Freedom Reborn

Freedom Force Forums => Mods => Topic started by: Imperios on February 06, 2011, 03:36:39 PM

Title: A question about mod
Post by: Imperios on February 06, 2011, 03:36:39 PM
1: Is it possible to make a new campaign without removing the old one?
2: How can I add a new recruitable hero? I try. It isn't working.
Title: Re: A question about mod
Post by: jocke32 on February 06, 2011, 04:38:29 PM
1. No i think you have to make an new map that you put your mod in and make the new campaign there.
2. import datfiles

myhero = datfiles.Campaign_ReadCharacterData('hero_1')
Title: Re: A question about mod
Post by: Imperios on February 06, 2011, 05:07:35 PM
Hm... Thanks.

But wait... Where should I write this?
Title: Re: A question about mod
Post by: Imperios on February 06, 2011, 07:15:21 PM
Okay, another question. Where can I find maps? I can't find them.
Title: Re: A question about mod
Post by: John Jr. on February 06, 2011, 07:21:45 PM
Take a look here:
http://frp.unlimited2.net/maps/

and here:
http://www.fxforce.com/MAPS.html
Title: Re: A question about mod
Post by: BentonGrey on February 07, 2011, 01:16:00 AM
Howdy Imperios, here are some general tips.  Modding is really easy once you've learned the basics, but you have to go about learning it intentionally or it can be pretty overwhelming.  There are a lot of little things involved in modding, but in general a project can be as simple or complex as you want it to be.  First off, I'd start here:

http://phantombunburyist.freedomforceforever.com/tempest/modtutorial.html

This is a good, general overview of the main mod-making tool.  FFEdit is fantastic once you understand it.  I'd recommend reading through this tutorial and setting up a really small practice mod to get the hang of it.  I jumped in with both feet on something gigantic and complex when I first started, and that resulted in my getting discouraged and giving up more than once. 

It isn't a bad idea to get your cast of characters set relatively early on.  Once you've chosen which characters you want to use, you can decide how fancy you want to get.  Trying to get all new meshes and skins is going to be tough, so using the built-ins whenever possible is probably a good idea.  Also, there is a TON of content out there which can fill most roles in a mod.  If you have something in mind for, say, Mr. Mechanical's new armor, there is likely something out there that will do.

The actual missions and campaign are the toughest part, but they can also be the most fun.  You need to decide whether you want to use Python scripting, or EZScript.  Here's a short description of each:
Python=
http://frworld.wikispaces.com/A+simple+exercise+in+basic+scripting
EZScript=
http://ezscript.wikispaces.com/

Personally, I use EZScript, which is great for someone like me who just could not wrap his mind around real scripting.  Once you've made that decision, it's just a matter of doing a few different things:


Of course, there is quite a bit of work involved in many of those steps, but at least this gives you some concept of how to go about it and what you need to do when.  If you have any questions as you go through the process, feel free to ask.  FR is the friendliest place on the web. :)
Title: Re: A question about mod
Post by: Imperios on February 07, 2011, 12:05:45 PM
Thanks, people. But there is a thing I wonder about.

Tutorial says I need some weird TXT with map files. However, there are no in my Data folder. Can you either say where they're located or give me some basic level layout txt file?
Title: Re: A question about mod
Post by: John Jr. on February 08, 2011, 01:34:29 AM
The txt would probably be the "mission.txt" and "base.txt". If you're using EZScript to write your mod you can find a template in a folder called "ezscriptcampaign".
You can get EZScript and FFX3 (with a lot of custom attributes and FX) here:
http://ezscript.wikispaces.com/
Title: Re: A question about mod
Post by: BentonGrey on February 08, 2011, 02:49:08 AM
He's talking about the level.txt and layout.txt files JJ. 

Imperios, those will be different for each map, and some of them should be around when you unpack your .dat file like the tutorial talks about.  Other than that, PM me your email address and I'll send you a file that has all of the layout files that you might need.