Welcome to all forummers, moderators and unusual-green-aliens alike. This new thread is a re-release with updates of the previous "Mod Central" and "Modding FAQ" threads. This thread contains all FAQs suggested by the community as well as useful resources to modders for use with their work.
Updates to this will be sparse as most of my time is spent either enjoying the luxury of RealLife(TM) or with other duties at HeavenGames, however I'll check back when I can to abide the wishes of the community.
The following are tutorials that are 'Recommended Reads' for any modder within the community. They cover a variety of areas in the discipline which a modder must master.
This guide discusses the basics of the 'Modpack Editor' tool. It is a very useful guide, although the images are no longer present. I recommend this to any new modder.
A sequel to his previous guide, the guide covers the more advanced subjects included with modding. This is recommended for those who have an interest in studying further. Reading of
This guide is similar to
This guide takes the user through the method of creating a civilisation conversion. It is a simplified method, with based staging points of work. It is advised for anyone who is attempting a civilisation conversion, however this should not be undertaken lightly. Please only attempt a civilisation conversion if you are experienced enough to do so.
This guide discusses the basics of the 'Genie Ed' tool. It is useful to anyone entering the world of genie creation/duplication/manipulation, however should only be read by such people. It does not have other benifits.
This guide covers use of the 'Genie Ed' tool, however delves into the graphic manipulation possibilities with the tool further. It is an excellent guide, however reading of
Below are links to recommended tools for a modders arsenal. Not all tools are neccessary for all tasks, however they come as recommended.
This tool installs and uninstalls modifications from SWGB. It is greatly useful and is a requirement to run any type of modification. Useful for both designers and modders, both with individual benefits.
This tool builds the .MPI files which are used in correlation with the 'Mod Installer'. It has the abillity to anchor units and setup project structures. A must have for any modder.
Allows the extraction of .SLP files from the .DRS files. It is used for viewing the game graphics which can be browsed frame-by-frame for animations. The latest version comes with a useful search function and SLP names.
This tool is the prime tool for genie editors. It allows more freedom than GenieEd v2.0 however is more unstable and harder to manage. This is advised only for experienced genie editors.
This tool is the simpler of the GenieEd tools. It allows editing in a drop-down system making it accessible for all levels of user. Advised for anyone who is interested in starting work with the Genie Editor.
A much more extensive and refined version of the Genie Editor.
This section covers all the standard questions asked by forummers. If you have a question/answer that is missing from this database, feel free to post it here. In due course I may add it, but the chances are unlikely due to my schedule.
Well, the Mod Editor is the main tool used in modding. It allows you to compile all the aspects of your mod into one, easy to install pack. A .mpi file. You can add a read me file, your graphics, sounds, icons, genie and more here, so it’s a great tool. The program was designed by Ykkrosh, a good old member of the community who most of you will never of heard of.
Once there installed, that’s just it, no more work! They should appear in the campaign you downloaded them for, or in the scenario editor if you just downloaded them for fun. There really is no more work. They will have replace the unit that is said in the read me file.
It doesn’t really matter, put them in a folder somewhere of your choice. I prefer to name my folder “Download Modpacks” for easy reference, but it doesn’t really matter. Once you have them in a folder, just open them up in your mod installer and wham your ready to go.
How do you load a picture into 3Dmax and change it (like colour it or something)?
3ds Max is a 3d software, it is not designed for 2d editing. If you are wanting to do 2d editing, I would advise Photoshop or something similar. If you can’t get a hold of these, you will have to use paint.
1. use the drs viewer to find the .slp you want to extract.
2. extract it.
3. use the mod editor to view the .slp file.
4. convert it to a bitmap format by using the option provided.
5. then simply edit the bitmaps in paint or a similar software.
There are many reasons why this may happen. Quite often you have not generated the data for your graphics, go back and generate the Data. Or it could be you did not include a word file for a read me.
Im afraid not, it is a problem with the mod editor which at this point in time can not be fixed. You will have to reinstall your game, make sure to back up your Scenarios and Campaigns first if you need to however.
There are many programs you can use to mod. Though there are only a few which are free. If you’re willing to spend money, my best choice would be 3ds max which is a 3d software, or Photoshop a great 2d editor which is defiantly worth looking into. if not Gmax may be the best choice for you, or even wings 3d which is preferred by some.
yes, there are other programs but in my opinion resource hacker is best. If you’re a good scenario designer however you could always do it with that, but if your compiling it as a mod I would suggest to stick with resource hacker.
Yes you can, as long as they do not have any genie editing included with them.
The building must not have been anchored correctly, this is quite easy to adjust. Go into your mod editor and change the anchor by selecting the center spot of your building when the graphics window is up.
Sadly no it is not free. But you can download the demos and buy poser at Curious Labs. I believe the most recent version is 6.
To edit existing mods are exactly the same as editing ones originally with the game. Just look for the slp number they replace. I advise checking for permission from the original author however before you edit and release a mod of someone else’s work.
It will most likely be your language.dll file. It is probably not reading it correctly. I advise reverting back to your original language file and starting over, its not worth the hassle of fiddling with the messed up one.
Click File, then Open, and select the correct DRS file (for graphics, you want GRAPHICS_x1.DRS or GRAPHICS.DRS depending if you have clone campaigns installed or not).
I’m afraid at this point in time its not possible due to the programs being designed around windows. However, it may become possible some time in the future. Who knows.
I’m afraid I’m not a big genie editor, I would advise asking someone such as Santhos or Mandalorian as they have a better knowledge to answer Genie questions than me.
The Mod Editor is the only program that can edit .slx files (apart from a text/hex editor). To edit the actual bitmap files that the .slx ties in with you can use Paint, Photoshop, Paint Shop Pro, pretty much any 2d graphics editor. You can use paint to edit the frames, most other programs cost a lot of money sadly.
The mod editor is a program, just double click on it to open it.
Have a look again in your DRS file, if you can’t find it your probably looking in the wrong one. Just have a double check.
Yes, the DRS file is located in the directory you installed your game, then Game\Data\terrain.drs .
It is a available for download at
You must render your frames. If that is not possible, print screen them. The button for print screening is normally located near Number Lock. Then simply paste into paint. Repeat this for each frame.
Click the “*remove last Mod*” button on the right hand side of your Mod Installer. It should be located there.
Press the Print Screen button on your keyboard. It is normally located near Number Lock. Press Ctrl-F12 to take a screenshot of the entire map. The screenshots will appear in the Screenshots folder which will be in the directory you installed your game into.
B L O O D P H O E N I X
Lurking at HG since 2004
[This message has been edited by Gen_Rhys_Dallows (edited 04-17-2014 @ 08:20 AM).]