mod making? -1 reply

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Stgchuckles13

Just a gamer

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11th September 2005

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#1 11 years ago

what do I need to make a mod for EAW?




17th April 2007

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#2 11 years ago

go to all this sites and down load the requited items form them there the tools you’ll need. First site http://empireatwar.filefront.com/files/Empire_at_War/Tools/Game_Tools;7351 from this site you'll need eaw and/or foc map editor depends on what game you have foc xml or eaw xml (don't need eaw if you down load foc's) smg xml editor second site http://alpha1.dyns.net/eaw/ from this site you'll need alo viewer mtd editor string editor (this is what will alow you to change unit def and names) lua tools Third site http://www.petro-gamers.com/downloads/eaw/utils/ from this site you'll need EAWExtractor and then read the throu tutorials http://forums.filefront.com/sw-eaw-modding-mapping-editing/239615-modding-tutorials.html http://forums.filefront.com/sw-eaw-modding-mapping-editing/245132-modding-tutorial.html and there are mor tools listed in some of the tutorial




SmokeRingHalo

The forums staffers think I'm Cool

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15th October 2002

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#3 11 years ago
Stgchuckles13;3853183what do I need to make a mod for EAW?

A lot of time and patience




Stgchuckles13

Just a gamer

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11th September 2005

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#4 11 years ago

I'll see what I can do :)




Doom Commander

Prepare to suffer.

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4th June 2007

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#5 11 years ago
Stgchuckles13;3853183what do I need to make a mod for EAW?

I would think you need a team.




Ipse

The Great Charm

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14th April 2007

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#6 11 years ago

ifs its a mini-mod , you are sure to do it by your self




17th April 2007

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#7 11 years ago

doom you dont need a team to do a mod it helps them the work is spread out more plus have different talent too but all that is need to make a mod is the tool that i gave him links to plus read the tutorails then to started to try to mod by trial and error good luck stghuckles13




PvtParts234

Slightly cooler than a n00b

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28th April 2007

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#8 11 years ago

Actually this game is pretty flexible. The xml coding is hardly exciting, but its easy. Its really quick (you can make a good number of changes with the game up, and it will simply reload the changed files and utilize those changes.) and it doesn't crash a lot.

Debugging can be tough because, at least from my point of view, the _Except.txt really doesn't give any insight into the cause of the problem, and I have yet to see a logfile.txt. However, if you remembered which xmls you edited last, you can simply back them up and replace them with the defaults one at a time, to find out by process of elimination which one caused the crash. Then its just a matter of identifying (what usually ends up as being a typo) the problem.

I started here:

http://forums.filefront.com/sw-eaw-modding-mapping-editing/245132-modding-tutorial.html

Its not the most detailed but it gives you the hang of xml's, and as they really aren't that complicated, it should be enough.

Depending on what you want to do, it could get complex, but for the most common (yet effective stuff - editing units/gameplay etc) it doesn't take to much effort to gain an understanding and be able to work out whatever you want to do.




T3h Piti

Where is this.

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9th March 2007

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#9 11 years ago
Doom Commander;3855516I would think you need a team.

not all mods need teams and not all modders need teamates, i mean theres tons of people that do giant mods bythemselves and have little help from others