What can 0ad modders expect regarding units? Will unit modding be similar to AoK? I asume that unit modding will be much harder in 0ad due to camera angles and differant textures, but does anyone have an idea of how many frames each unit will have?
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0ad Unit Modding
#1
Posted 10 April 2005 - 03:37 AM
John Bennett, aka Caesar
Wildfire Games Resident Theologian
Contact me: bennett89479@hotmail.com
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Wildfire Games Resident Theologian
Contact me: bennett89479@hotmail.com
~ My Links ~
Royalty and Monarchy Website l Fish Eaters l The Cross and the Sword Blog
Fish Eaters Forum l Monarchy Forum
#2
Posted 10 April 2005 - 03:44 AM
AoK is 2d. 0 A.D. is 3d, so its not quite the same. It will be more like modding AoM. Instead of rendering and altering sprites you alter unit textures. As we near completion of the game or shortly after we'll release some texture templates so you people can make their own textures. We'll probably also provide a standard model. You'll be able to animate to your hearts content. The frames of animation (because its 3d) can be as long or as short as you want.
Jason Bishop [ aka Wijitmaker ]
Wildfire Games CFO, retired artist
Contact me: jason@wildfiregames.com
Support Wildfire Games!!!
Wildfire Games CFO, retired artist
Contact me: jason@wildfiregames.com
Support Wildfire Games!!!
#3
Posted 12 April 2006 - 03:43 AM
Lol, is 0ad going to be as easy to mod as command and conquer red alert?
#4
Posted 12 April 2006 - 03:48 AM
Easier
Jason Bishop [ aka Wijitmaker ]
Wildfire Games CFO, retired artist
Contact me: jason@wildfiregames.com
Support Wildfire Games!!!
Wildfire Games CFO, retired artist
Contact me: jason@wildfiregames.com
Support Wildfire Games!!!
#6
Posted 13 April 2006 - 08:24 PM
I'm guessing this file is that rules.ini? Our unit data is split into lots of XML files - so it's not quite as trivial to get started (since you have to work out what file to open), and not quite as easy to read (since it's XML, and since we have a lot more data per unit than Red Alert). But we might end up with a GUI tool for editing that data (particularly for customised units in scenarios), so you wouldn't have to care about those details.
Our data files are distributed in a standard .zip file (instead of RA's .mix) so they're trivial to extract, and our textures are probably easier to edit than RA's sprites (since we're using standard DDS files while they probably made up their own file format); and we want to make it as easy as possible to create and distribute mods, so you can e.g. make unit mods and include them with scenarios, and players won't have to manually copy lots of files around to install the mods.
So it's probably harder in some ways (because 0 A.D. is a more complex game), but easier in others, and we're actively trying to design and write the game to be easy and powerful for modders
Our data files are distributed in a standard .zip file (instead of RA's .mix) so they're trivial to extract, and our textures are probably easier to edit than RA's sprites (since we're using standard DDS files while they probably made up their own file format); and we want to make it as easy as possible to create and distribute mods, so you can e.g. make unit mods and include them with scenarios, and players won't have to manually copy lots of files around to install the mods.
So it's probably harder in some ways (because 0 A.D. is a more complex game), but easier in others, and we're actively trying to design and write the game to be easy and powerful for modders
Philip Taylor [aka Ykkrosh]
Wildfire Games Programmer
Contact me: philip@wildfiregames.com
Wildfire Games Programmer
Contact me: philip@wildfiregames.com
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