Not models or anything, I may have missed it and I pm'ed a mod and I was told it may not even be here yet soooo
Me and a few friends want to mod a few thing in BZ2 like the resource system. Possibly more later but right now just with one thing.
What tools and file would I need to get/edit to change things like BZ2's resource system?
I took a browsing of the modding forums here but did not see what I was looking for, if I missed it sorry and could you point me to where the answer already is? (if its there and I just missed it)
Help on modding BZ's game files
Moderators: GSH, VSMIT, Red Devil, Commando
- General BlackDragon
- Flying Mauler
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Re: Help on modding BZ's game files
Well, it depends on what you want to do to the resource system.
The follow file types can be opened/edited with Notepad: .odf .inf .cfg .xsi .aip .trn .bzn
The scrap hold / amount per second are variables defined in the i/f b scav/scup odf files. (ibscav/ibscup, fbscav/fbscup)
Power cost and amount are listed in .odf files as well, but have a default value. (powerplant has a default of -3, most other buildings have a default of 1 for powerCost)
If you want to create a new resource, that is possible through C++ DLL work.
The follow file types can be opened/edited with Notepad: .odf .inf .cfg .xsi .aip .trn .bzn
The scrap hold / amount per second are variables defined in the i/f b scav/scup odf files. (ibscav/ibscup, fbscav/fbscup)
Power cost and amount are listed in .odf files as well, but have a default value. (powerplant has a default of -3, most other buildings have a default of 1 for powerCost)
If you want to create a new resource, that is possible through C++ DLL work.
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*****General BlackDragon*****
*****General BlackDragon*****
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Re: Help on modding BZ's game files
Awesome thank you, did not know it was that simple
Re: Help on modding BZ's game files
You should use the BZ2 Pak Explorer as your canopener for the .pak files installed with BZ2. Do NOT write your changes back into the pak, or you'll be unable to join anyone else's game. Place your changed files in the addon folder (ONLY, never the data folder) for quick tests, but changed files in addon can cause bad assets on join.
Look for 'recycler variants' on these forums for some comments on how to make safe changes that won't cause bad assets.
-- GSH
Look for 'recycler variants' on these forums for some comments on how to make safe changes that won't cause bad assets.
-- GSH
- DarkCobra262
- Sabre
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Re: Help on modding BZ's game files
This. Or you can create a folder with your edited files in your directory, and edit the bz_config.cfg and add your folder as the first thing it looks through (and then save the .cfg as bzmymodorwhatever_config.cfg), then edit a shortcut with /config bzmymodorwhatever_config.cfg and it'll load Bzone.exe with that config file)GSH wrote:You should use the BZ2 Pak Explorer as your canopener for the .pak files installed with BZ2. Do NOT write your changes back into the pak, or you'll be unable to join anyone else's game. Place your changed files in the addon folder (ONLY, never the data folder) for quick tests, but changed files in addon can cause bad assets on join.
Look for 'recycler variants' on these forums for some comments on how to make safe changes that won't cause bad assets.
-- GSH
Modding/Modelling like a noob...
- General BlackDragon
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Re: Help on modding BZ's game files
bzone.cfg *
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*****General BlackDragon*****
*****General BlackDragon*****
- DarkCobra262
- Sabre
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Re: Help on modding BZ's game files
Yeah, this.General BlackDragon wrote:bzone.cfg *
Modding/Modelling like a noob...