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View Full Version : Modding Tools and Info.


markyind
09-14-2007, 08:23 AM
Hi,
I would like to Mod DOP but cant find any information regarding modding tools and file formats. Which software to use for modding the models and textures of the game. Some details are necessary for people unfimiliar with the file formats used.
Please post your experience about Modding the DOP.
Bye,
Marky.

Vas
09-14-2007, 08:46 AM
If you want to modify the textures you just need a program that can open and edit .tga format (most can). If you want to create your own custom models you will need a copy of 3ds max so you can export your models to the game from there. (should be atleast version 5 of 3dsMax belive).

You can also acces the world editor in game by typing: editor 1 into the console.
(you open the console with the "^" key on your keyboard - the one above tab)
You also can acces the modeleditor by typing: modeleditor 1 in the console.

markyind
09-14-2007, 09:43 AM
I open the model directory and see .mda, .mds, .mdm, .ctx, .skn, .tag files only. There are no .tga files in the model directory. I would like to create and edit models in Milkshape. Are there any tools for importing/exporting the models from Milkshape.

Shadow
09-14-2007, 10:34 AM
Technically the game didn't ship with any tga files (except for some cursors), but that is the basic format that it supports for textures. All of the textures in the game are compressed and are the ctx files that you are seeing. However, the game should automatically convert any tga files it finds into a ctx file for you.

As for models, right now the only thing we support directly is Max, but even then you would have to have our exporters which when we put a mod sdk together we will include.

Oh, also on standard QWERTY keyboards you need to hit the ~ key to get to the console.

markyind
09-15-2007, 04:13 AM
If the files are compressed into propriety format, then it is not any way to mod DOP. There would be no base image and uv info to work out the new skins. The model info is also not known so I can know what animations are to be rigged and what bones to create.
I think that we will have to wait for the SDK version, to bring new models created in other softwares into DOP.