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Re: [GUIDE] Tips to making a well-made mod.

Posted: Thu Mar 05, 2015 7:12 pm
by juanjp600

Re: [GUIDE] Tips to making a well-made mod.

Posted: Tue Mar 24, 2015 12:39 am
by NNud
Okay. I'm brand new here. I've been reading on the forums quite a bit, but I still have a few questions. I'll start off simple though.
I am completely new to modding in general and was wondering if there is any language that I need to learn or anything like that?
And by the way, hi everyone! :D

Re: [GUIDE] Tips to making a well-made mod.

Posted: Tue Mar 24, 2015 12:48 am
by Nehpys
NNud wrote:Okay. I'm brand new here. I've been reading on the forums quite a bit, but I still have a few questions. I'll start off simple though.
I am completely new to modding in general and was wondering if there is any language that I need to learn or anything like that?
And by the way, hi everyone! :D

If you are doing a Resource Pack, all you need to know is how to make, or get textures.

If it is a Sound Pack, High quality sounds that improve would be good.

And if you want to fuck with the games code, lean to use the language the game uses, "BlitzBASIC" and the program "Blitz3D"

Re: [GUIDE] Tips to making a well-made mod.

Posted: Tue Mar 24, 2015 1:19 am
by NNud
Okay, thanks Connor.
One more quick question that I have no idea what to do with..I've done everything that the files have said to do in order to compile the source code, yet I am still getting an error (Function 'compdata' not found) when I try to make an executable..Any ideas?

Re: [GUIDE] Tips to making a well-made mod.

Posted: Tue Mar 24, 2015 2:18 am
by Nehpys
NNud wrote:Okay, thanks Connor.
One more quick question that I have no idea what to do with..I've done everything that the files have said to do in order to compile the source code, yet I am still getting an error (Function 'compdata' not found) when I try to make an executable..Any ideas?

I got this from juanjpro, you do not have the "winfix.decls" file.

to create it, put this in a text document, and save it as all files, and name it "winfix.decls"

Code: Select all

.lib "winfix.dll"
CompatData%(type%, val%):"CompatData"
Put the file in your Blitz3D directory in "userlibs" and in the Containment Breach folder you are compiling it in.


If you need any more help, PM me.

Re: [GUIDE] Tips to making a well-made mod.

Posted: Tue Mar 24, 2015 1:02 pm
by Hakkla
SyphenTV wrote:
NNud wrote:Okay, thanks Connor.
One more quick question that I have no idea what to do with..I've done everything that the files have said to do in order to compile the source code, yet I am still getting an error (Function 'compdata' not found) when I try to make an executable..Any ideas?

I got this from juanjpro, you do not have the "winfix.decls" file.

to create it, put this in a text document, and save it as all files, and name it "winfix.decls"

Code: Select all

.lib "winfix.dll"
CompatData%(type%, val%):"CompatData"
Put the file in your Blitz3D directory in "userlibs" and in the Containment Breach folder you are compiling it in.
If you need any more help, PM me.

There's such a file already in the SCP:CB directory when you download it.

Re: [GUIDE] Tips to making a well-made mod.

Posted: Tue Mar 24, 2015 10:12 pm
by Nehpys
Yes, Hakkla I know this. I also told him to put it in his Userlibs folder, which would fix the problem. I said to put it in the CB directory just in case.

Re: [GUIDE] Tips to making a well-made mod.

Posted: Mon Mar 30, 2015 5:54 am
by Nehpys
InnocentSam wrote:And that's it!
I hope you learned something from this guide :)
I'll be writing a guide about how to map using 3D World Studio soon, for those of you who'd like to learn a bit about mapping!

Well, I am interested in mapping, but 3D World Studio doesn't work on Windows 8.1. Is there any suggestions to a substitute?

Re: [GUIDE] Tips to making a well-made mod.

Posted: Sun Apr 05, 2015 1:47 pm
by InnocentSam
SyphenTV wrote:Well, I am interested in mapping, but 3D World Studio doesn't work on Windows 8.1. Is there any suggestions to a substitute?
The maps are exported to B3D model format, so any mapping software that can export to that would theoretically work.

Frankly if you're on W8.1 then the only real way to fix any and all issues are to get a better OS; whether it be via Linux on a USB stick (and then installing Wine on it), virtual desktop'ing Windows 7 or dual-booting Windows 8 and 7.

Re: [GUIDE] Tips to making a well-made mod.

Posted: Sun Apr 05, 2015 1:56 pm
by juanjp600
InnocentSam wrote:The maps are exported to B3D model format, so any mapping software that can export to that would theoretically work.
The RMesh converter would need to be modified to make it work properly with B3D files generated by other software.