View Full Version : @DEVs: Proof of SH5 modability and tools
urfisch
01-31-10, 12:55 PM
Hey Devs.
Can any of you please leave some definite proof, the mentioned mod-tools are included in the release? I dont want to look forward, like to the harbour kit in sh3...and after release, theres nothing left than waiting for it...for years.
:stare:
I want to mod the game and i would not feel that bad any more, if i would definitely know, the game is perfectly modable and suited with (functional!) tools, we need for this! And i guess, i speak for many here...
:up:
I heard you (DEVs) are reading in this forum. Can someone confirm this, please? Thanks a lot!
Proof either way will come with release.
Why do you need to know sooner?
HundertzehnGustav
01-31-10, 01:02 PM
4th of March.
With that PM posted here in public, my best guess is they personally do have no desire to open their mouth here.
And it would not surprise me if their boss had forbidden them to, too.
martes86
01-31-10, 01:22 PM
I don't know about the "tools", but there's definitely moddability. We saw the Python scripts at Copenhaguen, which were the first real indication of modding possibilities. Don't know about many more things, but it seems to me that the scripts will be the backbone of those capabilities.
Cheers :rock:
Yeah with only 5 weeks to go, i see little point in asking for anything now.
Jimbuna
01-31-10, 04:21 PM
All will be revealed in March http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
martes86
01-31-10, 05:34 PM
Here's a little tidbit from my Copenhaguen presentation diary:
After succeding in making the computer work, they show us some of the folder structures. They open one of the script files, in Python, with some GUI stuff programmed within, and there's some 3D model files too, which now come in some GR2 new file format. Apart from that, there's some files that, as I've been told, contain data for the First Person movements (restricted via 'waypoints'?), and others aparts from the previous ones, that contain animations data that I'm not sure if they'll make it into the final version so we can modify them.
I know it's not much info, but maybe can be of some use, specially the GR2 part, and here's another tidbit of info about GR2 files: :DL
GR2 files, which are "Granny 3D" files. These are not so easy to edit and are, in a way, the 3D "bones" of the game. Of course anyone who has the Granny 3D SDK would be able to edit them, but that's beyond the pocket of most of us I'd have thought! I have heard rumours that there is a Milkshape plug-in that allows these to be edited, but if not there is at least a tool that allows them to be viewed, obtainable for free from the Granny 3D site (http://www.radgametools.com/gramain.htm)
Update as of mid-2008 -- there is now a free way to extract the GR2 files so that they can be edited in a 3D modelling program. A close friend of mine called Topper Carson has the games and he found that there are some amazing people who have been picking away at the Gr2 files which so many games use these days. For useful tools and info pop along to the "Decode Gr2" (http://gr2decode.altervista.org/index.html) site. So theoretically you should be able to modify anything that you wish in these games.
Source: http://boardwalkerz.com/carolyn/Petz6.htm
Link for GR2 Decoder: http://gr2decode.altervista.org/
Cheers :rock:
urfisch
02-01-10, 02:51 AM
thanks for these notes!
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.