SWBF1 Modding Hierarchy

Started by Phobos, May 28, 2012, 10:01:57 PM

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May 28, 2012, 10:01:57 PM Last Edit: May 29, 2012, 12:16:26 AM by Phobos
This thread is a [WIP] if you have suggestions, revisions, or questions then post below since I will be continually updating this post. The purpose of this list is to organize all aspects of modding into relevant sections and subsections in order to make learning different areas of modding easier to understand. The list is currently far from perfect, as I am unfamiliar with some areas like XSI, and the MSH stuff tirpider knows about. To see links for tutorials that correspond to many of these topics check this thread
http://www.swbfgamers.com/index.php?topic=3615.0

I would also like to offer my definitions for the following terms:
Online Compatible: This means the mod works online and does not crash game for the clients using or not using the mod.
Online Incompatible: If the mod is server-sided, all clients will crash instantly, or sometimes delayed (seemingly random) until the bugged code triggers a crash. If the mod is client-sided, the player will crash in servers not using the mod either instantly or delayed.
Client-Sided: The mod only works for clients who are using the mod but works in any server regardless of whether or not the server has the same mod in place. An example would be modification to any type of texture (building, unit, crosshair, etc.)
Server-Sided: The mod works for all players (clients) who join a server even if they do not have the mod enabled. An example would be raising height limit in mission lua.
Client-Visual: For server-sided mods, this would be a mod where visual changes are invisible to clients who are not using the mod; and this term also defines client-sided mods that appear to work initially but actually do not. An example of a server-sided client-visual mod would be modded blaster rifle or pistol laser velocity, if the velocity were increased in the server side LVLs the shots will damage clients while still appearing to travel towards them. Another example (for client-sided client-visual mods) would be a mod where the sniper has KickStrength set to 0. It will appear to work initially, but then the reticule will jump around the screen soon after.
Server-Visual: A mod wherein visual changes are synchronistic for all clients with the server regardless of whether or not the clients have the mod in place. An example would be setting TargetPerson=1 for rocket launchers (enabling heat seeking autoaim). The clients will always be able to notice these adjustments visually despite not having the mod installed.


Latest Update: May 29 2012



SWBF1 Modding Hierarchy

Dedicated Server:
   Additional Tools (Autoban, Auto Scripts)
   Batch Hosting
   GUI/INI Hosting
   Mapinfo.txt
   Modifications

Effects:
   Building/Editing FX and Related TGA Files
   
Fonts:
   Font Creator (TTF Editor)
   Font Editor (FFF/TGA Editor)

Game Shell:
   Editing Main Menu Interface and Load Screens

LUA:
   LUA 4.0 Language (IF THEN ELSE, k=random)   
   Addme LUA
   Common LUA
   Mission LUA
   Shell LUA

Localization:
   Localizing Names and Values

Hex Editing:
   Compiled LVLs
   Compiled .scripts
   MSH Models
   Other Munged Files (.config, .class, .envfx, .etc.)
   
Models:
   Main Mesh Chunk Hierarchy
   Bone Hierarchy (MODL Chunks)
   Tag Offsets

ODF:
   Command Posts
   Props
   Units
   Vehicles
   Weapons

REQ:
   REQ File Structure

Sound:
   Custom Sound Effects
   Streaming Sound Sphere Regions
   World Streaming Music/Ambience

TGA Skinning/Textures:
   Interface/Crosshairs
   Props/Buildings
   Units/Vehicles
   World (sky/terrain/water)

World Sky/FX:
   Lighting/Shadows
   Lightning/Planes/Sky Effects
   Rain/Snow/Lava
   Sky Dome
   SunFlare

XSI:
   Animated Props
   Animations (ZAABIN/ZAFBIN)
   First Person/Sky Dome/Misc. Models
   Static Models (Props and Weapons)
   Unit Models (Skeletons and Lowres)
   Vehicle Models

Zeroeditor:
   AI Plans/Barriers
   Boundary
   Command Posts/Spawn Paths
   General Objects (Props and Buildings)
   Hintnodes
   Regions/Barriers
   Terrain/Color/Foliage
   Vehicles
   Water
   .WLD Text Editing (Notepad++)

Miscellaneous:
   Batch File/Munger Modifications
   Custom Preview Movies
   Demunging Files
   Extracting Munged Files from LVL Chunks (LVL Extractor, 010 Editor Scripts, HxD)
   Game Customization Tools/Tricks (Nick Changer, Custom Res Launcher, Shortcut Properties, etc.)
   Memory Hacking/Trainers (Cheat Engine, OllyDbg)
   Munger Crash Debugging
   SaveGame Profile Editing
   SPTest BFront Error Logs, Game Crash Debugging