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Modding guide for Newbies?


Buzz314
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Hi folks,

I've been playing the GR series since it came out in the 90s. Now, I'd love to try creating my own [GR] maps for GRAW 2. This forum seems like a good place to start, but to be honest, I have NO clue how to begin making GRAW 2 maps....Is there sth like an SDK? Some map editor? Can anyone point me to some basic stuff about GRAW 2 map modding and maybe outline the basic steps? I'm not a complete computer noob, I speak FORTRAN and C, but I feel like this a different kind of animal!

Your help is greatly appreciated!

Buzz

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I've been playing the GR series since it came out in the 90s.

GR1 came out late 2001. :P

really? It felt like 1998 to me ;) Anyway, I have the collectors edition right here an front of me, and it says 2001...so I guess I'm beaten ;) Gosh, time goes by....

Ok, so there's no editor for GRAW 2 YET. Would it be helpful to start with some GRAW 1 maps (I take it that there is an editor for it), or will the GRAW 2 system be totally different?

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Ok, so there's no editor for GRAW 2 YET. Would it be helpful to start with some GRAW 1 maps (I take it that there is an editor for it), or will the GRAW 2 system be totally different?

should be somewhat simular to that, but with the usual updates and changes that make it better. The best thing to do is go to the graw mapping and reading some of the stuff map makers put in there. If that doesnt help, go unbundle some maps and just read the scripts because you will need to know those.

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Also... somewhere here someone posted from Grin on how to open the editor up although not fully complete it is usable.

HERE

There is indeed an editor included, although it doesn't have all features yet.


Hello Guys.

There is indeed an editor included, although it doesn't have all features yet.


This is from a quick readme I wrote:

Copy context.xml to a new file called: context-editor.xml

replace this line:
<script base="data" exec="Menu/Menu" editor="false" language="english"/>

With this line:
<script base="data" exec="levels/editor/editor" editor="true" editable="true" enforce_texture_sets="false" override_allow_autoload="true"/>




Also make sure to add this line:
<threaded_renderer value="false"/>


And then launch the game with graw2.exe –o context-editor.xml

That will start the map editor. There are some hotkeys that are good to know:

Space = Enter / Exit Freeflight mode

CTRL+Backspace = calculate lightmaps
CTRL+S = save the level
CTRL+L = load the last save

Left Mousebutton(Mouse 1) = Select Objects
Right Mousebutton (Mouse 2) = Place Objects
Middle Mousebutton(Mouse 3) = Rotate selected object
Thumb Mousebutton(Mouse 4) = Move selected object

Up arrow / Down arrow = Yaw rotation
Left arrow / Right arrow = Pitch rotation

CTRL+ Up / Down arrow = move selected object up and down

F6 = Editor Light on/off
F10 = Editor console on/off



There are also some Layer specific hotkeys:

When in the Static Layer:
CTRL+1 = Buildings and other static objects
CTRL+2 = Props and other destructible objects
CTRL+3 = Landscapes

When in the Dynamic Layer:
CTRL+1 = Props Vehicles
CTRL+2 = “Real” Vehicles


Once you have saved a level (CTRL+S) it will end up in the "data\levels\world_xml\" directory.
From there you can copy it to another folder of choice, for example "data\levels\my_first_level\".

Once you have copied it to the new folder you can edit it again in the editor with the commandline:
"graw2.exe -o context-editor.xml -path my_first_level".




Known Issues:
There are some features not working in this version:
Selection Box Not Visible
3D cursor Not Visible
AI-Graphs Not Visible
You can not walk around in the editor with a character
Humans not visible in editor
[/code]

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I've been playing the GR series since it came out in the 90s.

GR1 came out late 2001. :P

really? It felt like 1998 to me ;) Anyway, I have the collectors edition right here an front of me, and it says 2001...so I guess I'm beaten ;) Gosh, time goes by....

Ok, so there's no editor for GRAW 2 YET. Would it be helpful to start with some GRAW 1 maps (I take it that there is an editor for it), or will the GRAW 2 system be totally different?

GR came out in 2001 but it feels like we've been waiting since 1998 for a worthy successor! :)

Okay.. back on topic... can't wait for the editor to ship.... :thumbsup::thumbsup:

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Seriously noobish on the subject, but I do have 3d design experience, and I know modding for GRAW somehow uses 3DS. I have some familiarity with 3DS although most of my 3D training is in Lightwave 3D.

What version of 3DS should I be looking to pick up if I want to mess around with GRAW modding?

What would I use 3DS for specifically? Creating custom weapons/maps/ terrain?

I would mostly be interested in trying, and trying being the key word, to create some maps.

If anyone who mods ever needs help with texture creation, please PM me. I know I can help out in that department.

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Create a shortcut to your graw2.exe. Go into properties in this file, find the line which says target file and add this line instead of only: graw2.exe": graw2.exe" -o context-editor.xml

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sorry to be so dense but i get the following error:

an 'error in application' dialog that says

Crash in application version: 0.2673

Could not load context.xml

ok i found the file i needed (context-editor.xml. now the shortcut works. a screen appears with 2 little selection boxes off to the left and another little pair of boxes with a list of objects off to the right. how does one use this?

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hit control +3 and scroll down right to find a landscape -

left clik to select and drop - right clik to delete

once u have chosen it - -

_____________________________________________

control + 1 to choose big objects

control + 2 to choose smaller finer detail objects

______________________

in left box - clik on static - change to dynamic to add vehicles and other objects which you can blow up.

control + 1 / control + 2

___________________________

clik on dynamic, scroll down and choose props - this is finer detail and grass - tweak settings to drop more or less.

hold down left mouse and drag to drop heaps

right mouse and drag to erase.

__________________________________________

control + s = save

that is all for now.

have fun.

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There will be a quick guide that explains all of the editor and some other stuff that needs to be tweaked to get a map into the game, in the next patch.

Here is a peek at what you'll be getting:

Chapter 1: Getting Started

- Requirements

- Preparations

Chapter 2: Interface

- Rendering

- Layers

- Sub-Layers

- Unit List

- Commands

Chapter 3: Static Layer

- Landscape

- Static

- Small Static

Chapter 4: Dynamic Layer

- Cover

- Vehicle

Chapter 5: Electric Layer

Chapter 6: Sound Layer

Chapter 7: Props Brush Layer

Chapter 8: AI Graph Layer

- AI Graph Generation

- Cover Point Generation

Chapter 9: Human Layer

Chapter 10: Locations Layer

Chapter 11: Markers Layer

Chapter 12: Additional Editor Functions

- First Person Mode

- Minimap Generation

- Cubemap Generation

- Lightmap Generation

- Silhouette Generation

- Optimization Tools

Chapter 13: Final Fixes

- Changing Environment

- World Info

- Texture Scope

- Strings

- Outro

Appendix 1: Environmental Sound Cues

- Sound Cues

It should answer some questions I hope. :rolleyes:

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hit control +3 and scroll down right to find a landscape -

left clik to select and drop - right clik to delete

.......

When i enter the editor, a cursor is showing and nothing can be placed unless i make the cursor disappear by pressing 'spacebar'.At this point, the left click does nothing. I can place a landscape by right clicking but ONLY after I have made the cursor disappear by pressing spacebar. In this mode, the mouse allows me to tilt left/right or up/down but i cannot zoom in/out OR pan across the map OR change elevation. It appears that I am looking at a jumble from the horizon. to delete what i just placed, i have to hit the 'delete' key. but if i cannot select anything else to delete.

What am I doing wRONG?

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There will be a quick guide that explains all of the editor and some other stuff that needs to be tweaked to get a map into the game, in the next patch.

Here is a peek at what you'll be getting:

Chapter 1: Getting Started

- Requirements

- Preparations

Chapter 2: Interface

- Rendering

- Layers

- Sub-Layers

- Unit List

- Commands

Chapter 3: Static Layer

- Landscape

- Static

- Small Static

Chapter 4: Dynamic Layer

- Cover

- Vehicle

Chapter 5: Electric Layer

Chapter 6: Sound Layer

Chapter 7: Props Brush Layer

Chapter 8: AI Graph Layer

- AI Graph Generation

- Cover Point Generation

Chapter 9: Human Layer

Chapter 10: Locations Layer

Chapter 11: Markers Layer

Chapter 12: Additional Editor Functions

- First Person Mode

- Minimap Generation

- Cubemap Generation

- Lightmap Generation

- Silhouette Generation

- Optimization Tools

Chapter 13: Final Fixes

- Changing Environment

- World Info

- Texture Scope

- Strings

- Outro

Appendix 1: Environmental Sound Cues

- Sound Cues

It should answer some questions I hope. :rolleyes:

Looks like it's covering quite a bit.

Are you writing those tuts Wolfsong?

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