Forums Index >> Modding >> What do I do with these new files from the Expansi...
Page : <1> :
Mod wizard only reonizes TT files you have to rename the terrain files that you have downloaded from the mod pack.....Example.... Like DB6.ter change it to TT1_5.ter or what ever but it always has to be a TT file for modwizard to reconize it...than you can mod to your hearts content
I renamed the files but when I try to get into the new server, it starts to load and then ThinkTanks crashes. What am I doing wrong? Thanks.
Open up your missions folder and count..start with T1_1.mis TT1_2.mis TT1_3.mis
Ect... When you come to the last number which from the orginals lush maps should be TT1_4.mis The terrain Files are in the same order TT1_1.ter TT1_2.ter TT1 _3.ter
TT1_4.ter...
When you want to add a new terrain and mission file the mission file must be in numerical order with what ever type of map your using Lush, Spooky,Frantic
Sooo... If you are adding a new lush map and want to keep the originals start your new maps with TT1_5.mis the New terrain file you may keep as is BUT! Only if you do not want to mod it if you want to mod a new Terrain from the mod pack you have to change the terrain file to a file that Mod wizard will except which would be TT1_5.ter
Once you have modded the new mission than you can rename the terrain to whatever you want...
One more thing have you added all the files from the mod pack in the correct places? Missions to missions skies to skies, terrains to terrains?
OK...I think I did everything right up until your last question. There seem to be.ter files in the Missions folder. So I need to take all the.ter files and put them in the Terrains folder, right? Thank you.
Yes all.ter files and missions go in your missions file
Last edited: Sunday, August 14, 2005 at 8:16:47 PM
Mod wizard only reonizes TT files you have to rename the terrain files that you have downloaded from the mod pack.....Example.... Like DB6.ter change it to TT1_5.ter or what ever but it always has to be a TT file for modwizard to reconize it...than you can mod to your hearts conten
Actually that's a bit misleading.
Mod wiz recognizes any TT files. You must rename your mod if you want to use Mod Wiz instaed of TGE to place trees and rocks and stuff.
Personally I don't use this method. I think it's crap namig my mod, then changing it, and the changing it back. No wonder so may people have issues with their mods.
Again, I name my mods uniquely, for example slimjim.mis and slimjim.ter. I place all of the trees and rocks and bones, etc in TGE. I only use ModWiz for placing reload gates, powerups and spawn/goals. There is far more control using TGE to place static elements.
BTW, you can only place stock elements in Mod Wiz, what about the other 30-40 items in the expansion pack? Can't place any of them in Mod Wiz.
Oh, and if you place any special emitters in before you use Mod Wiz, or make a change in Mod Wiz after you place emitters, Mod wiz will remove them from the mission file. A bit inconvenient.
Heres an example.....scroll down to where it says terrains
//--- OBJECT WRITE BEGIN ---
//Created with ModWizard v1.3
//Please remember to put 'MOD' at the beginning of your server name.
new SimGroup(MissionGroup) {
musicTrack = "Lush";
New ScriptObject(MissionInfo) {
name = "Vulcan";
author = "*Sheena*";
};
new MissionArea(MissionArea) {
area = "-280 -312 544 544";
flightCeiling = "300";
flightCeilingRange = "20";
floor = "139.1";
locked = "";
};
new Sky(Sky) {
position = "336 136 0";
rotation = "1 0 0 0";
scale = "1 1 1";
visibleDistance = "1600";
useSkyTextures = "1";
renderBottomTexture = "1";
SkySolidColor = "0.640000 0.148000 0.215000 0.000000";
fogDistance = "10";
fogColor = "93.546";
fogVolume1 = "1 1 1";
fogVolume2 = "1 1 1";
fogVolume3 = "1 -100 139.1";
materialList = "game/data/skies/stars.dml";
windVelocity = "1 1 0";
windEffectPrecipitation = "0";
noRenderBans = "0";
fogVolumeColor1 = "1.000000 1.000000 1.000000 1.000000";
fogVolumeColor2 = "1.000000 1.000000 1.000000 1.000000";
fogVolumeColor3 = "1.000000 1.000000 1.000000 1.000000";
cloudSpeed3 = "0.003";
cloudSpeed1 = "0.002";
cloudHeightPer0 = "7";
locked = "true";
cloudHeightPer2 = "0.199973";
cloudHeightPer1 = "0.3";
cloudSpeed2 = "0.001";
};
new Sun() {
direction = "0.635001 0.635001 -0.439941";
color = "1.000000 1.000000 0.700000 1.000000";
ambient = "0.600000 0.600000 0.600000 1.000000";
scale = "1 1 1";
locked = "true";
rotation = "1 0 0 0";
};
new TerrainBlock(Terrain) {
rotation = "1 0 0 0";
scale = "1 1 1";
detailTexture = "game/data/terrains/details/detail1";
terrainFile = "game/data/missions/BB11.ter"; <<<if you downloaded this mission
and wanted to mod this must be changed to TT_#.ter number you want to use.. Than if you wanted to play in my game the terr file must say BB11.ter.. Best way is if you want to change a terr file you downloaded copy the orginal and rename the copy so you have both one for the mod it was made for.. And one you make
Last edited: Sunday, August 14, 2005 at 8:33:47 PM
Napalm I do not think he is using torque
Or..... The highway
LOL
I am using Mod Wizard. I am a kid and I don't understand how to use TGE? Thanks again.
Hey shenna I went to your site but when I press click the apliication it doesnt show "show contentents"please help.thanks
Try again I was fixings some things
Page : <1> :
This thread has been locked
I got these new terrains and missons from the Expansion Pack and I didn't see them in the Create Editer on-line and I want to use the Mod Wizard on the maps from the Expansion Pack. How can I get these new Maps from the Expansion Pack in the Creat editer so I can use the Mod Wizard on them?