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==Components==
 
===XML files===
 
Glest uses [[XML_Definitions|XML files]] and [[folders]] to organize and instruct the engine how to play mods. Techtrees, factions, tilesets, and scenarios all use XML files as a means of holding data. These XML files can be edited in any plain-text editor.
 
   
===G3D files===
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==Types of mods==
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Choose a type of mod to learn how to make your own.
{{Main|G3D}}
 
Glest uses its own 3d format for 3d models, called [[G3D]]. Models can be exported from [[Blender]] or [[3DSMax]].
 
   
 
===Techtrees===
*[[Blender_Modelling|Modeling with Blender]]
 
 
{{Main|Modifying Glest/Techtrees}}
*[[3dsMax_Modelling|Modeling with 3DSMax]]
 
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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.
   
 
===Factions===
Textures, the graphics that tell how the model's surface should look, are stored as separate files. In regular [[Glest]], they must be either an uncompressed TGA or BMP. [[GAE]] and [[MegaGlest]] add support for JPG and PNG as well.
 
 
===Image files===
 
Textures are the main use of image files, as well as icons in game, and surfaces in tilesets. They are also used in the menu core data. Regular Glest only supports uncompressed TGA and BMP, though GAE and MegaGlest add support for JPG and PNG as well. This applies to all instances of images, with PNG being the most versatile format.
 
 
==Techtrees==
 
{{Main|Techtrees}}
 
Techtrees are methods of storing factions. In addition to the factions they contain, they define the resources and damage multipliers in their respective folders and XMLs.
 
 
==Factions==
 
 
{{Main|Factions}}
 
{{Main|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.
 
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==
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===Tilesets===
 
{{Main|Tilesets}}
 
{{Main|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.
 
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==
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===Maps===
 
{{Main|Maps}}
 
{{Main|Maps}}
 
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.
 
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.
   
==Scenarios==
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===Scenarios===
 
{{Main|Scenarios}}
 
{{Main|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.
+
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==
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===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 <tt>data/core</tt> folder of Glest, and are sometimes modified for full conversion mods. [[GAE]] moves these files a few directories up and into a <tt>gae</tt> folder to allow addon support.
+
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.
   
==Addon Format==
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===Addon Format===
 
{{Main|Addons}}
 
{{Main|Addons}}
 
The addons format is a folder structure method that ensures mods are installable in all types of Glest.
 
The addons format is a folder structure method that ensures mods are installable in all types of Glest.
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==External Sites==
 
==External Sites==
*[http://glestguide.co.cc/ Glest Guide]
 
 
*[http://glest.org/glest_board/ Glest Official Forums]
 
*[http://glest.org/glest_board/ Glest Official Forums]
 
[[Category:Glest]]
 
[[Category:Glest]]

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[]