So I've been searching the files recently trying to figure out how the crew works... and haven't gotten far.
So could you please (When you have the time) create a video explaining how to mod new crew/ entities?
It would also be helpful if you could cover some other things too, like weather, terrain, etc. (You could do it in parts, part 1 is crew, part 2 is something else, that way you don't have to do it all in one sitting.)
Alright. I'm going to assume you have a basic knowledge of modules and modding the title.
So the crew comes with many folders in the /data.
/AnimationAppearance
Reference on the spritesheet, references body plan.
/AnimationBundle
Scripted animations. Referenced by the body plan.
/BodyPlan
An array of animation bundles, making up an entire unit.
/CrewType
The troop array in-game. References animation appearance, specifies characteristics.
/Shouts
Referenced by the CrewType.
... each would need a tutorial in specific, but it's a good start. You would then reference the CrewType in your module. I've found making troops in bulk isn't hard using math and the original spritesheet. #clonearmy
Terrain is pretty striaghtforward after modules & module appearance.
Weather is managed by:
/BackdropType
/BackgroundFloatieType
/BirdType
/CloudType
/CombatBackgroundFlavor
/TimeOfDay*
/WeatherEffect*
The depth at which you delve is entirely up to you. I've added background manipulation for the sake of full depth, but those marked with a * are the most prominent.
This isn't a tutorial, but it's a start. Most of the content is very straightforward after understanding modules.
Warrant Officer
So I've been searching the files recently trying to figure out how the crew works... and haven't gotten far.
So could you please (When you have the time) create a video explaining how to mod new crew/ entities?
It would also be helpful if you could cover some other things too, like weather, terrain, etc. (You could do it in parts, part 1 is crew, part 2 is something else, that way you don't have to do it all in one sitting.)
Commodore
if i remember correctly the thread on making a "revolting village" mod has some stuff about this, but dont quote me on that
Commodore
Alright. I'm going to assume you have a basic knowledge of modules and modding the title.
So the crew comes with many folders in the /data.
Reference on the spritesheet, references body plan.
Scripted animations. Referenced by the body plan.
An array of animation bundles, making up an entire unit.
The troop array in-game. References animation appearance, specifies characteristics.
Referenced by the CrewType.
... each would need a tutorial in specific, but it's a good start. You would then reference the CrewType in your module. I've found making troops in bulk isn't hard using math and the original spritesheet. #clonearmy
Terrain is pretty striaghtforward after modules & module appearance.
Weather is managed by:
/CombatBackgroundFlavor
/TimeOfDay*
The depth at which you delve is entirely up to you. I've added background manipulation for the sake of full depth, but those marked with a * are the most prominent.
This isn't a tutorial, but it's a start. Most of the content is very straightforward after understanding modules.