Thread Rating:
  • 1 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Request: List Moddable Files in the readme or a new Sticky
#1
I would like to see a list of moddable files on the modding forum as a resource to people who are looking to mod the game.
It could be in the readme, or in a separate thread, depending on what the moderators want.

The reason i bring this up:
I was looking through the game files to see if i could mod the starting conditions(starting money and factory), so i could run a test im having trouble running without bankrupting myself.
The only ones ive found which are easily editable are the xml files under scripts, which control some(perhaps all) of the events, all of the components, all of the cities and the AI start conditions.
Is that all of them?
Reply
#2
Everything in the script folder.

Starting conditions can't be changed right now. In the future I'll turn these things into sliders which you can adjust before game. I'll probably include various sliders to adjust the buying population etc.

If you have 3d modelling skills you can also add more cars to the game. And before retail I'll release the map files so you can add/remove cities if you want.

You should also be able to customize the GUI skins and the GUI it self somewhat, just be sure NOT to delete anything in the existing GUI.


Eventually after retail is released I will make a wiki page detailing all the modding options in the game. We'll probably include some tips and tutorials etc. Right now it's not a huge priority because things change so quickly.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
Reply
#3
(01-14-2014, 09:35 AM)Eric.B Wrote: Everything in the script folder.

Starting conditions can't be changed right now. In the future I'll turn these things into sliders which you can adjust before game. I'll probably include various sliders to adjust the buying population etc.

If you have 3d modelling skills you can also add more cars to the game. And before retail I'll release the map files so you can add/remove cities if you want.

You should also be able to customize the GUI skins and the GUI it self somewhat, just be sure NOT to delete anything in the existing GUI.


Eventually after retail is released I will make a wiki page detailing all the modding options in the game. We'll probably include some tips and tutorials etc. Right now it's not a huge priority because things change so quickly.

Thats interesting, ill have to keep an eye open for it later.
Reply
#4
What files are the racing series data in?

I was thinking if I could find the file I would make some more realistic racing series instead of the current test series.
Reply
#5
(01-16-2014, 05:55 AM)Drake Wrote: What files are the racing series data in?

I was thinking if I could find the file I would make some more realistic racing series instead of the current test series.

Eventually I'll be putting in all major racing series with different names of course!

Anyhoo you can find that information in the bottom of the Components.xml file located in /media/Scripts/
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
Reply
#6
Looking at the XML files (contemplating making a mod) in the script folder and I had a quick question.
How do we know if a high number is good or bad?

I ask this because when comparing diesel to 4 stroke petrol it's numbers suggest it's lighter and cheaper (smaller numbers). Neither of which are really the case.
Generally, some numbers are as I'd expect them whilst others are reversed so I figure I'm not reading them all correctly.
Reply
#7
(01-29-2014, 01:38 AM)Frankschtaldt Wrote: Looking at the XML files (contemplating making a mod) in the script folder and I had a quick question.
How do we know if a high number is good or bad?

I ask this because when comparing diesel to 4 stroke petrol it's numbers suggest it's lighter and cheaper (smaller numbers). Neither of which are really the case.
Generally, some numbers are as I'd expect them whilst others are reversed so I figure I'm not reading them all correctly.

You'll probably want to wait for the ModWiki before adjusting component numbers. Once I get this manual stuff finished and in the game I'll probably start working on said wiki in my non-programming time.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
Reply
#8
lol, fair enough!

I must say. That sounds suspiciously like pseudo-programming during your non-programming time. =P
Reply
#9
I only own one computer that can run the game. So anytime I'm stuck on another computer I work on things that don't require the game to work on. Smile
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
Reply
#10
LOL fair enough.

Speaking of fair a heads up is in order. I'm currently formulating (in my head) a big list of suggestions relating to availability dates and and balance and some other bits and pieces which I will put in a post later (when I get home from work hopefully).

To put your mind at ease the intention isn't to push you to fix things now but rather to give you some food for thought for later when your fine tuning things before release.
Reply
#11
Hey, can i ask for 1model for 3dsmax? I want to create some good cars, but i need the hierarchy and some other stuff to make it work Smile
Reply
#12
(01-30-2014, 08:08 AM)skyleen Wrote: Hey, can i ask for 1model for 3dsmax? I want to create some good cars, but i need the hierarchy and some other stuff to make it work Smile


What exactly do you need to know - ask and I will do my best to explain
Reply
#13
Here is a very old tutorial I wrote up a long time ago: http://gearcity.info/Tutorial/tutorials/vehicle.html

Bug mrx_ua for any specifics. Smile

Note we're not accepting any more paid artwork. You're more than welcome to release some art mods though. Smile
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
Reply
#14
(01-30-2014, 09:57 AM)Eric.B Wrote: Here is a very old tutorial I wrote up a long time ago: http://gearcity.info/Tutorial/tutorials/vehicle.html

Bug mrx_ua for any specifics. Smile

Note we're not accepting any more paid artwork. You're more than welcome to release some art mods though. Smile

Ohh, it's perfect Smile Thanks, see you soon Wink
Reply
#15
Uhhh, also, can i request the GC Model tester? i get 404 Sad
Reply
#16
(01-30-2014, 12:20 PM)skyleen Wrote: Uhhh, also, can i request the GC Model tester? i get 404 Sad

No need for it, use the stand alone car designer built into the game.

After you export your mesh, copy it into the Cars.zip file located in /media/models/cars/

Then you'll need to add a line to the components.xml file.

Find the <CarModels> tag. In that tag add this:
<car name="NameofTheCar" type="CarType (needs to be the exact name as the car types in the <CarType> tag" model="filename.mesh" year="year you want it to be used" death="year you want to stop using it" designreq="5" pass="how many passengers" />

Change the stuff in the quotes.

If you did it right you'll be able to see/use your car in the game/standalone designer.


When I start working on the mod tools i'll make it where you just have to drop the mesh in a folder and it'll work. Tongue
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
Reply
#17
(01-30-2014, 12:52 PM)Eric.B Wrote:
(01-30-2014, 12:20 PM)skyleen Wrote: Uhhh, also, can i request the GC Model tester? i get 404 Sad

No need for it, use the stand alone car designer built into the game.

After you export your mesh, copy it into the Cars.zip file located in /media/models/cars/

Then you'll need to add a line to the components.xml file.

Find the <CarModels> tag. In that tag add this:
<car name="NameofTheCar" type="CarType (needs to be the exact name as the car types in the <CarType> tag" model="filename.mesh" year="year you want it to be used" death="year you want to stop using it" designreq="5" pass="how many passengers" />

Change the stuff in the quotes.

If you did it right you'll be able to see/use your car in the game/standalone designer.


When I start working on the mod tools i'll make it where you just have to drop the mesh in a folder and it'll work. Tongue

Okay, nearly the same, i just asked because maybe it's faster with model viewer Smile
And also, i seen these lines in components.xml hours before i asked for model Smile i checked everything about possibilities to add new cars...
Reply
#18
If you really want the viewer I think this is it: http://gearcity.info/Files/GearCity%20ArtTools.rar
or http://gearcity.info/Files/GearCityTools0.71.rar

not 100% sure though.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
Reply
#19
Ohh, now i understand why you sayd to use the game's body designer Smile It's nearly the same...

And also i have some problems here, i made everything but my test model just crash... if someone have some time, please check it.

It's for 3dsmay '13
http://www56.zippyshare.com/v/84498600/file.html
Reply
#20
Check the log file for details why it crashed. You can find the the log file by going to start>all programs>GearCity Open Beta> GearCity Data Folder.

The file is logfile.log upload it on here and I can tell you what's wrong with the file. Smile
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
Reply


Forum Jump:


Users browsing this thread: 6 Guest(s)