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atc:mods:making_mods

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atc:mods:making_mods [2018/10/29 23:36]
serialkicked created
atc:mods:making_mods [2018/10/30 04:14] (current)
antigravities
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-After The Collapse is a fully moddable game. A very large part of the game is contained in our data, written in human readable [[wp>​JSON]] text files. ​Additionally,​ code can by added via [[https://​en.wikipedia.org/​wiki/​Lua_(programming_language)|Lua]]. We also provide an infrastructure to easily add, create and remove mods.+After The Collapse is a fully moddable game. A very large part of the game is contained in our data, written in human readable [[wp>​JSON]] text files. ​Code for modifying game logic can by added via [[https://​en.wikipedia.org/​wiki/​Lua_(programming_language)|Lua]].
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-Mods, when not on steamare meant to be put in the **{game path}\mods\your_new_mod** sub-folder. Each mod goes in its own sub-folder. The game allows you to create a blank mod easily directly from the "​Mods"​ menu on the main screen:+Mods, when not acquired through the Steam Workshopshould ​be put in the **{game path}\mods\your_new_mod** sub-folder. Each mod goes in its own sub-folder. The game allows you to create a blank mod easily directly from the "​Mods"​ menu on the main screen:
  
 {{ :​atc:​mod_menu_all.png?​direct&​400 |}} {{ :​atc:​mod_menu_all.png?​direct&​400 |}}
  
-It will create the very basic structure for your mod like this:+It will create the very basic structure for your mod:
  
 <​code>​ <​code>​
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 Files placed in the **files/** folder will be included in the game granted you respect the same folder structure we're using. Files placed in the **files/** folder will be included in the game granted you respect the same folder structure we're using.
  
-__NB:__ The ability to add or overwrite the game's content, is a feature we call **ModFS** and we'll be referring to whenever used.+__NB:__ The ability to add or overwrite the game's content, is a feature we call **ModFS** and we'll be referring to this name whenever used.
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-We'd advise you, no matter if your intent is to override some data or add new one to use files from the base game as examples. Copy them, rename them (if adding stuff), alter them. So far, so good. Of course, it might take a little while to figure what each line in each file does, but we'll be happy to provide some explanation ​on the discord or steam forums.+We'd advise you to use files from the base game as examples, whether you plan to override existing items or not. Copy them, rename them if necessaryand alter them. Of course, it might take you a little while and some experimentation ​to figure ​out what each line in each file does, but we'll be happy to provide some explanation ​within ​the [[https://discord.gg/​9GjE4Re|Discord guild]] ​or the Steam Community ​forums.
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-By content we mean images, sprites, sound effect ​and music tracks. Content can be overridden or added just like with data. +ModFS allows the modification and addition of images, sprites, sound effects, ​and music tracks. Content can be overridden or added just like with data. 
  
-few ground rules+There are a few guidelines to follow
-  * Textures must be in png, we technically accept jpg/​jpeg ​files too but that's not something you should use unless ​your really know what you're doing +  * Textures must be in PNG (recommended) or JP(E)G formats. JP(E)G ​files are supported by the engine, ​but that's not something you should use unless ​you really know what you're doing 
-  * Sound files must be oggwmamp3 or wav files and will be auto-magically ​ +  * Sound files must be OGGWMAMP3 (soon) ​or WAV files 
-  * Sound files in **files\Content\sfx\** will be processed as effects, sound files in any other folder will be considered ​songs.+  * Sound files in **files\Content\sfx\** will be processed as sound effects, sound files in any other folder will be imported as songs (this is relevant when importing media through the Lua API)
  
 Any textures and/or sounds that are part of your mod must be built by the game's engine. This is automatically done at run-time and will convert your images and sounds in the required .xnb file format. The game will only build content without a matching .xnb, so delete the compiled file whenever you change something in your source. Any textures and/or sounds that are part of your mod must be built by the game's engine. This is automatically done at run-time and will convert your images and sounds in the required .xnb file format. The game will only build content without a matching .xnb, so delete the compiled file whenever you change something in your source.
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 A few useful terms: A few useful terms:
  
-  * **Mannequin** is the name of the modding framework that was developed for After the Collapse by Alexandra. +  * **Mannequin** is the name of the modding framework that was developed for After the Collapse by Alexandra 
-  * **ModFS** is a subset of Mannequin that creates a layer over the way the game loads files, to allow for overwriting ​& addition+  * **ModFS** is a subset of Mannequin that creates a layer over the way the game loads files, to allow for overwriting ​and additions
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-{{:​atc:​mod_uploadtool.png?​nolink |}} Please note that the Workshop uploading tool is available for Steam customers only. Customers from other store can either use the Steam activation code they received, or upload their mods to the [[https://​www.indiedb.com/​games/​after-the-collapse/​mods|IndieDB]] mod section.+{{:​atc:​mod_uploadtool.png?​nolink |}} Please note that the Workshop uploading tool is available for Steam customers only. Customers from other stores ​can either use the Steam activation code they received, or upload their mods to the [[https://​www.indiedb.com/​games/​after-the-collapse/​mods|IndieDB]] mod section.
  
 We have included a tool to upload your mods to the [[https://​steamcommunity.com/​app/​727570/​workshop/​|Steam Workshop]] easily. It's located in the **Workshop** subfolder of your installation. ({steam path}\steamapps\common\AfterTheCollapse\Workshop). It's called TakeThree. We have included a tool to upload your mods to the [[https://​steamcommunity.com/​app/​727570/​workshop/​|Steam Workshop]] easily. It's located in the **Workshop** subfolder of your installation. ({steam path}\steamapps\common\AfterTheCollapse\Workshop). It's called TakeThree.
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 Make sure to have accepted the [[https://​steamcommunity.com/​workshop/​workshoplegalagreement/​|Steam Workshop Legal agreement]] before trying to upload a mod. After that, it's simply a matter of filling out all of the fields, and you will have your mod available on the Workshop. Note that the program also offers the option to update a mod you've previously uploaded. Make sure to have accepted the [[https://​steamcommunity.com/​workshop/​workshoplegalagreement/​|Steam Workshop Legal agreement]] before trying to upload a mod. After that, it's simply a matter of filling out all of the fields, and you will have your mod available on the Workshop. Note that the program also offers the option to update a mod you've previously uploaded.
  
-NB: Mods uploaded to the Steam Workshop must follow the Steam Subscriber Agreement, Steam Workshop Legal Agreement, and Anarkis Gaming Workshop rules. We reserve the right to remove any mod that we would deem dangerous, illegal or damaging for the game.+Once uploaded, you'll be given a link to your creation, where you can further edit the description,​ add pictures, and link to your social media account(s). 
 + 
 +__NB:__ Mods uploaded to the Steam Workshop must follow the Steam Subscriber Agreement, Steam Workshop Legal Agreement, and Anarkis Gaming Workshop rules. We reserve the right to remove any mod that we deem dangerous, illegal or damaging for the game.
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atc/mods/making_mods.1540852561.txt.gz · Last modified: 2018/10/29 23:36 by serialkicked