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Published on July 29, 2010 By Draginol In Elemental Dev Journals

Starting with beta 4 of Elemental, the modding tools for the game have begun to be made available.

This article will serve as a very very basic primer on how modding works in Elemental. 

During the beta process, the team will try as much as it can to help users learn what can and can’t be done with the existing modding tools. Those who need a lot of hand holding should probably wait until after release since the team will have very limited time available to document what is what until post-release.

That said, the basics are fairly straight forward and I’ll go through them here.

The Legal Stuff

To get this first part out of the way, all of the content that comes with Elemental is copyrighted by Stardock Entertainment. We spent a lot of time and money producing the content that comes with it.  You may not distribute this content to be used for non-Elemental related purposes. As you go through the Elemental folders, you will quickly see why most games restrict what is readily accessible. We ask modders to respect the artistic effort that went into creating these assets.

The Formats

Elemental is very data-driven. What this means is that the game itself contains very little “hard coded” content. This is the basis of what makes the game easy to mod.

The formats we use are:

XML. This can be read in with a plain text editor. Nearly everything in the game is XML. Our editors output to XML.

PNG. This is a popular graphics format used on most web pages. We use it everywhere for static images.

MP3. For songs in the game, we use MP3, a popular audio format.

WAV. We also use WAV files, a popular sound format for sound effects.

DXPACK. This is the format that DesktopX uses (www.desktopx.net). We use it for all of our user interface related elements.

HKB. This is the Havok format. The Havok site has a free exporter for it to use in 3D Studio or Maya or what have you.  However, you will need our converter to use it with Elemental which we’ll be releasing shortly.

The Tools (as of Beta 4)

We include two of the tools with beta 4. The Map Editor and the Tile Editor.

In Beta 4, when you choose one, you have to wait until it loads all the data (we’ll add a fancy load screen later) so at first you’ll be looking at a black screen for a bit.

The Tile Editor

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Use the middle mouse button (holding it down) to adjust the rotation of the screen. Hold the left mouse button down to move the screen around.

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For Beta 4, just save your tile.

The saved tile goes to your my games folder in documents (documents\my games\elemental)

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Opening up your tile in a text editor just shows its XML:

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In Elemental, file extensions mean very little. The game goes by XML keys (<TileDesigns> in this case).

The Map Editor

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THE MOST IMPORTANT KEYS IN THE EDITOR:

+ and – on the 10-key will increase and decrease the size of the cursor.

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RIGHT-CLICKING on the map will cause the selected terrain or object to be applied.

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For mountain height, hold down the right mouse button while dragging the mouse. It’s dangerously fun.

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When you create something in the tile editor, it is not assigned to anything in particular (a quest, a goodie hut, a city improvement, etc.) thus it is shown as a prop. It won’t do anything by default.

In one of our upcoming entries, we’ll show you how to make quests and goodie huts. But they’re fairly easy to make.  Here’s an example:

<GoodieHutTypes>
    <GoodieHutType InternalName="WhateverYouWantToCallIt">
        <Name>My Weird Village</Name>
        <Description>This weird village will give you stuff.</Description>
        <Medallions>
            <All>CaveGrassland_Medallion.png</All>
        </Medallions>
        <Destructable>1</Destructable>
        <TileDesign>WeirdVillage</TileDesign>
        <DrawnIcon>Gfx/TacticalIcons/Quest_Cave1.png</DrawnIcon>
        <IconSize>50</IconSize>

    <Treasure>
      <Title>Found Gildar!</Title>
      <Desc>Scouring the area, you find 30 gildar!</Desc>
      <Liklihood>3</Liklihood>
      <GameModifier>
        <ModType>Resource</ModType>
        <Attribute>Gold</Attribute>
        <Value>30.00</Value>
        <PerTurn>0</PerTurn>
      </GameModifier>
        <SFX>GoldPouch_1</SFX>
        <Image>Gfx\Items\Gold_Medium1.png</Image>
    </Treasure>
    </GoodieHutType>
</GoodieHutTypes>

Throw that into your quests folder and it should automatically show up in the game (I haven’t tried this yet but…in theory).

Quests, Items, Adventures

Once players get a handle on the basics, we’ll start talking about how to make items, quests, adventures, etc.

 

 

 

 

 

 

 

 

 

 

 

 

 

Sharing your Creations

You can share your creations in one of two ways.

Way #1: Impulse::Reactor

If you hit Shift-Tab you get the Impulse:Reactor overlay. One of the options is mods.

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The mods available in game will eventually be heavily moderated.

For users who want to avoid our deliciously evil moderating ways, you can simply share mods with others the old fashioned way. Just drop them into your my games\elemental folder in the proper place and they’ll just show up.

For Beta 4, we’re only letting maps be shared because our moderator tools are very primitive and the map format isn’t likely to change between now and release.

One caveat about beta 4 (and it’ll be easy to find out which users didn’t read this article) – the game will spawn resources on the map even when you have chosen not to. This is a temporary thing that will be addressed by release so go ahead and continue to choose the save option to not allow things to be spawned because the game will use it later.

Hope this helps and have fun!


Comments (Page 5)
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on Jul 30, 2010

Bellack

I can't wait to create my Greyhawk and Forgotten Realms maps.

You can start now if you'd like, my friend. We have the tools. The only thing holding me back from starting the Krynn map for the DL Mod is I'm waiting to see if we get a "Extra Large" map size.

Is that "possible" by or before release Frogster? Any info on map sizes would be awesome and much appreciated.

on Jul 30, 2010

Bellack



Quoting Raven X,
reply 53
Hey Frogster, I got a thought. How about compiling all this into a PDF file with pics and explanations for us to download? Maybe include some of the posts Folcik has made as well and a few other posts in the modding section of the forums. It would be great as a "Beginners Guide". Also include a list of the locations of relevant files that are the most common that people will be modding.

Anyway, GREAT WORK. I'm really looking forward to more Modding Tutorials and to modding Elemental. I finally feel like I've found the project I've been looking for to leave my mark on the modding community. This is going to be SO EPIC. I haven't been this excited about doing mod work in a long, Long, LONG time. Thanks Brad, and a big Thank You to the Whole Team.





I can't wait to create my Greyhawk and Forgotten Realms maps.

Greyhawk FTW!

on Jul 30, 2010

Raven X

Is that "possible" by or before release Frogster? Any info on map sizes would be awesome and much appreciated.

Yeap, it is I was just informed we can make our own custom map sizes in the XML. Thanks Frogboy

on Jul 30, 2010

Raven X



Quoting Bellack,
reply 61

I can't wait to create my Greyhawk and Forgotten Realms maps.



You can start now if you'd like, my friend. We have the tools. The only thing holding me back from starting the Krynn map for the DL Mod is I'm waiting to see if we get a "Extra Large" map size.

Is that "possible" by or before release Frogster? Any info on map sizes would be awesome and much appreciated.

Yes I would perfer to wait for the extra large map to. However I am playing around with the editors now.  Will what we create in Beta be able to be used when it goes live?

on Jul 30, 2010

Raven X

Quoting Raven X, reply 62
Is that "possible" by or before release Frogster? Any info on map sizes would be awesome and much appreciated.


Yeap, it is I was just informed we can make our own custom map sizes in the XML. Thanks Frogboy

 

Sweet! I'm glad that even this is in XML. I definitely want to make some extra huge maps with multiple continents I'll push the engine to its limits!

on Jul 30, 2010

Modding guide looks awesome, but did I miss the actual Beta 4 patch notes?  Or have they not been posted yet?

on Jul 30, 2010

Ryan Hanson
Modding guide looks awesome, but did I miss the actual Beta 4 patch notes?  Or have they not been posted yet?

Not strictly patch notes, but here:

http://frogboy.joeuser.com/article/389339/Elemental_BETA_4_Preview

on Jul 30, 2010

Just to chime in my Thanks as well. The quick update is great as well.

Now to create 75,000 specialty items for "someones" Maps.

 

 

 

on Jul 30, 2010

Oh so you can't actually mod the UI atm then? I've been going crazy trying to figure out how to modify the UI using Desktopx and reading line after line of xml trying to figure it out dohh.

 

You should be able to "skin" the UI at release by changing some of the image files. But until otherwise stated, you won't be able to make new interfaces or modify any of the functions of the buttons, etc.

on Aug 01, 2010

So you can't set spawn locations right now, right?

on Aug 02, 2010

How the hell do I delete things  from the map D:

on Aug 30, 2010

I can't view any of these pictures as the "bandwidth limit exceeded".

on Aug 30, 2010

Sinnzor
I can't view any of these pictures as the "bandwidth limit exceeded".

 

Yea please fix this so we can see the good stuff .

on Aug 30, 2010

AnjinSan1966

Yea please fix this so we can see the good stuff .
You serious?

If you have the game, there is nothing new to see there.

on Aug 30, 2010

Wintersong

Quoting AnjinSan1966, reply 74
Yea please fix this so we can see the good stuff .
You serious?

If you have the game, there is nothing new to see there.

You are perfectly right   my bad!

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