I am going to do my best to show you how to make a mod
with mere text and the fact that I'm showing you xmls on a different page.
(Click here to see it)
We need to
start with a folder with your tech tree's name. Note that when making
factions and such, never use spaces. Use _ (the underscore) Glest will
automatically convert it to a space.
So we have a folder called:
'tech_tree_name'. In that folder, we need two more folders. One called
'factions' and one called 'resources'. We also have an xml that is called
'your_faction_name.xml'.
So now we have the main xml. Look at magitech. It
will give you a very good outline to how the xmls should look. It will also show
the proper layout. In the resources folder, there should be a folder for each
resource named: resource_name. Inside that is a xml with the same name. Look at
some of magitech's resources for an example of the xmls.
Now in the factions folder, create
a folder with the faction's name Inside there should be 3 folders. A folder
called music (optional, but recomended) A folder called units and a folder
called upgrades. Now we have another xml. This must be named faction_name.xml.
Once again, either look at magitech or look ahead to our xmls page. In the units folder, there will be a folder for
every unit. This folder of course, will be called unit_name and inside it will
be the unit_name.xml. I am explaining xmls on a different page, so I'm not going
to worry about that for now. Usually there is folders for sound, models, and
images, but those are only for organization and are unneccessary. (though
recommended) The xml links to those folders for models and such.
For
upgrades, we stick to the classic flow of using the upgrade's name as the
folder. Now we have the upgrade_name.xml inside of that. That's all. XMLs are
discussed on the xml page, and models are discussed on
the model making page. Now we just have images. I feel
I should tell you that images should be 64x64 bmp images, with 24 bit depth.
They can, however, be 32x32, but 64x64 is better. Particle images will be
explained with the xmls (particle proj and splash section)
That's really
all there is to faction making. The challenge is all in the models and the xmls.
The xmls aren't challenging, but just take a moment to go over all the functions
of them. (Please note that on the glest board, stickied under General Discussion
is my xml outlines, which are very complete outlines. Please use them if
possible, since they are easier to use in my opinion. The XMLs in here are
mostly copy-pasted from there)