The Glest Wiki
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[[Glest]] is a highly moddable game, with nearly every aspect from the menus to the [[factions]], [[techtrees]], [[maps]], [[tilesets]], and [[scenarios]] being modifiable. This includes the creation of entirely new files or modifications of existing ones.
'''Glest enthusiasts are encouraged to experiment with, and explore, new design concepts using the Glest game engine'''
 
   
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{{Tocright}}
==Introduction==
 
'''Glest has three main components''':''' [[tech trees]] tilesets and maps.
 
   
===XML files===
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==Types of mods==
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Choose a type of mod to learn how to make your own.
Glest uses [[XML_Definitions|XML files]] and [[folders]] for [[tileset_name.xml|tileset]], [[tech tree]], [[resource]], [[faction]], [[upgrade]] and [[Unit_XML|unit]] definitions, as well as parameters for [[projectile particles]] and [[splash particles]]. These files can be viewed with any internet browser/file manager and edited with any [[Glest_Tools|text editor]].
 
   
===Image files===
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===Techtrees===
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{{Main|Modifying Glest/Techtrees}}
Glest uses graphic files for [[Surface_texture_pallette.jpg|textures]] and icons. Currently 24-bit BMP and 24 or 32 bit TGA files are supported. The tga files must be uncompressed. A free and powerful TGA image editor is [http://gimp-win.sourceforge.net/stable.html here]. Make sure to press '''save as''' when your image is complete- you will be given the option of RLE compression. Select no.
 
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Techtrees are methods of storing factions. A techtree always contains at least one faction, but what separates them from factions is that they define the resources and damage multipliers as well, allowing more customizability, and factions in techtrees are isolated, you can only use factions that belong in the same techtree against eachother.
   
===3D files===
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===Factions===
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{{Main|Factions}}
Glest uses its own 3d format for 3d models, models can be exported from 3dsmax or Blender.
 
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A sub-unit of techtrees (but often made standalone to go in pre-existing techtrees), factions define the units, upgrades, and starting units of a faction.
   
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===Tilesets===
*[[3dsMax_Modelling|Modeling with 3DSMax]]
 
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{{Main|Tilesets}}
*[[Blender_Modelling|Modeling with Blender]]
 
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Tilesets are a collection of surface images and object models, combined with an XML file controlling the settings of how each map should look. The object models, for example, can instruct Glest what model to use for trees on maps, or how the surfaces of the map will look. They do not actually change the map itself, just how it looks.
   
 
===Maps===
The textures for the 3d models are in separate files. These must be uncompressed tga-files
 
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{{Main|Maps}}
with origin in lower left-hand corner.
 
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Maps are small binary files made with the [[Maps/Editing|map editor]]. They control the heights, placement of objects and resources, player positions, map size, etc. All those settings are defined in the map editor, rather than using any form of XML. They cannot change how the objects in the map, such as the trees, will look though (that can only be done by tilesets), but can change the positioning of them only.
'''The file names of these .tga texture files should be lower case,
 
otherwise you'll get unix/windows case sensitivity problems!!'''
 
   
===Faction editing===
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===Scenarios===
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{{Main|Scenarios}}
Copy the [[Magitech]] folder to a place where you wont lose it(in case you mess up the game) then modify the techs by picking the units that you want the models of, and the article, and splash file you want. then open the XML's you wanted at the g3d files rename it to the models path, at the Commands section modify it to the image path, and your unit is done to edit the tech tree( lets say we wanted to add guns we would open the magitech XML and add the line attack type gun and we could have a gun to attack,
 
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Scenarios, which includes tutorials, are XML files which tell the game which predetermined settings (such as which map) to use. They are generally combined with [[Lua]] scripting to allow added depth and to allow them to do things not normally possible in the game, such as telling a story, having a campaign, enforcing the [[AI]], or otherwise creating novelty in the game.
   
===Menu editing===
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==Additions==
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In addition to the regular types of mods, there are a few other things that can be changed or are useful to know for making a mod.
The Glest engine allows the menu to be changed in your dat/core/menu folder there is a section for the models a textures folder and a XML the xml configures the menu rotation, and the particles. The models folder contains the models for the menu. Lets say we wanted a blank start screen we would rename a blank g3d(located in the tileset under the name none) and copy it to the menu models directory and rename it menu_main. to change the loading screen, logo, and button open the textures folder and modify them to the extent you want.
 
   
==Tilesets==
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===Core Files===
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The core files, which are the files seen without choosing something in the custom game or scenario screens, are those such as menu buttons, the background model, etc. These are the files found in the <tt>data/core</tt> folder of Glest, and are sometimes modified for full conversion mods, such as the [[Menu XML]]. [[GAE]] moves these files a few directories up and into a <tt>gae</tt> folder to allow addon support.
[[tileset_name.xml|Tilesets]] define the surface textures, object models and some other parameters. Every tileset is a subfolder within the tileset folder of the Glest game directory. In this subfolder there must be a xml file with the same name of the folder, this file defines the location of every texture and model and some other parameters.
 
*Note: Tech trees can use objects as resources. The difference is that 3d models for objects are defined on the tileset while resource 3d models are defined on the tech tree.
 
   
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===Addon Format===
*[[Tileset Hints|Tileset Hints]]
 
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{{Main|Addons}}
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The addons format is a folder structure method that ensures mods are installable in all types of Glest.
   
==Tech Trees==
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==See Also==
 
*[[Glest Tools]]
Tech trees define factions, resources, units, and upgrades for a game. Every tech tree is a subfolder of the tech folder of the game. In this subfolder are located:
 
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*[[XML Definitions]]
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*[[G3D]]
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*[[Blender]]
   
 
==External Sites==
* A xml file with the same name of the folder, in this file are defined the initial resources for the players.
 
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*[http://glest.org/glest_board/ Glest Official Forums]
* A resources folder, in this folder are placed all the resources of the tech tree, as well as its 3d models. Each resource is in a separate subfolder with an xml file defining its parameters.
 
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[[Category:Glest]]
* A factions folder, in this folder are placed the factions for the game, every faction has its own folder, inside this folder there must be:
 
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[[Category:Mods]]
** A xml file with the same name of the faction folder that defines the starting units for this faction.
 
** An units folder, in this folder are placed all the units for this faction. Each unit is in a separate subfolder with an xml file defining its parameters.
 
** An upgrades folder, in this folder are placed all the upgrades for this faction. Each upgrade is in a separate subfolder with an xml file defining its parameters.
 
 
===File Structure===
 
 
* techs
 
** tech_name
 
** common - (optional: Common UI elements used by numerous units)
 
** factions
 
*** faction_name
 
**** units
 
***** unit_name
 
****** images
 
****** models
 
****** sounds
 
***** [[unit_name.xml]]
 
**** upgrades
 
***** upgrade_name
 
****** images
 
***** [[upgrade_name.xml]]
 
**** [[faction_name.xml]]
 
** resources
 
*** resource_name
 
**** images
 
**** models
 
**** [[resource_name.xml]]
 
** [[tech_name.xml]]
 
 
==Maps==
 
Maps are single files, that define bi-dimensional matrices of cells, each cell has the following attributes:
 
 
* Height. From 0 to 20
 
* Surface type. There are 5 surface types, and the map editor numbering system indicates the type of texture, the texture file itself depends on the tileset.
 
* Object. A cell can have an object or not, there are 10 types of objects, object models depend of the tileset, but objects 1 and 2 are trees, 3 is stone, 4 and 5 are bushes, objects from 5 to 9 can be anything and 10 is an invisible blocking object.
 
* Resource. Resources can be placed on cells. objects and resources cannot share the same cell at the same time. Resources depend on the Tech Tree.
 
 
Maps also define some other things such as start locations for each player, map size, altitude factor, and water level. Maps cannot define the placement of units or buildings. Maps may be edited with the [[MapEditing|Glest Map Editor]]. To play maps created with the editor, just place the .gbm file into the Glest map folder.
 
 
==Mini FAQ==
 
*How is the airship death animation set-up? Did the devs use 3DS Max? How was it done?
 
*How can I make a part of a model's texture to change color when I change faction (turn to red/blue/green/yellow)?
 
In 3dsmax: select your model-->right click-->properties-->user defined-->write
 
"CustomColor=True" (only what's in the parentheses). By doing this the model will
 
use the alpha channel for the faction color.
 
In general: transparency ( alpha channel ) is shown as the team color in the game.
 
- Create a texture, for the whole model or for a part of it.
 
- Make sure the background of the texture is black.
 
- On the texture where you want the team color to show, color it white.
 
- Using gimp: Select your texture -> Layer -> Transparency -> Color to Alpha... ->
 
Color should be set to white, if not, click on it -> Click OK
 
- Fire up the G3D viewer, select the different "custom colors" from the pull-down.
 
 
*I made a building that can heal units, but when add the command heal and write <move-skill value="false" /> (so it won't move) it says unknown command. So how can I make the building not to move but heal the units surrounding it ?
 
 
*How can I make new commands/skills, like the marketplace exchanges rock and wood to gold or a unit to camouflage itself ?
 
*How can I export 3ds max particle systems into glest?
 
**The export plug-in can't export particle systems.
 
*How to make projectiles (like arrows) to go in an arc and pull a line after it (like airplanes do)?
 
**This can be set in the in the units particle project! [[particle projector]]
 
*How to make a projectile to come out of the dragons mouth not from it's stomach (middle of model)?
 
**This can be set in the in the units particle project! here --> <offset x="-0.3" y="0.5" z="1"/> for more info see [[particle projector]]
 
*Would it be possible to change the construction model based on how many villagers are currently working on it?
 
**Yes
 
*Can I limit the number of villagers possible to work on a certain building?
 
**No
 
*Is it possible to change the rain sprite to snow?
 
**The rain no, but you can change the snow sprite in glest_game\data\core\misc_textures
 
*How do I make the nights brighter?
 
** In the /glest/tilesets/forest directory, open forest.xml with text editor. Search for <moon-light and increase numbers for colors (greater number=brighter). Save. A;; tilesets can be edited in this manner.
 
 
*Is it possible to make different units in a building simultaneously?
 
**No, they are on a work queue basis
 
 
==Our Wikia==
 
*[[Glest_Tools|Glest Tools]]
 
==External Links==
 
''' modder survival kit'''
 
*[http://www.glest.org/files/misc/gmsk_WIP.zip Glest.Org]. ''Checking status of this tool as of 1/1/2010''
 
'''real-time content editor'''
 
*[http://www.mogware.com/ MogWare]
 

Latest revision as of 20:28, 30 August 2011

Glest is a highly moddable game, with nearly every aspect from the menus to the factions, techtrees, maps, tilesets, and scenarios being modifiable. This includes the creation of entirely new files or modifications of existing ones.

Types of mods[]

Choose a type of mod to learn how to make your own.

Techtrees[]

Techtrees are methods of storing factions. A techtree always contains at least one faction, but what separates them from factions is that they define the resources and damage multipliers as well, allowing more customizability, and factions in techtrees are isolated, you can only use factions that belong in the same techtree against eachother.

Factions[]

Main article: Factions

A sub-unit of techtrees (but often made standalone to go in pre-existing techtrees), factions define the units, upgrades, and starting units of a faction.

Tilesets[]

Main article: Tilesets

Tilesets are a collection of surface images and object models, combined with an XML file controlling the settings of how each map should look. The object models, for example, can instruct Glest what model to use for trees on maps, or how the surfaces of the map will look. They do not actually change the map itself, just how it looks.

Maps[]

Main article: Maps

Maps are small binary files made with the map editor. They control the heights, placement of objects and resources, player positions, map size, etc. All those settings are defined in the map editor, rather than using any form of XML. They cannot change how the objects in the map, such as the trees, will look though (that can only be done by tilesets), but can change the positioning of them only.

Scenarios[]

Main article: Scenarios

Scenarios, which includes tutorials, are XML files which tell the game which predetermined settings (such as which map) to use. They are generally combined with Lua scripting to allow added depth and to allow them to do things not normally possible in the game, such as telling a story, having a campaign, enforcing the AI, or otherwise creating novelty in the game.

Additions[]

In addition to the regular types of mods, there are a few other things that can be changed or are useful to know for making a mod.

Core Files[]

The core files, which are the files seen without choosing something in the custom game or scenario screens, are those such as menu buttons, the background model, etc. These are the files found in the data/core folder of Glest, and are sometimes modified for full conversion mods, such as the Menu XML. GAE moves these files a few directories up and into a gae folder to allow addon support.

Addon Format[]

Main article: Addons

The addons format is a folder structure method that ensures mods are installable in all types of Glest.

See Also[]

External Sites[]