Detail of mod changes with Update #2

For discussion and help on modding and customizing the game
Mike Lattiak
Posts: 126
Joined: Thu Jun 07, 2007 8:20 pm
Location: Framingham, MA

Detail of mod changes with Update #2

Postby Mike Lattiak » Fri Dec 21, 2007 7:41 pm

With the recent game update, some changes were made to how the modding works for custom textures -- along with some fixes to issues that prevented users from overwriting current XMLs. Here is a brief overview of these new changes to how to work with them:

Building XML Fix
All attributes of a building XML in the mod folder now take priority over the original, so mods can meddle with all aspects of existing buildings.

Basically, now you can copy over a building into your mod folder and overwrite details about that building. So, let's say you wanted to change the operating time of the bar to be 24/7. Although you could do this previously by going into your install directory and editing the file -- now you can make a new XML in your mod directory, change the times to your liking, and share that file with everyone else on the internet.

Building Texture Change
Building textures can be modified directly from the building xml, no more need to use the custom profile textures.

Adding new textures is now much more friendly! Instead of having to rely on the custom textures XML, you can attach a texture directly to the building XML -- including it's bump map and specular. Here is how you do it:

Open up a building XML and add the following tag:
<OverrideTextures>
<OverrideMaterial material="Default" diff="NORMAL_TEXTURE"
spec="SPECULAR_TEXTURE" emis="EMS_TEXTURE"
amb="AMB_TEXTURE" bump="BUMP_TEXTURE"/>
</OverrideTextures>


Simply plug in the names of the files inside each one. For example, where it says NORMAL_TEXTURE, add in the name of the texture file for the texture the normally shows up when the building is placed.

You can add this to any building you want.

Custom Textures Now Additive
Custom textures don’t all have to live in the same file, so multiple mods with custom textures should play together more nicely.

Beforehand (and yes I know this was a pain), all your custom textures you downloaded needed to be in the same XML in order to operate. This caused downloading new textures for your buildings a bit of a hassle. Now, you can have multiple custom texture XMLs all calling the same tag. The game will read them all in!

Camera Settings XML
The camera settings XML has been moved into its own folder so that it can be modded.

Head over to Data\XMLDb\UI\CameraSettings and you'll find that you can now edit the various attributes of the cameras -- including the pitch and zoom. Although you could do this beforehand, you couldn't share it with the world.


---------------------------------

If you have any questions regarding any of these new additions, please ask away!

zero7
Posts: 51
Joined: Sun Nov 25, 2007 11:27 am
Location: Yorkshire, UK

Postby zero7 » Fri Dec 21, 2007 8:43 pm

Can you just clarify that any override textures are in addition to the original one.

So if person A creates a Shell service station mod, person B creates an Esso service station they would co-exist along with TM's one. In other words we can now expand the range of buildings available to us based on reskinning the existing models.

Mike Lattiak
Posts: 126
Joined: Thu Jun 07, 2007 8:20 pm
Location: Framingham, MA

Postby Mike Lattiak » Fri Dec 21, 2007 8:52 pm

zero7 wrote:Can you just clarify that any override textures are in addition to the original one.

So if person A creates a Shell service station mod, person B creates an Esso service station they would co-exist along with TM's one. In other words we can now expand the range of buildings available to us based on reskinning the existing models.


If someone took the gas station and edited it to make a shell station -- while another person made an Esso station -- all three could exist in the game at the same time. As long as you have three different building XMLs, it will all work.

zero7
Posts: 51
Joined: Sun Nov 25, 2007 11:27 am
Location: Yorkshire, UK

Postby zero7 » Fri Dec 21, 2007 9:01 pm

Brilliant ... that's just what I wanted to hear.

Let the reskinning begin!!!

Khanon
Posts: 164
Joined: Tue Sep 11, 2007 8:02 pm
Location: Just a jump to the left

Postby Khanon » Fri Dec 21, 2007 11:41 pm

zero7 wrote:Brilliant ... that's just what I wanted to hear.

Let the reskinning begin!!!


Amen!

...too bad I'm no artist, or I'd be doing things too.

Deep Thought
Posts: 27
Joined: Sun Jan 27, 2008 8:44 am
Location: Stockholm, Sweden

Postby Deep Thought » Sun May 25, 2008 8:42 am

Where should I go to modify the limited amount of subway stations?


Return to “Mods (Discussion)”

Who is online

Users browsing this forum: No registered users and 1 guest