Difference between revisions of "HPL3/SOMA/Modding/Setup Modding Environment"
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− | == Setting up the Editors == | + | ==Setting up the Editors== |
Your mod might have custom assets. In order to make the editors (Level Editor, Model Editor, etc) to load your mod's assets, it needs to be configured into a special mode called "WIP Mod". | Your mod might have custom assets. In order to make the editors (Level Editor, Model Editor, etc) to load your mod's assets, it needs to be configured into a special mode called "WIP Mod". | ||
{{tip|Even if your mod doesn't have any custom assets, it's a good practice to configure the Level Editor anyway, just so you won't have to deal with it in the future should you decide to add custom assets.}} | {{tip|Even if your mod doesn't have any custom assets, it's a good practice to configure the Level Editor anyway, just so you won't have to deal with it in the future should you decide to add custom assets.}} | ||
− | === WIP Mod - Manual Configuration === | + | ===WIP Mod - Manual Configuration=== |
+ | |||
#Navigate to <code>My Documents/HPL3</code>. You need to open one of the editors at least once in order to see the HPL3 folder inside your document folder. | #Navigate to <code>My Documents/HPL3</code>. You need to open one of the editors at least once in order to see the HPL3 folder inside your document folder. | ||
#Inside that folder, create a file called <code>WIPMod.cfg</code>. | #Inside that folder, create a file called <code>WIPMod.cfg</code>. | ||
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(Of course, you will have to change the path in order to suit your own location of the mod). | (Of course, you will have to change the path in order to suit your own location of the mod). | ||
− | === WIP Mod - Automatic Configuration === | + | ===WIP Mod - Automatic Configuration=== |
− | You can use the [[HPL3/ | + | You can use the [[HPL3/Third Party Tools/HPL3 Mod Manager|HPL3 Mod Manager]] in order to perform an automatic sync of the editors to your mod, which pretty much does the manual step for you. |
− | === Final Step === | + | ===Final Step=== |
{{warning|Currently, this step can to be done only manually. Do not skip it.}} | {{warning|Currently, this step can to be done only manually. Do not skip it.}} | ||
If your mod indeed has custom assets, you need to make sure the editors can add them to their look up list. | If your mod indeed has custom assets, you need to make sure the editors can add them to their look up list. | ||
+ | |||
#In your mod's folder, create a new folder and name it <code>editor</code>. | #In your mod's folder, create a new folder and name it <code>editor</code>. | ||
#Inside that folder, create a file called <code>lookupdirs.cfg</code>. | #Inside that folder, create a file called <code>lookupdirs.cfg</code>. |
Revision as of 14:22, 8 June 2023
In order to have a smooth modding development experience, SOMA is needed to be configured into proper development environment.
Contents
Setting up the Editors
Your mod might have custom assets. In order to make the editors (Level Editor, Model Editor, etc) to load your mod's assets, it needs to be configured into a special mode called "WIP Mod".
WIP Mod - Manual Configuration
- Navigate to
My Documents/HPL3
. You need to open one of the editors at least once in order to see the HPL3 folder inside your document folder. - Inside that folder, create a file called
WIPMod.cfg
. - Paste the following into the file, and save:
<WIPmod Path="Full_Path_To_Mod/entry.hpc" />
(Of course, you will have to change the path in order to suit your own location of the mod).
WIP Mod - Automatic Configuration
You can use the HPL3 Mod Manager in order to perform an automatic sync of the editors to your mod, which pretty much does the manual step for you.
Final Step
If your mod indeed has custom assets, you need to make sure the editors can add them to their look up list.
- In your mod's folder, create a new folder and name it
editor
. - Inside that folder, create a file called
lookupdirs.cfg
. - Create a new
<Directories>
xml tag inside the file. - Add a list of directories which include your custom assets. The directory has to be associated with a category. The allowed categories are:
StaticObjects
Entities
Billboards
Particles
Sounds
Example file:
<Directories>
<Dir Category="StaticObjects" Path="assets/static_objects" />
<Dir Category="Entities" Path="assets/entities" />
<Dir Category="Billboards" Path="assets/billboards" />
<Dir Category="Particles" Path="assets/particles" />
<Dir Category="Sounds" Path="assets/sounds" />
</Directories>
If all the above is done correctly, a (Working on mod)
text should appear on the title bar of HPL3 editors when run.