exe(becouse i like some special thinks from bi)the game crash.
    Also i play uor xgm4.0.11 where i see that its posible to play mod:my_mod with BI.exe.
    So the question is what other files should i add to my_mod folder ,to make game run with BI.exe,or there is something else that i must do to solve the problem.

  7. #7
    EBII Mod Leader Member Foot's Avatar
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    Brighton, East Sussex, England (GMT)
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    10,736

    Default Re: Using -mod:my_mod

    I have recently finished converting Europa Barbarorum to use -mod: and there were only a couple of points that I felt needed addition to this thread:

    Entries in *.txt files that reference files for Rome but do not include a directory structure beforehand cannot be told to given a different directory structure - it is inbuilt into the *.txt file.

    For example in descr_aerial_map_ground_types.txt has this entry

    Code:
    cultivated_low		temperate_grassland_farm.tga	arctic.tga
    as you can see it does not reference any folder beforehand and so adding eb/ as a prefix, to reference that file in a different folder, did not work

    Code:
    cultivated_low		eb/temperate_grassland_farm.tga	    eb/arctic.tga
    The only alternative was to rename the files, I gave the updated files the 'eb_' prefix, so that they do not over-write the vanilla files. I then put these 'eb_' prefixed files in the appropriate folder (in this case data/terrain/aerial_map/ground_types/) and changed the entries appropriately.

    Code:
    cultivated_low		eb_temperate_grassland_farm.tga	    eb_arctic.tga
    .

    Also, as far as I can tell, you cannot add custom loading bars to your mod if you wish to use the command '-mod:' without over-writing vanilla files. Does anyone have any hints as to a solution for this. It is not referenced in a *.txt file as far as I can tell, but it will not show the custom loading bar!

    Foot
    EBII Mod Leader
    Hayasdan Faction Co-ordinator


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