VoidExpanse/modding: Difference between revisions
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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. | 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. | To make ship adding easy, we've created a special tool - VE Physics Adjuster, which is quite easy to use. | ||
[[VoidExpanse/Adding_Ships]] | |||
== Scripting == | == Scripting == |
Revision as of 04:07, 21 May 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.