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Author Topic: GRAW2 Modding Tutorials in Next Patch.  (Read 2560 times)
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Wolfsong
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« on: August 05, 2007, 09:48:03 AM »

It is known that Grin has promised to unlock everything in the editor with the next patch to allow modders to create their own custom levels. To accompany this there will be 3 tutorials released, written by your truly. cool

The first one is about scripting in GRAW2, which is used for creating single player and campaign coop missions with up to 4 players and all the high tech functions in the game, creating Coop missions with up to 16 (can be unlocked to 32 easily) players in a more low tech setting and also to script custom game modes for multi player levels.

The second is about setting up custom levels with the original multi player game modes, setting up new game modes, defining new classes and kits and combining new rank restriction files.

The third covers everything about the editor, plus info on the additional fixes needed outside the editor to get the level to work right in the game.

GRAW2: Scripting For Beginners (80 pages)
Quote
Chapter 1: Introduction and XML Basics
- Intro
- XML
Chapter 2: Base XML Elements in GRAW2
- Triggers
- Player Triggers
- Briefings
- Events
Chapter 3: Human Activated Locations
- World.xml
- Location Trigger
- Enemy Activation Event
- Trigger Activation Event
- Alternative Location Conditions
Chapter 4: Objective UI
- Add Objective Event
- Update Objective Event
- Completing Objective Event
- Separate Waypoint Control
- Strings.xml
Chapter 5: Trigger Conditions
- Player Type Attribute
- Conditions
- AND Conditions
- OR Conditions
- NOT Conditions
- AND OR NOT Conditions
Chapter 6: Event Element Types
- Start Time Attribute
- Player Type Attribute
- Member Type Attribute
- Element Types
Chapter 7: Player Triggers
- Conditions
- Action Triggers
- Action Attributes
Chapter 8: Briefings
- Briefing Element Types
Chapter 9: Demolition
Chapter 10: Timers
- Simple Timer
- Stoppable Timer
- Outro
GRAW2: MP Game Modes (46 pages)
Quote
Chapter 1: XML Files
- Introduction
- Used Files
- World_Info.xml
- Mission.xml
Chapter 2: Original Game Modes
- Team Deathmatch
- Deathmatch
- Siege
- Hamburger Hill
- Recon vs. Assault
Chapter 3: Coop
- Files
- Setup
- Required Objects
- Alternative Ways
Chapter 4: Campaign Coop
Chapter 5: Custom Game Modes
- *_settings.xml
- Issues
Chapter 6: Custom Kits Restrictions
- *_ranks.xml
Chapter 7: Custom Classes & Kits
- *_template.xml
- Soldier Element Contents
- xdefine
- Gunmen Soldiers
- group_manager.xml
- Outro
Appendix 1: Camouflage List
- Original Camouflages
Appendix 2: Weapon List
- Warning
- Assault Rifles
- Sub-Machineguns & Compact Rifles
- Machineguns
- Sniper Rifles
- Sidearms
- Grenades
- Special Weapons
GRAW2: The Editor (42 pages)
Quote
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
I hope these will answer a few questions on how to mod the game... Tongue
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« Reply #1 on: August 05, 2007, 03:42:10 PM »

Sounds like you've got a lot of work ahead, Wolfsong.  From your old tutorial posts, I'm betting that these will be some very useful documents.  I can't wait to see them.

I finally tried the GRAW 2 single player demo yesterday.  It is a significant improvement over GRAW 1.  And with the full editor and these docs perhaps we can put the OGR single player game modes back into the game, too?

Will you need tools like 3DS Max to be able to make new levels or just for new models?
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Wolfsong
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« Reply #2 on: August 05, 2007, 04:55:08 PM »

It's optional to use the landscapes from GRAW2 or create new ones in 3DS Max 7 (with the GRAW1 plug-in) or Max8 (with the GRAW2 plug-in that may work in Max9 as well).

The available landscapes have limitations as they are designed specially for the maps in the game, but many can be built on in different ways then we have.
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Wolfsong
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« Reply #3 on: August 12, 2007, 07:31:03 PM »

A closer look inside...

GRAW2: Scripting For Beginners (80 pages)
http://www.theplatoon.com/viewtopic.php?id=3447

GRAW2: MP Game Modes (46 pages)
http://www.theplatoon.com/viewtopic.php?id=3448

GRAW2: The Editor (42 pages)
http://www.theplatoon.com/viewtopic.php?id=3449
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