[Compendium] Developing a Gothic-Mod (sure for a long time in progress ;))
What is the purpose of this thread? It should be a help for people who want to lern the Gothic-modding. I don't want to translate the german Editing-WiKi. I don't have the time to do it. But... Everytime I will give a description for something, I will do it elaborately and post it here. Every other modder is invited to do it too. I really don't know everything.
The topics must not be postet in the right order. You will reach every point by using the links in this post.
Please post question or suggestions in the seperate discussion thread.
Installation (What files do I need and where to put them)
Gothic 1 Modkit
Gothic 2 NotR Modkit
Creating landscapes (Levelmesh)
Creating a level (How to use the Spacer)
The Editor Mode
Syntax and general stuff
Some internal stuff - Classes
Building a mod-volume
Last edited by rockfest; 07.08.2006 at 00:39.
You are interested in creating a Gothic modification? Good!
Let me tell you something about it. There are some different things to do.
At first you should have an idea what will happen in your mod. This cannot be told in a few lines.
- What is the main plot?
Where does the story play? Who are the enemies? What`s the main task?
- Who is the hero?
Think about his history. What character does he have. What is his motivation to follow the plot?
- What places should be visited?
- What important people will the hero meet?
If you have these points, you can start work on the other parts (or give this work to somebody else )
Now you have to develop your more detailed: Main quests, NPCs, dialogues, subquests.
Don`t underestimate the work a story writer has to do!
You need a 3D-tool to create the main landscape of your mod.
- The main landscape (where the hero walks)
- Rivers, the sea
- Big objects like houses, large trees etc.
The Spacer is the main gothic modding tool. With it you can manipulate the mesh (only for small corrections suitable) and texture it.
After this you fill your world with different kinds of Vobs (virtual objects), the most important:
- Standard-Vobs: trees, plants, stones, furniture
- Mobs: these are interactive objects like switches, chests, beds
- Light: Place light-vobs to brighten dark places in a colour of your choice
- Sound: Set zones where special sounds are played when the player enters them (birds, wind, fire, water..)
- Music: define in which area which music is played
- Trigger: What happens when the player enters a special area or push a button? (for example spikes appear and hurt the hero)
- Mover: move objects to bring more life into your mod (spikes , gates, every other object possible)
The Spacer is also needed to compile your scripts and dialogues.
Gothic has an own programming language called Daedalus. With it you implement your story. For example:
- define Items
- set monsters and NPCs into the world
- define actions and behavour of NPCs and monsters
- create dialogues
These are the most important parts. If you want to, you can create new sounds, graphics, objects or even monsters.
Installation of the Gothic 1 Modkit
Installation of the Gothic 1 ModKit
At first you need a gothic version of at least 1.08h (the international version should have version 1.08j - I think).
Install it. Then copy this installation to another folder. The reason is that you should not really play with a ModKit-installation. Myterious errors can occur. Also you cannot test you mod volume properly (if files are missing or something like that). You should do this with a "clean" installation.
What files do I need?
Create a folder outside you Gothic directory.
- Unzip Gothic Mod Kit there. You get a folder named "GOTHIC MOD Development Kit". Copy the content of it`s subfolder "gothic" (_work, system, vdfs.cfg) to the Gothic-Folder of your copy. Confirm the question to overwrite the the folders.
- Create the folder "textures" under [Gothic]\_work\data\ and a folder named "_compiled" under "[Gothic]\_work\data\textures"
- Unzip the Spacer Update and copy the files "ready.wav" and "spacer.exe" to the folder [Gothic]\system\
- Download the new GothicStarter 2.6a for Gothic 1 and 2 (Some bugs of the old starter are fixed.) Copy the content of the archive to your Gothic-folder. Now set a link on your desktop to file "GothicStarter_mod.exe" ([Gothic\system\).
- You may need the MATLIB too. It adds all Gothic 1 textures to the material filter from the spacer (now you can select them easyly for texturing) and their properties (very important for animated textures like water).
Extract the content of the archive into the folder [Gothic]\_work\tools\data\. Start the spacer (more later) and select "Settings\load a Materialfilter...". Import every ".pml" - file into the spacer.
Other useful files
- The Vobbilder Katalog contains images of all Vobs in Gothic 1 and Gothic 2. This enables you to pick easily the Vob you want to insert into the world. You`ll just have to copy the filename from the catalogue and paste it at the point "visual" of your Vob.
To use it, extract the volume in a folder you like and doubleclick the file "vobbilder.htm".
- Use GoMan to convert textures from the tga-format to gothic .tex and vice versa.
Last edited by Freddy; 08.07.2006 at 23:11.
Syntax and general stuff
As you already read Gothic has a built-in scripting language. What's the syntax? Differences between Daedalus and other scripting or programming languages?
You can read all this in wiki.
Even if it said that if you don't know programming you can still be a scripter I say that if you don't know what are :
- functions and parameters
then you should get a book about programming(basicaly any language you would like but to make it easier a C/C++ book) and read it.
Why? Daedalus is not the most flexibile scripting language. It's purpose is to give life to the Gothic world and it does nothing more than that.
In order to manage with Daedalus you will only need some basic programming skills.
If you know how HTML works and some C/C++ or Pascal then you will get along just fine.
So, if you already know the things i said by now then you should have no problem reading the things that come.
Can't see the tree for the fortest
Now when you say:
''Create the folder "textures" under [Gothic]\_work\data\ and a folder named "_compiled" under "[Gothic]\_work\data\textures" ''
is that in the gothic forlder (my copy of the game) or in the GOTHIC MOD Development Kit folder you said to create? Both have the directories
I want to know if there is anyway to use the modkit in english for Gothic 1, the German menus as well as the German dialogue options in-game are really not understandable at all.
For g1 there are english original scripts, here they are:
Originally Posted by Takashy
OMFG, you are a life saver. May you win the lottery!
Originally Posted by WernerTWC
Hi respected Modders!
I'm a real newbie with gothic modding, and sadly i don't know any programming language, but i'd like to modify Gothic, or actually an existing gothic-mod.
I play the game with hungarian subtitles, it's a 100% translation, but i would like to
use NoName mod as well. However when i install the mod, the hungarian text changes back to english, also at the unchanged parts of the game.
I'd like to know how can i translate the game's text again and the mod's text, or simply just turn back the already translated text to hungarian?
Thanks for reading and help!
Last edited by Eoron; 28.11.2008 at 01:02.