[Guide] GSB Modding 101

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Re: [Guide] GSB Modding 101

Postby Praetors » Fri Nov 04, 2011 2:50 am

Someone can explain to me the exact effects of each shader of the vainilla game? I've exploring that feature, but i cannot see any noticeable change when applying almost every one. I want to add some shaders to my scenarios, but if i can't see any changes when applying them, what can i do?

EDIT: Shaders Disscusion Here
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[Guide] GSB Modding 101

Postby ThePorkchopExpress » Sun Nov 06, 2011 12:53 am

Any insight on how the engine glows work? Still trying to hash it out myself.... i'm better at the art then the text


thus far ive got...

(a)0 = (b)45.00,(c)200.00,(d)40.00,(e)80.00,(f)engineglow.dds,(g)engine_debris,(h)0,(i)1.00

a= the number designating which engine
b= x-coordinate
c= y-coordinate
d= width of engine glow effect
e= length of engine glow effect
f= the .dds file in the data/bitmaps/fx folder
g= the lil dots coming out of the engine
h= debris on or off.. 0= on 1= off
i= distance along the x axis where the debris begin. -5.00 will move it aft a great deal, 5.00 will move it fore just as much.
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Re: [Guide] GSB Modding 101

Postby darkstar076 » Sun Nov 06, 2011 3:51 am

if/when you have a question about modding, i suggest to try here in the Modding Guide also if you discover something new, it helps centralise it for everyone

Some info on engine glows
However it does not mention what the last number does, so it looks like you have discovered what the last number does :)
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Re: [Guide] GSB Modding 101

Postby darkstar076 » Sat Dec 17, 2011 8:09 am

As a follow on from Turret Building - the Basics

Next Chapter: Turret Building - Know your Centroid

As you design your new super uber turret, it is important to know where the turret will pivot in-game. Determining this pivot point is rather easy. For the sake of the exercise i will continue with the Mega turret series from the Unity Mod.

Whenever you building a turret sheet, it is a good idea to make sure its square¹. For a majority of turrets 512 x 512 is ideal. From there you should use the grid function and have it separate the sheet into 64x64 squares. This will help with placing the turrets in the correct location

Since the pivot point for any turret is the centre of the square. By using the grid function and having it divide the sheet into 32x32 you can display where the centre of the turret is.
Mega Turrets.png
Solid gray shows the boarder of each square with the dotted gray showing the centre of the turret
Mega Turrets.png (22.31 KiB) Viewed 5916 times


As you can see there is quite a lot of empty space below the turret, that is because i want the pivot point to be at the centre of the "body" of the turret.

Hint: If you are building a turret with long barrels then you could say you have lost the bottom third of your canvas. A suggestion is to increase the size of the turret sheet to 1024x1024 so that you have an increase in resolution of the turrets. Please note it will increases the file size - so use with care.

::Note::
¹ You might not have to make your turret sheet square. This is something on my lists of "things to try"
- Make a turret sheet that is 512 wide and 1024 high
- Create a whole pile of long barrel turrets, howitzers, cannons and such
- See if the game divides the sheet into 64x128 rectangles.
Advantage: this would cut down on the image size . .
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Re: [Guide] GSB Modding 101

Postby Praetors » Sun Dec 18, 2011 11:34 pm

Just starting to code the two suvirvals, i was going to use the zombies suvirval scenario as base to start coding my own suvirval, but i found this:

Code: Select all

[waves]
0 = waveZOMBIE0.txt,10,
1 = waveZOMBIE1.txt,10,
2 = waveZOMBIE1.txt,10,
3 = waveZOMBIE2.txt,10,
4 = waveZOMBIE2.txt,10,
5 = waveZOMBIE2.txt,10,
6 = waveZOMBIE3.txt,10,
7 = waveZOMBIE3.txt,10,
8 = waveZOMBIE3.txt,10,
9 = waveZOMBIE3.txt,10,
10 = waveZOMBIE4.txt,10,
11 = waveZOMBIE4.txt,10,
12 = waveZOMBIE4.txt,10,
13 = waveZOMBIE4.txt,10,
14 = waveZOMBIE4.txt,10,
15 = waveZOMBIE5.txt,10,
16 = waveZOMBIE5.txt,10,
17 = waveZOMBIE5.txt,10,
18 = waveZOMBIE5.txt,10,
19 = waveZOMBIE5.txt,10,
20 = waveZOMBIE5.txt,10,
21 = waveZOMBIE5.txt,10,
22 = waveZOMBIE5.txt,10,
23 = waveZOMBIE5.txt,10,
24 = waveZOMBIE5.txt,10,
25 = waveZOMBIE5.txt,10,
26 = waveZOMBIE5.txt,10,
27 = waveZOMBIE5.txt,10,
28 = waveZOMBIE5.txt,10,
29 = waveZOMBIE5.txt,10,
30 = waveZOMBIE5.txt,10,
31 = waveZOMBIE5.txt,10,
32 = waveZOMBIE5.txt,10,
33 = waveZOMBIE5.txt,10,
34 = waveZOMBIE5.txt,10,
35 = waveZOMBIE5.txt,10,
36 = waveZOMBIE5.txt,10,
37 = waveZOMBIE5.txt,10,
38 = waveZOMBIE5.txt,10,
39 = waveZOMBIE5.txt,10,
40 = waveZOMBIE5.txt,10


I understand that the .txts are the waves deployments, and that when this list of waves reachs the end, starts again infinitely. But what is that 10 at the end of each line?
And why the last 10 has no comma (,) at the end?
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Re: [Guide] GSB Modding 101

Postby darkstar076 » Mon Dec 19, 2011 12:03 am

I think CptFox should explain as you are using his template. . Muhahahahah :P
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Re: [Guide] GSB Modding 101

Postby Praetors » Mon Dec 19, 2011 2:24 am

darkstar076 wrote:I think CptFox should explain as you are using his template. . Muhahahahah :P

I think that that was the first useless post of darkstar :O but funny actually :P

Okay... HEY CPTFOX! What is that "10,"?!!?! XP
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Re: [Guide] GSB Modding 101

Postby darkstar076 » Mon Dec 19, 2011 2:27 am

Praetors wrote:
darkstar076 wrote:I think CptFox should explain as you are using his template. . Muhahahahah :P

I think that that was the first useless post of darkstar :O but funny actually :P

Okay... HEY CPTFOX! What is that "10,"?!!?! XP

au contraire - That post is not useless to CptFox.
It should jog his memory to find the indepth guide to survival missions i wrote him . .
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Re: [Guide] GSB Modding 101

Postby Praetors » Mon Dec 19, 2011 2:43 am

darkstar076 wrote:It should jog his memory to find the indepth guide to survival missions i wrote him . .

Pretty curious about that guide ^^

EDIT: really needing to know what is it so i can start coding the missions D:
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Re: [Guide] GSB Modding 101

Postby newbcake » Tue Dec 20, 2011 5:16 am

I'm working on combining everything in this guide into a PDF, organizing it into sections. I'll post it when done.
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Re: [Guide] GSB Modding 101

Postby alexhairyman » Wed Dec 21, 2011 3:20 pm

Also, When drawing something symmetrical, just draw one side, copy, and then reverse for that symmetrical feel.
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Re: [Guide] GSB Modding 101

Postby Praetors » Wed Dec 21, 2011 3:51 pm

alexhairyman wrote:Also, When drawing something symmetrical, just draw one side, copy, and then reverse for that symmetrical feel.

That was my preffered technique, "copy, invert and paste". But a month ago i found that the mirror tool that i've downloaded is a lot better and accurate cuz there is no human error. Also the feature of Mirror Over Line that offers a fan made tool of Paint.NET is EPIC to get instantly new models. You have to see how looks a vainilla fighter when applying that tool, i think that we can able to give a higger tech looking to every fighter of gsb xD
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Re: [Guide] GSB Modding 101

Postby Praetors » Fri Dec 23, 2011 7:06 pm

I REALLY NEED a fast answer to this question: How i make the package file for Praetorian Industries Mod?

I have created a pkg file similar to all the other mods files in gsb packages directory called "Praetorian Industries", it looks like this:

Code: Select all

[config]
name = praetorian
uiname = "Praetorian Industries Mod"


I have to add any other thing? the "name =" must be the race name that i've used in other things like restrictions?

Please answer fast this so i can start uploading the mod (yeah you are not having hallucinations, i've finished the code of the last mission ;) )
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Re: [Guide] GSB Modding 101

Postby Kemp » Fri Dec 23, 2011 7:43 pm

As far as I know, the name just needs to be unique. It's probably a good idea to keep it the same as the directory name (as given in the installs file), just to avoid confusion.
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Re: [Guide] GSB Modding 101

Postby Lonestar » Fri Dec 23, 2011 8:07 pm

Praetors wrote:I REALLY NEED a fast answer to this question: How i make the package file for Praetorian Industries Mod?

I have created a pkg file similar to all the other mods files in gsb packages directory called "Praetorian Industries", it looks like this:

Code: Select all

[config]
name = praetorian
uiname = "Praetorian Industries Mod"


I have to add any other thing? the "name =" must be the race name that i've used in other things like restrictions?

Please answer fast this so i can start uploading the mod (yeah you are not having hallucinations, i've finished the code of the last mission ;) )


Looks good you need the name to be a unique name one that someone else may not use. I have made a few of them in the past and for the name i used random letters and numbers but the uiname is what the players will see. Otherwise it looks good.

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