You must be logged in to post messages.
Please login or register

Mod Design and Discussion
Moderated by Sebastien, John the Late

Hop to:    
Welcome! You are not logged in. Please Login or Register.597 replies, Sticky
Age of Kings Heaven » Forums » Mod Design and Discussion » The AOKH Modders Guild
Bottom
Topic Subject:The AOKH Modders Guild
« Previous Page  1 ··· 13 14 15 16 17  Next Page »
Sebastien
Dark Samurai
posted 06-21-14 03:43 AM CT (US)         





Welcome to the AOKH Modders Guild.

You can ask questions here, use it as a discussion board or simply use it as a reference when you need help; for both Steam and Userpatch versions of the game.

However, please note, the majority of this topic is written for the Userpatch 1.5 edition of AOK.


If you don't already have Userpatch, I would recommend you download it now.


Userpatch is a fan made patch which adds a ton of new features to the vanilla game and is indispensable to the both the scenario design and the online community.
It also opens many new doors to the modding capabilities of the game; these are just a few of the additional options Userpatch can offer:

- Add new civilizations
- Add the 5th resource to your mod
- Use hidden resources for creating new effects or stats for units, creating limited buildings and more.
- Creating many new tech effects, opening up a wide array of options, including techs which effect allies and enemies.
- Add in HD style additions, such as revealing relics on map, creating Feitoria type buildings, add siege towers which send units over walls, garrison villagers and sheep into ships...and much much more.












First of all you need to understand the different file types of AOK and how we can edit them accordingly. Everything you will be editing is stored in your Age of Conquerors directory and might look something like this:

C:\Games\Age of Empires 2\Data

Within the data folder, you will see a list of files, including:

Terrain.drs - contains all graphics for terrains.
Interfac.drs - contains all graphics for the interface and menu items and images. Also contains sounds for menu clicks, town center bells, battle started sounds etc.
Graphics.drs - all unit, building and objects graphics.
Sounds.drs - sounds for all the units (music & terrain sounds are stored in the /Sound directory).
Empires2_x1.dat - Vanilla data for original game.
Empires2_x1_p1.dat - C patch Conquerors version data. This is the main data file you should be editing.
gamedata_x1_p1.drs - This file (and variations of it), contain the RMS scripting portions of the base game, along with any additional files which are added to the game. AOK will always treat the gamedata_x1_p1.drs as the final edition of anything. So for example, if you add an edited terrain SLP named 15001.slp into the gamedata_x1_p1.drs file, then the game will load this file instead of the original one in terrains.drs.

This is incredibly important to note when creating new mods. It is much better to ADD files into the gamedata_x1_p1.drs rather than the original files. This makes it easier to keep track of new SLP's and also keep the file size when sharing your mod smaller. I'll go into more details on this later on.

Drs files contain all the graphics and sounds etc you see and hear in game. Think of it like a zip folder and inside it is lots of other files.

Inside each drs file are files called slps. These are the individual graphic files; each slp contains the graphics for a particular unit or terrain or menu.

The empires2_x1.dat file is what stores all of the stats data in the game, i.e. it tells your archer how many hitpoints he has, it tells your building it can collect food, and tells your town centre it can research castle age at a certain point.

Language Files

Language files are editable .dll files which contain all of the text you see in game. For example, hints, expanded information, dialogue, menu names, unit names etc*.

Language files are named; language.dll, language_x1.dll and language_x1_p1.dll. These are located in the main AOK directory.




For editing data the only file you need is Advanced Genie Editor (or AGE, for short).

Download it here!

This is the most up to date data editing software. You can use AGE to edit research, techs, units stats, buildings, gaia objects, add graphics, create new units, give abilities to other units/building (for example making a house garrison able) and so much more.

University Tutorials

-Introduction to creating units using AGE (this is AGE 2 but the concepts are the same).
- How to create a maximum build, limited number unit/building



This is the way of changing the labels in AoK, such as the name of a unit or building, the main menu text and even the text of many of the scenarios. In order to change them, you need to edit the language.dll files. To do this, you need an editor (listed below). There is also an excellent language editing tutorial over at the SWGB forum here.

NOTE: Before editing your current language files, I recommend downloading the most recent language files from the Blacksmith. The download combines all of the language files together into one, so it makes it a lot easier and quicker to edit the file.

Download it here!

Pebble32
This file is used for editing any .dll and works slightly better than reshacker as you can view what the strings say before scrolling through them all (unlike reshacker) and it contains a search function. The only problem is you can't add new strings.

Resource Hacker
An easy and straightforward program for editing .dll files. With this you can add new strings.




Graphics editing is my favorite part of modding. It opens up a whole new world of creativity. Anything you can imagine, you can make. Best of all, now you can put it into AOK and play it.

For inserting new slp's, editing current slp's, editing drs files and so on, you only need one program. This program is called SLX Studio.

Download it here!

University Tutorials

- Poser tutorial for making units
- Sketchup Building Tutorial
- 2D Photoshop Tutorial

So how do I actually create new graphics?

Well first of all we need the right software to make the graphics. Good for us that it doesn't have to be that complicated and can be done to a good enough standard without using really expensive software.

There are two ways of modifying graphics for AOK.

3D- You will make model the object, add the textures, render it into an isometric format, use a photo editing software to modify its palette and touch it up and then insert into the game.


Here are two rendering presets for AOK style camera angles and lighting.
I will try to add more of these for different software over time.

Poser
3ds Max

2D- You don't have to be experienced in modelling to create new units. You can use methods such as copy and paste (look at Age of Chivalry - fantastic copy and paste methods there). Copying and pasting is great, as you can design graphics that automatically match with everything else in AOK and you don't have to worry about perspective. You can use different tools as well like color alterations to give a different look to your buildings.

What software will I need?

Over the course of modding I have come across many different pieces of software but to be honest a lot of them are useless or outdated so here is my version of what you should use.

Free Software - Picture Editing

GIMP. This allows you to pretty much do most the things Photoshop can do. It is easy to use and is great for copy and pasting work for AOK.

Free Software - 3D Modelling

Sketchup. This is an amazing tool used by many professionals. You can make anything you want using this program. Matt Li Vecchi wrote a good tutorial on this here. You can also go to Sketchucation, for some more in depth tutorials and plugins.
-Kerkythea Renderer A free renderer for Sketchup. Gives you some good results.
-POV RAY Another Renderer that can be used with sketchup. POV RAY is really useful for many other applications too like Arboro(another tree generator).

G Max. Gmax is a 3D modeling application based on 3ds Max. It is good for modeling, texturing, and basic animation rigging and keyframing capabilities. Was widely used in the development of Sim City 4, including its mods.

Daz Studio 3D. Daz Studio works a lot like Poser, and even supports a lot of Poser models. This program tends to concentrate on developing humanoid models, so use this for your unit creation.

Blender. Completely free and a great 3d tool used by many professionals and amateurs alike.

Paid Software - Picture Editing

Adobe. Adobe Photoshop would be the main piece of software you need and can do pretty much anything you want it to. Probably by far the best photo editing software out there.

Coral Painter. Personally I really, really like this piece of software. If you can paint, or draw or anything like that then this is the software you need. As for use with AOK? You can use it for interface, menu/civ pictures, touching up buildings and units or even making new objects from scratch (tho you'd have to be pretty good at painting).

Paint Shop Pro. This is another good editing tool, though isn't in the same league as PhotoShop and it's better than GIMP. That also explains the much cheaper price.

Paid Software - 3D Modelling

Pretty much anything by Autodesk. This company is like the Optimus Prime of the 3D graphics world. I would recommend starting on 3D Studio Max, but Maya is also good. Expect to pay $1000s of dollars. HOWEVER - if you are a student and use it for none commercial purposes you can get the entire Autodesk suite completely FREE, here!

Poser
A tool for creating 3D characters. Great for unit design. Tutorial.

Again, you can use whatever you want to model. There are loads of programs you can use like Maya, Zbrush, Lightwave, Vue (great for terrain creation and mountains and the like).

There are also loads of fantastic plugins, tutorials and pre-made objects out there online you can download and use (ensuring they are free for non commercial use).

Websites

Turboquid is a good website for downloading or buying 3d models.

3dstudio is another good website.

For a good source of free textures I highly recommend CG Textures. Again a search engine will help a lot here, eg. free textures.



When making anything for use in AOK you will need to convert it to a 2d image and also render it to an isometric view with correct lighting (lighting in AOK comes from the East).

You will then need to change the palette of the image to the AOK palette.

I decided to upload them to the blacksmith, the download link is here.

To use with GIMP. View this image for some guidance .
Load your image. Go to the menu bar, windows, dockable dialogues, palettes.
Now in that box click on the back arrow looking thing and then go to Palettes menu, import palette. Then in the import palette box, go to palette file, search for where you unzipped the .act file and click import. This will add this palette to the palette box.




I will add a very short section to this to be updated with in depth data editing on the matter very shortly. Basically for now adding terrains works the same way as adding graphics. You can add NEW terrains to your terrain.drs file (for replacing none editor terrains) aswell as replacing the normal ones you see in game. Here is a link to a modpack which changes the hidden terrains you find in game. Open the genie file in genie 1 and then read the terrain.text to view in detail. For normal terrain editing you will be better off running mod pack studio 3. You can find it here. I dont recommend using mod pack studio 3 for anything else other than saving the terrains. That will create the slp. Once you've done that open the project in mod pack studio 2 to write an install script and run the modpack. Modpack studio 3 tends to crash a lot, and I mean, I have to reinstall it every time I close it. It has though an excellent import image function which automatically cuts your terrain into nice aok sized squares. So find an image of terrain you like or which you made. Import image and viola. You terrain image must be set at 970x490. This is the simplest way ever. (Will update soon with in depth detail)




Righto. Just a quick update. All sounds can be edited in the game whether it is a unit sound or a building sound, or even the in game sound like main menu music or win screen music. To edit sounds you'll need mod pack studio. Go into modpack studio, you will find the sounds.drs in the location tabs. In here every single sound for every unit and every nation is there. You will find the sounds list in the mod pack guild zip. You can import sounds using the import button and click save. There are also sounds in the interface.drs. These will be your sounds for things like the 'your being attacked' sounds or the menu button hover sounds and so on.




(coming soon)

[This message has been edited by Sebastien (edited 10-22-2018 @ 11:44 AM).]

AuthorReplies:
Sebastien
Dark Samurai
posted 03-25-18 08:49 AM CT (US)     491 / 597       
Good point.

No idea then sorry. That should work. Maybe some hardcoded thing or bug?
John the Late
Knight
posted 03-28-18 09:49 AM CT (US)     492 / 597       
Terrain walkability is hardcoded for the terrain restrictions. What you can change is buildability.
Powery
Squire
posted 03-29-18 05:26 AM CT (US)     493 / 597       
Thanks. Is the Maghrabi Camels regeneration hard-coded?
Possidon
Slayer
posted 04-06-18 08:39 AM CT (US)     494 / 597       
Could someone explain to me how to mod a cave. I've got an SLP which is a cliff with a cave cut into it. How would I mod this as an object that is peaceable in the editor but can't be walked over just like the cliffs?
Mahazona
Squire
posted 04-06-18 09:36 AM CT (US)     495 / 597       
Im no expert but why not try to make a copy of the rocks and give the cave graphics.
Possidon
Slayer
posted 04-06-18 10:08 AM CT (US)     496 / 597       
But i think cliff are different as they are an odd shape and I want the cave to be able to be part of the cli

Also I'm having a problem modding wolf graphics. I've tried adding new wolf to the game which is a playale hero wolf. I copied the 5 hunting wolf graphics AN, FN, SN, RN and WN and placed them with the relevant SLPs in the gamedata_x1_p1 drs using turtle pack. Everything seems right and when I test ingame the new wolf graphics are there, working fine. The problem comes when I send the wolf to attack, the running and attacking graphics change back to the original. Does anyone know what the problem might be? I've not seen any errors in AGE to find a solution.

[This message has been edited by Possidon (edited 04-06-2018 @ 10:45 AM).]

Vardamir
Huskarl
posted 04-06-18 12:54 PM CT (US)     497 / 597       
Rocks with the cave graphics should work, you just have to make sure they're aligned correctly.

Check the abilities section of the wolf. There are a few graphics settings there that you'll also need to change.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
yuenhsiaotieng
Squire
posted 04-26-18 01:36 AM CT (US)     498 / 597       
I'm having a problem editing units using SLP Editor 2.9.3. All I'm trying to do is a simple resize of a unit, but regardless of the background color I choose, after I convert back to 256 and reinsert the image I'm stuck with an outline of that background color. Anyone know how to fix it?
Sebastien
Dark Samurai
posted 04-26-18 04:09 AM CT (US)     499 / 597       
yuenhsiaotieng
Squire
posted 04-26-18 01:51 PM CT (US)     500 / 597       
Sebastien
Dark Samurai
posted 04-26-18 10:08 PM CT (US)     501 / 597       
Resizing objects tend to create anti aliasing - check your interpolation.

If you zoom in you might see that there are in fact, different shades of pink, which is effecting the background when converting to 256.

I mean, you could easily fix it afterwards by just selecting all pink bits from the 256 and painting over it again with the correct colour (which btw is 255, 0, 255).

[This message has been edited by Sebastien (edited 04-26-2018 @ 10:10 PM).]

R_V_A
Squire
posted 04-27-18 07:09 AM CT (US)     502 / 597       
@yuenhsiaotieng@ Hi, are you trying to make it bigger? if so, I can render it in better size.
yuenhsiaotieng
Squire
posted 04-27-18 07:29 AM CT (US)     503 / 597       
Thanks for the help. Turns out it was just the program I was using to resize. Changed program and there was no problem.

@R_V_A Hey, it's you! Yes, these guys are tiny and need about a 50% size boost. After that the next step for me is learning how to add more player color parts as it's hard to tell who's side these guys are on.

[This message has been edited by yuenhsiaotieng (edited 04-27-2018 @ 07:36 AM).]

R_V_A
Squire
posted 04-27-18 10:15 AM CT (US)     504 / 597       
Look, if you want I really could remake it in bigger size and add more player colour, so you don't have to fix it yourself at all. Making this doesn't take long to me, since I have 3d model and saves your time.

[This message has been edited by R_V_A (edited 04-27-2018 @ 10:22 AM).]

yuenhsiaotieng
Squire
posted 04-27-18 10:46 AM CT (US)     505 / 597       
That would be great! It's also time for me to learn though.
R_V_A
Squire
posted 04-28-18 09:55 AM CT (US)     506 / 597       
I have updated the file in the blacksmith. Hope it looks better now http://aok.heavengames.com/blacksmith/showfile.php?fileid=12970
yuenhsiaotieng
Squire
posted 05-01-18 04:49 AM CT (US)     507 / 597       

Let's say there's a beautiful unit like this guy, but he's stuck in red. How might I go about making his color more player dependent?
Mahazona
Squire
posted 05-01-18 07:21 AM CT (US)     508 / 597       
You can use n image editor like photo shop or gimp toand edit the red parts and make them player color.

What I use to do is in Photoshop,
I get the frames in one sheet using slp editor
use the command select all red
select a player color from another unit
do match color command
Then save back as rgb and use slp editor to convert bmp
Powery
Squire
posted 06-22-18 04:46 AM CT (US)     509 / 597       
Does anyone know what causes a building (class 3) to not count towards survival, such as House or Outpost, that don't need to be destroyed to lose?
Possidon
Slayer
posted 07-06-18 08:50 AM CT (US)     510 / 597       
Can anyone help. I'm trying to create a new unit with a new projectile. I've copied the MRMLK projectile and changed the slp to the new graphic and the frame count. I've then copied the MRMLK unit and added a new projectile unit using the new graphic I created. I then copied an archer and changed the projectile to the new one I made. However, whenever I test the unit in game, as soon as the unit attacks something the game crashes. Any ideas what;s up?
Sebastien
Dark Samurai
posted 07-06-18 09:17 AM CT (US)     511 / 597       
did you copy the projectile to all civs?
Possidon
Slayer
posted 07-06-18 10:44 AM CT (US)     512 / 597       
Sebastien
Dark Samurai
posted 07-06-18 12:01 PM CT (US)     513 / 597       
Possidon
Slayer
posted 07-08-18 01:45 PM CT (US)     514 / 597       


[This message has been edited by Possidon (edited 07-08-2018 @ 01:46 PM).]

Sebastien
Dark Samurai
posted 07-08-18 09:07 PM CT (US)     515 / 597       
Can you post more of the projectile data...does the projectile have a terrain restriction assigned in terrain table?

Also show the projectile graphics tab.

Also, just double check again, scroll through the shuriken and the hero, to make sure the details are the same for every civ.

[This message has been edited by Sebastien (edited 07-08-2018 @ 09:08 PM).]

Possidon
Slayer
posted 07-09-18 01:55 AM CT (US)     516 / 597       
Sebastien
Dark Samurai
posted 07-09-18 02:26 AM CT (US)     517 / 597       
Possidon
Slayer
posted 07-09-18 11:26 AM CT (US)     518 / 597       
Still crashes... As soon as the unit attacks the games freezes then crashes.
Powery
Squire
posted 07-09-18 02:56 PM CT (US)     519 / 597       
Could it be because there is a trail mode active but no trailing unit?

And sequence type should be 3, as it's a combinable bit field (combine 1, 2, 4 and 8 for the features you want)

[This message has been edited by Powery (edited 07-09-2018 @ 03:05 PM).]

Fedemantoni94
Squire
posted 07-09-18 10:52 PM CT (US)     520 / 597       
I have the problem that I edit the language text file to edit the main menu but the results are not displayed. For example, I want to change the name of the "steam workshop" button to "mod manager" but there are no changes... And i can't change the font style nor add object like a DLC banner in the .JSON file... I have the HD version

#========{O}========#
-\\ Legendary Edition //-
Total conversion coming soon
Enhanced Interface Edition
Sounds of Empires
#========{O}========#

[This message has been edited by Fedemantoni94 (edited 07-09-2018 @ 10:53 PM).]

Possidon
Slayer
posted 07-10-18 04:42 AM CT (US)     521 / 597       
Could it be because there is a trail mode active but no trailing unit?
How do I check this?
Powery
Squire
posted 07-10-18 05:02 AM CT (US)     522 / 597       
There's a box called Trail Mode and Trail Density. Set them both to zero.
Possidon
Slayer
posted 07-10-18 05:44 AM CT (US)     523 / 597       
Ok I'll try tat. Another question is that I've changed a hand cannonner to a flamethrower but when he attacks the sound comes out a gun sound stistill. I've changed the attack sound but that doesn't change it. How do I change the sound.
Powery
Squire
posted 07-10-18 05:45 AM CT (US)     524 / 597       
The sound comes from the projectile graphic data. Edit the sound there.
Possidon
Slayer
posted 07-10-18 05:56 AM CT (US)     525 / 597       
I'm using the projectile of the fire ship, so shouldn't that have the fire sound in it. Why is it still being a gun?
« Previous Page  1 ··· 13 14 15 16 17  Next Page »
You must be logged in to post messages.
Please login or register

Hop to:    

Age of Kings Heaven | HeavenGames