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The Modding Guide

The Modding Guide

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!

159,075 views 79 replies
Reply #51 Top

Quoting Frogboy, reply 3



Quoting Annatar11,
reply 1
Thanks for the guide, Frogboy. My main interest is in quests, which sadly you haven't gone into. I am a bit worried that they seem too restrictive at the moment. Glancing at the quest XMLs it seems like they're exclusively associated with tiles, which means it's impossible to create a quest that starts from an item dropped by a creature, or a quest that has you loot quest items from creatures unrelated to the quest itself (for example, a quest to collect wolf pelts, where the pelt is a quest item and the wolves are just regular map monsters).

These are very basic quest formats, but at a glance I don't see that they're actually supported by Elemental. If that's true, the quest variety possible is rather significantly hampered, since each can only rely on very specific tiles...


True. These are things we would have to add later. At the end of the day, this IS a strategy game after all.  I agree there's a lot of interesting directions we can go with quests and such as time goes on.  

That said, you can actually make a quest that requires the player to gather various types of loot and bring back (the Rats in the Basement quest has the player bring back an item, you could have something else drop that item in a different quest or as part of loot or something).
End of Frogboy's quote

AOW:SM had some really cool ways to trigger Quest and a lot of other events some even global events. Now that Elemental is going to replace AOW:SM for me and my friends as far as Fantay TBS goes, will it be possable to set up Events even global ones?

And if so will there be an editor that is somewhat user friendly for those of us that are no programmers?

Reply #52 Top

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.

:)

Reply #53 Top

Will we have any access to the random map generation? The fact that we can set a mountains altitude could be interesting.

Reply #54 Top

Quoting Raven, reply 42



Quoting BlackRainZ,
reply 41
Well, I just tried to go into a battle and it didn't give me the option for tactical battle. I have the latest version.



Did you set the "Threshold" down in the "Options"? It defaults to 4 but I turn it down to 1 so I'm guaranteed the choice in every encounter whether or not to do a tactical battle.
End of Raven's quote

I wonder will we be able to set are own default for this without having to do this on every game. I too always set mine to 1 and would like for this to be my set default.  I also fight every tactical battle (I never use the Auto-Combat nor will I ever no matter the odds.)

 

Reply #55 Top

Quoting Raven, 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.

End of Raven's quote

Knock yourself out. :)

I think it would probably be better if I worked on the actual game though. ;)

Reply #56 Top

Disregard this one.

 

Reply #57 Top

Quoting Raven, reply 53
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.


End of Raven's quote

Dude, I'm right there with ya.  I'm no modder, I've never modded any game in my life, don't know the first thing about it, BUT this is making me want to dive in head first and take the plunge.

 

Reply #58 Top

Quoting tejondour, reply 50
To those having difficulty with the keypad +/- on a laptop -- every laptop I've seen DOES have a numeric keypad, it's just hidden. Look for blue or gray extra numbers/symbols on keys under the right hand... hold down the Fn key at the lower left to activate those. Keypad +/- should be included.


Quoting Morlark, reply 22I'm glad the tile editor stores rotation values in sane units.Late to the party, I don't have it yet. If it's not radians I'll be back to chastise you.
End of tejondour's quote

 

You just made my weekend.  That Fn key suggestion did the trick and now I'm happily crafting maps!

Reply #59 Top

Quoting Frogboy, reply 56


Knock yourself out.

I think it would probably be better if I worked on the actual game though.
End of Frogboy's quote

Bah, you got employees for that!!! :P

Besides, you're the Master Modder ;). We all know Modding is your Real Passion :grin:

Reply #60 Top

Quoting Raven, 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.


End of Raven's quote

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

Reply #61 Top

Quoting Bellack, reply 61

I can't wait to create my Greyhawk and Forgotten Realms maps.
End of Bellack's quote

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. :)

Reply #62 Top

Quoting Bellack, reply 61



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.
End of Bellack's quote

Greyhawk FTW! :)

Reply #63 Top

Quoting Raven, reply 62

Is that "possible" by or before release Frogster? Any info on map sizes would be awesome and much appreciated.
End of Raven's quote

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

Reply #64 Top

Quoting Raven, reply 62



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.
End of Raven's quote

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?

Reply #65 Top

Quoting Raven, reply 64

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
End of Raven's quote

 

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

Reply #66 Top

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

Reply #68 Top

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. :)

 

 

 

Reply #69 Top

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.
End of quote

 

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.

Reply #70 Top

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

Reply #71 Top

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

Reply #73 Top

Quoting Sinnzor, reply 73
I can't view any of these pictures as the "bandwidth limit exceeded".
End of Sinnzor's quote

 

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

Reply #74 Top

Quoting AnjinSan1966, reply 74

Yea please fix this so we can see the good stuff .
End of AnjinSan1966's quote
You serious? O_o

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

Reply #75 Top

Quoting Wintersong, reply 75

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.
End of Wintersong's quote

You are perfectly right  ;P  my bad!