![]() Mod is nothing else but a folder with another files. If no mods are assigned to a world that you are loading, game uses only files from this content folder but if there are mods, game loads also files from mod adding more content or potentially rewriting vanilla content based on content of the mod’s folder. I will explain again basic principles of how mods are applied.Īll of our vanilla source files are all saved in a folder called content in your *game folder. General modding principles - how to make any mod We would like to mention one thing before you get into modding planets:įor your own sake we recommend you to load either PlanetTemplate or EarthLikeModExample and test/edit all the things there, so you get to know the system and how everything works.Īfter that you can create your own from scratch. (Basic Edition is also available, but the max resolution output is limited to 512x512 pixels) World Machine Professional - for heightmap easier creation (much more realistic looking terrain, without manual work).Adobe Photoshop - for editing material and heightmap textures.sbc extension where we have definitions for every feature in the game. Microsoft Visual Studio - or Notepad++ - for opening files with.I would like to present you with a guide that will help you understand how we created planets at Keen Software House and how to mod your own into the game.įeel free to use/alter company owned files for your Medieval Engineers mods. 15.1 Making indestructible cubegrids in existing save.15 Indestructible buildings introduction.14.4 Compass texture vs in-game look comparison.14.3 Explanation of Waypoint/Tag definition.14.2 Explanation of compass definition line by line.14.1 Creating compass texture atlas and setting coordinates for its elements.13.1 Description of available actions to set permissions for:.13 Permissions modding - what is/isn’t allowed to do in claimed areas.12.2 2 Creating fast travel texture override. ![]() ![]() 12.1 1 Generate automatically based on terrain shape.10.2 Background generator (trees, mountains, roads.).9 Ambient sounds - day/night biome sounds.7.3.1.1 Procedural Environment definition.7.3 Biomes definitions (trees, plants and bots).7.2 Surface material definitions (grass, sand, snow).6 All planet related files overview and where to find them.4.3 Understanding how voxel textures are made.3.1 Opening mod and examining mods content.3 General modding principles - how to make any mod. ![]()
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