CS.DSO files are TorqueScript files and the. These are compiled data objects and scripts used to add the dynamic content. One thing you will find a lot of in the scripts and gui folder are. It should give an idea of what is possible though. I've not really figured out any way to make these editors work completely correctly yet but have not spent too much time doing so. Now while you can enter these editors from the game using F10 and F11, they do not properly save changes. load tools scripts if we're a tool build Next edit the main.cs file in the same directory as zrpg.exe.Ĭomment out the "if (isToolBuild())" line so that tools folder is always used. I've uploaded a copy here if you do not want to bother with github. I branched around Swhich is just before the major update to Torque 3.6 while I believe the game uses Torque 3.5 or at least the beta's did. "Tools" folder can be acquired from the Torque 3D under the Templates/Full/game/tools folder. So what is a proper setup, as best as I have determined all we need to do is to add the "tools" folder and modify main.cs to use the "tools" folder. When properly setup you can also use F10 and F11 to enable these editors. These can be launched by running "zrpg.exe -guieditor" and "zrpg.exe -worldeditor" from the command line. scripts has most of the dialog under the scripts\data\text\dialogues\english folder.ĭead State (and all torque games really) ship with the ability to have a GUI editor and the World Editor as part of the game. Typically only the scripts.aod and maybe art\gui.aod will be of value to modders out of the gate. The file will not be used by default so you need to rename the. Just unpack them into a sub folder with the same name as the. The AOD files are just standard zip files so 7zip will unpack them just fine. Steam's Verify Integrity of Cache has been useful but also requires getting rid of files that may have been modified. I have had a number of problems with the latest release freezing and is probably due to files being modified unintentionally when using editors or the decompiler. Some warnings first before going too far. I wanted to start this thread to share some basics I learned when I first started playing with the beta a few months ago. So I'm sure there are a number of people like myself that have a tendency to disassemble games and put them back together again hopefully better than before. SPOILERS: Too much inspection of the game files before playing through the game may be harmful to your enjoyment of the game.
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