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DoW Modding and Editing
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Old October 31st, 2006   #11
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Cool Re: Mod Tools!

for the mission editor im working on the files to make dc objects and decals available and should be finished in a few days i had to ask the battle fleet gothic team but to no avail and ive tried everything but im so close found right folder and everything just need to make it in the right format and right folder names but other than that i am sooooooooooooooooooooooooooo close

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Old October 31st, 2006   #12
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Default Re: Mod Tools!

okay in that case is there a way to modify the current tools to work with dc so i can get my mods moving again
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Old November 1st, 2006   #13
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Default Re: Mod Tools!

Yeah, there are mods out already for DC on dowfiles. Ask the authors, maybe they'll know something you need.

However, you could try...
..On the module file of the mod, open it up with notepad or word or something, and where it says RequiredMods.1 or something, at the bottom, add another one that says RequiredMods.2 (or 3, or 4, or whatever is after the last one) = DXP2.
Try it. It might work.
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Old November 1st, 2006   #14
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Default Re: Mod Tools!

No that wouldn't work that would screw stuff up, and the mods on DoWfiles are just edits to the LUA's i believe, theres no actual way to put models in.





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Old November 2nd, 2006   #15
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Default Re: Mod Tools!

You actually need to modify you're DXP2.module ( which i don't recommend in ANY WAY ) cause of course "sync Error" is extremly likely to happen even if you have nothing in you Data folder but i can't prevent people from trying this

WARNING THIS IS FOR EXPERIENCED MODDER AND PEOPLE HOW KNOW WHAT
BACK UP THE ORIGINAL STUFF FIRST mean !!!!


-----------------------------------
UIName = Z_Burn Mega Mod
Description = United In War
DllName = WXPMod
ModFolder = Z_Burn
playable = 1
ModVersion = 1.0
;; //////////////////////////////////////////////////////////////////
;; List of folders to map for this MOD
;; order is important - the first Archives registered will be scanned for files first
DataFolder.1 = Data
DataFolder.2 = Data_Shared_Textures\%TEXTURE-LEVEL%
DataFolder.3 = Data_Sound\%SOUND-LEVEL%
DataFolder.4 = Data_Music
DataFolder.5 = Data_Whm\%MODEL-LEVEL%
------------------------------------------------( that's all )-----------

<and you need to copy / paste the content of DXP2.module and add

RequiredMod.2 = Z_Burn ( in the case of my home_merged mod )

no need of any game manager... but good luck for the rest... you'll need to figure many many thing on you're own. and i do not recommend anyone to use it except for MOD TEAM with some project already on table, previous AI... forget it.

and Yes DC can accept custom WHE WHM ( you'll just have fun making it work )

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Old November 2nd, 2006   #16
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Default Re: Mod Tools!

http://forums.relicnews.com/showthread.php?t=119590

even better

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