newcivs Posted October 22, 2013 Report Share Posted October 22, 2013 i was try to moddify 0AD, i copy the pblic mod "public.zip", and modify it, but when i compress the new public.zip file 0AD don't detects the new file! Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 22, 2013 Report Share Posted October 22, 2013 Is not necessary have zip file if you have a folder with the same name works, other tip is try to working in Mod with SVN versions Quote Link to comment Share on other sites More sharing options...
newcivs Posted October 22, 2013 Author Report Share Posted October 22, 2013 Is not necessary have zip file if you have a folder with the same name works, other tip is try to working in Mod with SVN versionsi have a way for test the new mod without install it??install means put on /mod/public/public.zip? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 22, 2013 Report Share Posted October 22, 2013 Means you can unzip all in public folder and works fine. Quote Link to comment Share on other sites More sharing options...
newcivs Posted October 23, 2013 Author Report Share Posted October 23, 2013 (edited) Means you can unzip all in public folder and works fine.no, 0ad says, that need especial permissions, i edites it as root!, after 0ad puts crazy Edited October 23, 2013 by newcivs Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 23, 2013 Report Share Posted October 23, 2013 What OS are you using?But follow my advice, if you use Windows use the tortoise Svn, this program download the latest game subversion, and latest build. No one modder use release version. Quote Link to comment Share on other sites More sharing options...
Josh Posted October 23, 2013 Report Share Posted October 23, 2013 (edited) i was try to moddify 0AD, i copy the pblic mod "public.zip", and modify it, but when i compress the new public.zip file 0AD don't detects the new file!No need to re-compress any changes, just create a folder named "public" in the same directory as public.zip and any changed files you put in the "public" folder will be used. Sometimes it might just be easier to decompress "public.zip" into "public" and delete public.zip so that the "mods" directory only contains the folder "public". Edited October 23, 2013 by Josh 1 Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted October 23, 2013 Report Share Posted October 23, 2013 Just a few quick questions which version are you using and what OS and is it a normal install? Now a few reasons why you are getting that "no permissions" if you are using any Linux distro the program was in system space and any change there requires "root" permissions while under Windows Vista and later any files in "Program Files" also need admin privileges to change.Enjoy the Choice 1 Quote Link to comment Share on other sites More sharing options...
feneur Posted October 23, 2013 Report Share Posted October 23, 2013 For more info please see: http://trac.wildfiregames.com/wiki/Modding_Guide If that isn't clear enough please don't hesitate to ask 1 Quote Link to comment Share on other sites More sharing options...
leper Posted October 23, 2013 Report Share Posted October 23, 2013 Also as noted in the link Erik posted you should create a mod folder (as you are working with a release) in ~/.local/share/0ad/mods/ and just put your modified versions in there. The game will then (if you pass it -mod=yourmodname) load your mod after the public mod and replace any files that are present in the public mod and are in your mod (with the same file name in the same (relative) path) with your modified versions. Quote Link to comment Share on other sites More sharing options...
newcivs Posted October 23, 2013 Author Report Share Posted October 23, 2013 Just a few quick questions which version are you using and what OS and is it a normal install? Now a few reasons why you are getting that "no permissions" if you are using any Linux distro the program was in system space and any change there requires "root" permissions while under Windows Vista and later any files in "Program Files" also need admin privileges to change.Enjoy the Choice I use Rfremix GNU/Linux, "almost a copy of Fedora" i was read a tutorial on "taringa" and says that i need recompress the "public", the tutorial is for *buntu but on Rfremix works finesomething as this, i only copy the units that i need "mauryan chariot" and change the name for the "new" unit", but in this moment i don't know how mod the collada and dds files, using "linux", but reading the "civs" folder a know what do after, for example germanics.json Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 23, 2013 Report Share Posted October 23, 2013 (edited) El viejo tutorial de taringa. Eso fue cuando estaba en versión 4.But must be same, I don't use Linux. Taringa have a really old post about modding. Even early than version 4http://www.taringa.net/posts/linux/8944890/Como-hacer-un-mod-para-0AD-parte-1.htmlActually is versión 3 or 0.3 of the game. 2010 may be. Edited October 23, 2013 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
newcivs Posted October 24, 2013 Author Report Share Posted October 24, 2013 I tried to edit 0AD Collada Files for mod itm but i have a problem, Blender don't regonizes collada files, but the files has content as i test on Gedit, i am using Blender 2.69 Stable with the official collada plugin that we can find on file > user preferences > plugins Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted October 24, 2013 Report Share Posted October 24, 2013 The collada files in the release are cached, and can't be read from Blender, you need to download them here: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/meshesNote that some old files (created by Max3D) still might not import correctly, they can need manual editing (normally removing some lines with a text editor), and manual rescaling the model. Quote Link to comment Share on other sites More sharing options...
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