VoidExpanse/modding: Difference between revisions
(Created page with "VoidExpanse was created to have an almost unlimited modding potential. Almost every aspect of game can be modified and extended. There are no hardcoded scripts and in-game log...") |
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There are no hardcoded scripts and in-game logics, everything you see in VoidExpanse now was created as root mod. This concept is similar to | There are no hardcoded scripts and in-game logics, everything you see in VoidExpanse now was created as root mod. This concept is similar to | ||
early GameBryo versions. | early GameBryo versions. | ||
Modding consists of two essential parts: | |||
* Assets modding | |||
* Scripting | |||
== Assets modding == | |||
All objects in game are assets. They are, basically, XML files, which are located in "[MOD]/data" folder. | |||
For example, if you want to add a new item or a ship - it'll be Asset modding. | |||
For example, let's take a look at ship "shuttle". | |||
Hull of this ship is presented in "data/items/hull_shuttle.xml". In this file, all basic info about hull contined: | |||
weapons slots, model, textures, blinks, engine trails, physics etc. | |||
Basically, to add a new ship all that you need is to add one more hull item to "data/items" folder of your mod. And model with textures, of course. | |||
To make ship adding easy, we've created a special tool - VE Physics Adjuster, which is quite easy to use. | |||
== Scripting == | |||
Scripting is the most important and essential part of the game. Everything - from galaxy creation to damage and prices calculations - are scripted and | |||
moddable. | |||
More information on scripting is in [[VoidExpanse/scripting_api|Scripting section]] of this wiki. |
Revision as of 04:37, 5 April 2014
VoidExpanse was created to have an almost unlimited modding potential. Almost every aspect of game can be modified and extended. There are no hardcoded scripts and in-game logics, everything you see in VoidExpanse now was created as root mod. This concept is similar to early GameBryo versions.
Modding consists of two essential parts:
- Assets modding
- Scripting
Assets modding
All objects in game are assets. They are, basically, XML files, which are located in "[MOD]/data" folder. For example, if you want to add a new item or a ship - it'll be Asset modding.
For example, let's take a look at ship "shuttle". Hull of this ship is presented in "data/items/hull_shuttle.xml". In this file, all basic info about hull contined: weapons slots, model, textures, blinks, engine trails, physics etc.
Basically, to add a new ship all that you need is to add one more hull item to "data/items" folder of your mod. And model with textures, of course. To make ship adding easy, we've created a special tool - VE Physics Adjuster, which is quite easy to use.
Scripting
Scripting is the most important and essential part of the game. Everything - from galaxy creation to damage and prices calculations - are scripted and moddable.
More information on scripting is in Scripting section of this wiki.