Creating a Data File Modding Tool

Modding Directory and File structure

Hello,

So, I am new to the game, new to modding.

I am working on a modding kit that will allow you to edit all the data files for a Galactic Civilizations II Mod, all .xml files, .str files, .shpcfg, all in one application, and you can edit as well as create new mods without having to create all your files and cirectories by hand, it will also allow alot of smaller mods to be created with in minutes.

My problem I have run up against, how the directpry is structured, because every example has a diffrect layout.

What I am thinking is tom stroe all files, in their own sub folder in the data folder, which exception of ModDescription.xml, and the .str file.

I need to know if this will work before I code it, because re coding will be a pain.

I will also update shortly with a list of files that will be editable, and their names, to check those.

Edit:

Here is the Data folders directory list

Anomalies
CustomMaps
CustomPlanets
CustomRaces
Dialogue
Events
FleetFormations
HeightMaps
Invasions
PlanetDescriptions
PlanetImprovements
PoliticalParties
Scenarios
ShipCfg
ShipComponents
ShipDefs
ShipStyles
ShipTemplates
StarbaseModules
StarTypes
Techs
TerrainColorSchemes
UPIssues

3,772 views 10 replies
Reply #1 Top
Not to discourage anyone, but TA will have those editors.

For DA, the example 'MyMod' folder provided by Stardock has exactly the structure you posted, so that should be complete.
Reply #2 Top
I am in school for game programming, so it is a learning experience.

Thanks for the advice, I just wanted to make sure.

Edit:
Also, there tools that are coming out only cover the most common modded items, Ship Components, Tech Trees, Scenario Editor, and Map Editor.

Mine will cover all aspects in that above list.

It will also be GUI, so you no longer have to know any xml to create the files. I am not worried about wasting my time at all.

Also, on there list, you still cannot create custom ships outside of the game, mine will be able to do so, first as a text based Gui, and then full 3D, no need to research all technoglies before creating the ship. Don't worry I am going to pull all models from install directory, so that you cannot have models unless you own the game.
Reply #3 Top
keep us updated !!

Nasty
Reply #4 Top
I don't want to discourage you either, but I invite you to come to i-mod and lookout for the galciv2ide. Then contact me please, since I already started a wpf version, which will go into every detail. All the bussines objects etc alredy exist in quite advanced state, as well as the whole gamedetection and datasettings, Probably we could join our efforts...
Reply #5 Top
then full 3D, no need to research all technoglies before creating the ship. Don't worry I am going to pull all models from install directory, so that you cannot have models unless you own the game.
End of quote


now THAT is something people have been clamoring for since GC2 game out. good luck!
Reply #6 Top
im with them keep us updated it would be a big help to have something that could add improvements for you so you doin't have to mess with the XML file everytime.
Reply #7 Top
Well, I have seen i-mod before, actually thats what gave me the idea, to create a complete tool.

One of the main things, is that unless you know what you are doing, the GalCivIIIde, is not very user friendly, from what I understand? are you trying to redo that? make it more user friendly? so that anyone can make a mod in minutes, that is my goal.

I have alot of work ahead of me, just even getting the correct file structures down is a chore, then I have to write the xml code.

I would be willing to work with I-mod, I will drop a line soon.
The game detection features would be quite useful, because I would have to teach that to myself.

I already have a solid interface layout planned, on paper and am just putting it to computer, My number one goal is user friendly.

The 3D sections are a part I am not as good at, well in C# which is my language of choice, I can do it in c++, but the UI is not there. Unfortunatly, the 3D ship designer is at the bottom of a long list, but any help, and if we can join forces would be great and make that list shorter.
Reply #8 Top
well, that is the reason for setting up a 2nd version, using wpf, where all my ui friendly dreams come true ;)
In terms of finished work, I've got basically all the core together and it is just a matter of designing a good UI, fun with wpf.
So to shorten your list, if you can setup a "shipdesigner", that would be great, I'd be willing to share code, you'd get 3 controller classes and the settings usercontrol to get things going quickly. Btw, we'll soon have a svn system ;)
Reply #10 Top
Well, I think we need to get together, I am not that good with wpf, I used it a little bit in school, not a huge fan, but it will grow on me, I am downloading a home copy now.

I think we should sit down and talk, because 3D is not were I am good at, I have worked with it in C++ somewhat, loading models, basic camera.

From what I see, you have not done a UI yet, that is were I am really good, I am in school for Tool Programing, and we code programs for the User, making them simple to understand.

We should talk, 3D is my weakest section, to agree to that know would onyl cause me guilt, knowing I have taken on something that I am not fully qualified for.

Send me an Email at the Address I pmed you, or just Pm me with an Email, whatever is better for you.


Edit:

Ingnore the double post, must have clicked the wrong button sorry.