VoidExpanse/Content modding: Difference between revisions
Atomic-admin (talk | contribs) (Created page with "{{Draft}} == Content modding == All objects in the game are represented by XML files which define their properties and behavior. These content files are located in "/data/......") |
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Basically, to add a new ship all that you need is to add one more hull items to "data/items" folder of your mod. And model with textures, of course. | Basically, to add a new ship all that you need is to add one more hull items to "data/items" folder of your mod. And model with textures, of course. | ||
[[VoidExpanse/Adding_Ships|Core Mod / Adding Ships]] | [[VoidExpanse/Adding_Ships|Core Mod / Adding Ships]] | ||
{{Modding}} |
Revision as of 08:01, 6 January 2015
This article is a draft and may contain incomplete or even incorrect information. You can help by expanding it. |
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Content modding
All objects in the game are represented by XML files which define their properties and behavior. These content files are located in "/data/..." folders.
So, if you want to add a new item or a ship - it'll be asset modding.
Let's take a look at a ship hull "shuttle". Hull of this ship is defined in "data/items/hulls/light_frigates/hull_shuttle.xml". This file includes all information needed for the game to make this hull work: weapons slots, model references, textures references, blinks, engine trails, physics, etc.
Basically, to add a new ship all that you need is to add one more hull items to "data/items" folder of your mod. And model with textures, of course.
VoidExpanse Modding (Edit template) |
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Using mods: Installing and using mods Overview articles: Modding (main article), Package files structure Topic specific articles: Assets modding, Content Modding, Scripting overview, Scripting API, Scripting Events system, Localization Detailed scripting articles: Internal scripts, Global scripts, object scripts, Device scripts, Consumable scripting Tools: VE Physics Adjuster, VE Mod Uploader (Steam), AT Localization Utility |