Home » MODDING HQ 1.13 » The Job Board » Help for new Mod needed
Help for new Mod needed[message #268527] Sat, 18 December 2010 16:01 Go to next message
spate9
Messages:4
Registered:May 2009
I got an idea but I got no skills at all...

... this is sad but true.
As I am new here and don't know what to do, I'll just post my expose here:

Banana War 1919
Mod for JA2

Idea
Arulco is one of those lesser known latinamerican Countries the USA regard as their
Re: Help for new Mod needed[message #268571] Sun, 19 December 2010 14:44 Go to previous messageGo to next message
lockie

 
Messages:3965
Registered:February 2006
Location: Scotland
Sad to say , if you have no talent and haven't even tried any modding at all , this idea while it might be good , will go the way of lots of other ideas . Too many modders are already working on mods to help .


Re: Help for new Mod needed[message #268585] Sun, 19 December 2010 21:31 Go to previous messageGo to next message
Sampzon

 
Messages:48
Registered:May 2010
Location: Hungary

Its sounds cool, but i know use the map builder a bit.
But i works in my own mode at one time too. :computer3:
Oh yes... Welcome in the :pawprint: :veryangrybear: Pit! :happybear: :pawprint: =)
Re: Help for new Mod needed[message #268621] Mon, 20 December 2010 11:28 Go to previous messageGo to next message
Megabit

 
Messages:32
Registered:August 2010
Location: Croatia
Why don't you try to do it your self?
Here on the Bear's Pit you can find a lot of editors and instructions so you can learn on the way, some parts are not that hard to mod while others are a bit harder....

I'm playing with modding for a while now, and it is almost as much fun as it is playing JA2, I am learning enough for my idea to come a live or at least to help some other modder to save his time.

I suggest for this kind of idea that you do it as a mod for JA2 UB, this way you won't have a problem with sams, internet.... (all except the beginning of the game like in the SOG 69 mod), of course if you don't want to keep the story line the same as in JA2.
Re: Help for new Mod needed[message #268622] Mon, 20 December 2010 11:40 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
What megabit says x 2. Cut your teeth making a mod & maps for UB. Use the JA2IE to backtrack the weaponry. Edit some tilesets (JA2TSE) to remove modern items or simply don't place them in the first place. B2B has some older looking vehicles which might do for you. Experiment. Don't expect miracles. My first mod "hit the north" was binned long ago but it taught me some valuable lessons which ended up in MFM & MFM-Tracona. These in turn taught me more and current work is now in different ballpark altogether. I also went back and edited my earlier two mods to how I wish I'd released them in the first place, hindesight is a wonderful thing Smile

Re: Help for new Mod needed[message #268632] Mon, 20 December 2010 13:43 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
Spate9
At this stage of the concept there are no plans to insert new weapons and items.
Let's see:

- Mosin-Nagant
- 98k (stretching it a bit because this particular variant is in fact from 1935, not 1898)
- Springfield (even though the A4 variant in game also is a later version)
- Winchester 94
- P-08 Luger
- Colt 1911
- M1919
- BAR

That's it with pre-1919 weapons in JA2. That's ok for a game-start, but hardly enough for an entire campaign.

Quote:
Changes within the maps
The SAM-sites in D2, D15, I8 and N4 will need a redesign.
I am ATM doing this for my own mod, and nearly each and every sector needs to be reworked concerning its inventory. It doesn't make much sense to make a "Vintage Weapons" mod with dozends of G36s, NVG IIIs, or Spectra Shield helmets to be found behind every other door.

Another thing is enemies with pre-placed weapons, armour or other itmes. In 99% of all cases this not the kind of gear you wish to be used, such as Dragunovs, kevlar armour, NVGs and the like. This not only applies to the enemies but also to "others" like Kingpin's mob. It also applies to all mercs, RPCs and NPCs who are defined by MercStartingGear.


And I haven't even mentioned items sold by Bobby Rays and other traders.....


So you see, cosmetic stuff like e-mails, skyrider or wrecked car is about the last you have to worry when starting something like that.
Re: Help for new Mod needed[message #268664] Mon, 20 December 2010 19:28 Go to previous messageGo to next message
lockie

 
Messages:3965
Registered:February 2006
Location: Scotland
Starting by making single maps would be good , we used to have a compo for this , does anyone incorporate single maps made by others ? Not so much weapons and items but actual playable locations which might be 'cherry-picked' by others for use .
Has anyone done a beach-head landing map ? Saving Private Ryan style assault on one of Queen D's seaside spots , landing craft , beach emplacements , trenches etc .
Right Logisteric , or Will , go on, make a start , you know it makes sense... Very Happy


Re: Help for new Mod needed[message #268668] Mon, 20 December 2010 22:00 Go to previous messageGo to next message
Tao

 
Messages:2225
Registered:August 2009
Location: The Known Universe
FFF has a landing scene it it.
Re: Help for new Mod needed[message #268698] Tue, 21 December 2010 11:25 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
MFM has a bastard beach landing on Tropico Island. As set pieces go it was one of my favourites. Still is actually.

Re: Help for new Mod needed[message #268713] Tue, 21 December 2010 17:39 Go to previous messageGo to next message
lockie

 
Messages:3965
Registered:February 2006
Location: Scotland
Never made it that far, might just attack again !!


Re: Help for new Mod needed[message #268715] Tue, 21 December 2010 17:58 Go to previous messageGo to next message
lockie

 
Messages:3965
Registered:February 2006
Location: Scotland
BTW , forgot I had maps from Oldnooob's project , here is a link for viewing
maps



Re: Help for new Mod needed[message #271922] Mon, 31 January 2011 21:24 Go to previous messageGo to next message
spate9
Messages:4
Registered:May 2009
Ok,
after some weeks working on my ph.d....
Just to check, if I am right: To get a "vintage weapons mod" as buns calls it [and "yeah, why not a campaign with a K98 and a knife??"]it would be necessary to
a) build a new map [to avoid the work of clearing the map-inventories]
b) check and change enemy pre-placement
c) check and change traders
d) replace some graphics for the truck
e) implant the boat (if possible)
f) get rid of skyrider
g) do the other "cosmetic stuff"
h) not be surprised that all this is done far after my PhD....

well... if this above mentioned "plan" won't work, there'll be plan B
Yelling "Sūdi, sūdi, sūdi" and cursing myself for being to stupid for programming....

Yours,

M
Re: Help for new Mod needed[message #271923] Mon, 31 January 2011 21:25 Go to previous messageGo to next message
spate9
Messages:4
Registered:May 2009
Oh, I forgot, this forum doesn't support certain sings.... so i'd yell "suudi, suudi, suudi"...
Re: Help for new Mod needed[message #271971] Tue, 01 February 2011 14:08 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
Spate9
a) build a new map [to avoid the work of clearing the map-inventories]
Building new maps from scratch certainly is not faster than deleting unwanted items from existing maps. What's so tedious is placing other items instead - a work you would have to do on complete new maps anyways.
Re: Help for new Mod needed[message #271975] Tue, 01 February 2011 14:20 Go to previous messageGo to next message
Hawkeye

 
Messages:1633
Registered:October 2005
Location: Australia
Yes, I'd suggest editing someone else maps for starters, it's a good way of seeing how maps are put together and a whole lot less daunting than starting from scratch. You can usually get by with the most basic of commands too, as I have been for a while now, slowly picking up tips as I go along, and with minimal use of the manual, though some of the docs provided on here have been very handy.


Re: Help for new Mod needed[message #271986] Tue, 01 February 2011 15:43 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Editing is indeed a good way to cut your teeth with several caveats though. Maps have memory, not only of objects (which is why replace might be better than delete sometimes or you get the green ghosts of objects all over the place), but also of people (Civs & Civ factions) so when you've killed your new faction the original map inhabitants return (actually that can be a good feature too) and hidden depths such as room ranges and wider ownership of buildings not just objects. I'm not trying to be clever about any of this I just learnt the hard way, and by telling you then maybe you don't have to.

Re: Help for new Mod needed[message #272005] Tue, 01 February 2011 16:33 Go to previous messageGo to next message
spate9
Messages:4
Registered:May 2009
Well, but if there's this map's memory which might cause problems, I can instead build a new map, a different country for my setting... I quite fancy east-central-europe for some reasons...
Re: Help for new Mod needed[message #272008] Tue, 01 February 2011 16:39 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3765
Registered:July 2009
Don't want to discourage you in any way, but good maps take time, lots of it.
And we're talking about +/-40 maps for current towns and SAMs alone, +/-200 for the whole country.


Re: Help for new Mod needed[message #272016] Tue, 01 February 2011 17:04 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
Yes, making good maps probably is the most difficult part of modding JA2. I would realy suggest you start with something very basic, such as completly removing all but the WWII weapons from game (enemy, NPCs, mercs and maps) and still have it properly playable.
Re: Help for new Mod needed[message #272473] Thu, 03 February 2011 22:55 Go to previous messageGo to next message
Shanga

 
Messages:3526
Registered:January 2000
Location: Danubia
Good map = map with proper design that has proper items, exit points, etc.
Good map = map that doesn't crash the game/editor
Good map = map that looks good.

In that order.

[Updated on: Thu, 03 February 2011 22:55] by Moderator



Re: Help for new Mod needed[message #272474] Thu, 03 February 2011 22:57 Go to previous messageGo to next message
Tao

 
Messages:2225
Registered:August 2009
Location: The Known Universe
Shanga
Good map = map with proper design that has proper items, exit points, etc.
Good map = map that doesn't crash the game/editor
Good map = map that looks good.

In that order.


I would like to add an additional requisite.

Good map = map that is creative and original
Re: Help for new Mod needed[message #272565] Fri, 04 February 2011 15:47 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
@ Buns "Yes, making good maps probably is the most difficult part of modding JA2." I disagree. It is hard work granted but it really depends on your skill set and imagination. I find map making the easiest part of modding partly because I draw for a living (architects office) and partly in relation to my coding skills which = zero. I was able to mod bits and pieces beyond maps simply because kind gifted souls had made various editors and I took the time to learn how they worked.

Re: Help for new Mod needed[message #272573] Fri, 04 February 2011 16:30 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
Will Gates
@ Buns "Yes, making good maps probably is the most difficult part of modding JA2." I disagree. It is hard work granted but it really depends on your skill set and imagination. I find map making the easiest part of modding partly because I draw for a living (architects office) and partly in relation to my coding skills which = zero. I was able to mod bits and pieces beyond maps simply because kind gifted souls had made various editors and I took the time to learn how they worked.
Yes, ok. For an architect it should indeed be an easy thing to plan and make good maps. For me, I seriously suck in arts and don't have the patience to fiddle around with all kinds of different walls to not have each house looking the same. In return I have a long record in modding games, and therefore don't be afraid to get in touch with XML files.

[Updated on: Fri, 04 February 2011 16:34] by Moderator

Re: Help for new Mod needed[message #273597] Tue, 15 February 2011 01:44 Go to previous messageGo to next message
smeagol

 
Messages:2713
Registered:June 2008
Location: Bremen, Germany
DepressivesBrot
Don't want to discourage you in any way, but good maps take time, lots of it.
And we're talking about +/-40 maps for current towns and SAMs alone, +/-200 for the whole country.


Indeed... buildings maps takes time if you want them to not only look good but also to play good.

It even gets worse if you increase map size. A city sector in 360x360 tiles takes about 3-4 days at least (and that is with almost non-stop working).


Re: Help for new Mod needed[message #273622] Tue, 15 February 2011 13:23 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
smeagol
A city sector in 360x360 tiles takes about 3-4 days at least (and that is with almost non-stop working).
....compared to about one hour you need to replace items on existing maps; even when you remove all items and re-fill every crate.
Re: Help for new Mod needed[message #273768] Thu, 17 February 2011 04:08 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Spate9
a) build a new map [to avoid the work of clearing the map-inventories]


This is not required, you can make it work without having to redo or clear maps. Simply replace the XML for all "old" items with the "new" XML for your mod.

Example: Item ID 1 is I believe a Glock. If you want to make a mod with no Glocks, then replace the XML portion for item ID 1 with XML from another item which is ok to use for your mod. Preplaced enemies will now have the "new" item instead of a Glock. You probably want to replace with "similar" items, for example M14 instead of a Glock might be too powerful as a replacement.

I made an energy only weapons for Demise of Man where all 1.13 weapons have been replaced with "new" DOM weapons. For example if you find a guy on a map who used to have a Dragonov rifle, he now will have a Lancer rifle.

This "technique" works very well, just keep in mind that the replacement item has a different item ID from the "original" item. For example your M14 replacement of the Glock will have item ID 1, while the original M14 has a different item ID. In most cases this will not be noticable in the game.

You will also need to replace ammunition items, attachments, merges, enemy item drop etc., so it is quite a bit of work, but all copy & paste in Excel, so pretty quick, you just need to work clean. In any case it is easier than opening 200 maps and working in the map editor.


Re: Help for new Mod needed[message #273812] Thu, 17 February 2011 13:19 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
Dieter
you just need to work clean.
That's probably the reason to better not recommend this method: weapons (and their ammo and attachements) read from six different files, so you can seriously f**** up your XMLs that way. Another problem can come from the maps when pre-placed weapons suddenly have a new caliber. I had this problem with the Steyr SSG (7.62 NATO) that I changed into a 7.92 Mauser bolt action rifle: weapons placed on the map still eject 7.62 NATO even though the rifle does no longer accept this round.
Re: Help for new Mod needed[message #273813] Thu, 17 February 2011 13:22 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Yep, you are right, the map gun ejects the wrong caliber, it is not perfect, but you still get the intended gun. I also replaced the ammo in Items.xml, so the only problem I had was mag size, as that is also part of the map.


Re: Help for new Mod needed[message #274556] Sat, 26 February 2011 02:18 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
Default map placed guns will have whatever magazine slot that the original game weapon had. This is the cause for the recurrent ammo anomalies in both Vanilla and 1.13 mods that use default maps. I'm pretty sure the way to solve this is to delete the offending item in the map editor than simply replace it.

Please try that and report back if it doesn't work.
Re: Help for new Mod needed[message #274568] Sat, 26 February 2011 08:56 Go to previous messageGo to next message
Logisteric

 
Messages:3474
Registered:December 2008
Location: B
yep - i guess times when downloads had to be kept slim are over, delete them and after having deleted them up the 'naked' maps somewhere - while you are at it you should also delete the redshirts
Re: Help for new Mod needed[message #275175] Sun, 06 March 2011 02:25 Go to previous message
Waldemario
Messages:2
Registered:November 2010
Location: Russia
About the helipilot - can't he eventually be replaced by some Albatross of Halberstadt-steering air maniac? He could even use a Vickers Vimy or a similar plane. I think you can fairly have tanks in Arulco or whatever the place is called in the final version, in that time period (1919), them light ones in the first place.
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