How to make a mod -1 reply

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luckymoonboy1

Slightly cooler than a n00b

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18th June 2008

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#1 9 years ago

OK, well i want to make a mod. i want to integrate features similar to the fighting features in JA+, the building features in Luggermod, and the RP features in RPmod used by .:Jedi:.. i know nothing of scripting and programing beyond some html and basic q3 shaders. what skill should i learn to create a mod such as this? where could i learn these skills? any help would be appriciated.




Authuran

Queef Richards

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2nd October 2005

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#2 9 years ago

Pull a KOTF lol




luckymoonboy1

Slightly cooler than a n00b

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18th June 2008

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#3 9 years ago
Authuran;4887765Pull a KOTF lol

A what?




Pande

Sexeh like teh gizmo

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9th April 2008

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#4 9 years ago

knights of the force. many say its failed mod, never tried personally but i heard its pretty bad.. :(




Zach

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5th July 2005

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#5 9 years ago
Pande;4887846knights of the force. many say its failed mod, never tried personally but i heard its pretty bad.. :(

Not only was its release constantly delayed, most of the ''work'' within the mod was actually other modders' work. Then there were the viruses.




~*Seto*~

Trapped in the interchet

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20th October 2007

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#6 9 years ago

First you need to learn programming in C. I think there was a website, cprogramming.com or something similar, that has tutorials. Once you know the language, read through the entire JKA source code to gain an intimate understanding of how the game functions. After this, you'll be able to start modding.




DrAshgod

You know me as TheExile

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8th April 2008

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#7 9 years ago
Pande;4887846knights of the force. many say its failed mod, never tried personally but i heard its pretty bad.. :(

It's not really a failed mod, as long as playing goes... It puts together things that actually give new nice features to the game. But that is all that Tim did ( Tim being the creator of KotF)... He just put together maps, models, animation and effects mods that don't belong to him, and he never asked permission to use those mods. He gives credits, but he gives them and he advertises in such a way, that the common nub would say: WOWTF THIS TIM SHOULD OWN LUCASARTS HE IZ MOST TALENTED! But in fact the work he is hailed for belongs to someone else... And there are also the viruses and the scam tries...




Nozyspy

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30th August 2004

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#8 9 years ago

Yeah, that would be a pretty complex mod to make. It sounds interesting though. I would recommend talking to some of the people that made the mods you mention, they can probably point you in the right direction on where to start. I wish you luck! :)

Well well, DataLord, i havent seen you around for many moons! :eek:




NAB622

EAT ME!

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8th October 2005

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#9 9 years ago

~*Seto*~;4887881First you need to learn programming in C. I think there was a website, cprogramming.com or something similar, that has tutorials. Once you know the language, read through the entire JKA source code to gain an intimate understanding of how the game functions. After this, you'll be able to start modding.[/QUOTE] ^^ Truths.

[QUOTE=Nozyspy;4888133]Well well, DataLord, i havent seen you around for many moons! :eek:

Yeah, really. HI! How's it goin'?




luckymoonboy1

Slightly cooler than a n00b

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18th June 2008

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#10 9 years ago

Thanks for the tip on the C programming, i'm gonna get started right away. and thank you very very much.




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