View Full Version : Mod starting guide

09-24-2008, 09:41 AM
Ok, I'm finally going to sticky a thread that points to some of the really good mod information that is here and there.

If you want to mod Depths of Peril, the first thing you need to do is head over to the mod page (http://www.soldak.com/Depths-of-Peril/Mods.html) on our main site and download the SDK off that page. The SDK tells you how to modify a lot of the game. You can also download and inspect other mods that have been created on this page.

After that you might want to check out some of these mod threads:

Mod Dos and Don'ts (http://www.soldak.com/forums/showthread.php?t=820)

Modding Methods (http://www.soldak.com/forums/showthread.php?t=830)

Colors (http://www.soldak.com/forums/showthread.php?t=944)

There are many more helpful threads than this though, so look around and see what has been asked and answered already. Don't be afraid to speak up and ask questions though. Also if there is a really good thread that I'm missing from this list, please tell me.

01-12-2009, 10:27 AM
What opends .mda files?

01-12-2009, 01:20 PM
It's a binary file for an animation so there isn't anything to open it with. To create one you would need to make a model in Max, export it using our export tool in the SDK, and then convert it with the SkelConvert tool also in the SDK.

01-12-2009, 11:18 PM
as i probobly said before(no intentional offense), that just went strait through my head.

01-13-2009, 03:59 PM
Basically to create an animation you would need to use a program called Max. It's a modeling package that is very expensive (thousands of dollars). One of these years, I'll figure out how to support something free like Blender.

01-13-2009, 09:16 PM
:confused: can u use blender(i got it (not reely know how to use it)) :confused:

01-21-2009, 02:48 PM
No there is no Blender support. I might add it some day, but it won't be any time soon.

01-21-2009, 08:42 PM
:( ok...... :(