![]() Here is a couple of tutorials how to model edit WoW game data. Ask a question in this thread maybe somebody can help you. I don't play WotLK anymore so won't be able to assist with questions or requests. ![]() mese is the ultimate plot device and the answer to any questions raised about the functioning of items/blocks in your mod.Else // Load Rest of YUI remotely (where possible) Use your namespace everywhere, and guard it well. if something has the potential to conflict, it will. create a function for any code repeated more than twice, the API changes all the time. split up your code into different files using the dofile() function (the path to your mod can be got via minetest.get_modpath("modname")) I won't go into complete detail here as it would take too long. they show up along the bottom of the screen in the 'start game' tab of the main menu. ![]() You can also create a folder in your world directory called 'worldmods' which will load when the world is run and allows you to create portable maps.Īnother way to create custom content is to make a 'game' which is a collection of settings and mods that can create a wholly unique experience from other games in minetest. A menu will open allowing you to select which mods to enable. To use your mod in a world, first create a world and then click configure. I appreciate your patience I know these are real basic questions. What exactly is the modus operandi when it comes to Minetest? Is there any kind of "modding program"? Am I inspecting/modifying the Lua code via Eclipse (or the like), or simply Notepad++ (or the like)? How do I "install" a given set of code/mod and/or "create" my own compiled 'modpack', and most importantly what's a good way to test these/this mods? (also, I imagine it might be wise to have all of this stuff in it's own isolated set of folders, just for organization's sake do I need to use the directory Minetest is installed in or can I put it elsewhere?) Anything else I should know/prepare myself for? However, none of that seems to apply here. See, in Warcraft 3 modding, you just open the 1st-party 'World Editor' program & you can immediately use the GUI to mess with object values, or begin making simple event-response code with little drop-down menus, and then instantaneously test it in-game with the click of a button. ![]() However I guess I could use some 'orientation' as to exactly how this all works. Yes, I'd love to begin with simple stuff & definitely plan on utilizing the great glorious Copy-Pasta to get started. So, I would suggest learning by looking at mods that do similar things to what you want and looking at their code and do a bunch of copying and pasting. V-rob wrote:I personally learned Minetest modding (and Lua to boot) by complete trial and error with a tiny bit of help from the Developer Wiki (I don't suggest using that, I suggest the Lua API instead). So I guess I'm just posting to kinda 'put my stake down' & throw out a hand for any guidance that can be offered.Įither way, I appreciate you taking the time to read through all this. arted.html, etc) & I'm gonna start studying (though as busy as my life is, I'm not likely to get far anytime soon). with some changes (kind of like a 'god-mode' Minecraft, focusing on manipulating an active environment & carving a path through history). I've only recently been introduced to Minetest, but I've been a massive fan of Minecraft for years, and was elated to discover this free-ware, open-source version especially because I've had an idea for a game kicking around in my head for years & have 'recently' realized that Minecraft itself was largely (the base, at least, of) what I was looking for. I've been an active & modding member of the Warcraft III community for over a decade now (off-and-on) so I'm familiar with how some of this works, but I recognize I'm really starting off basically at Square Zero in most ways, so I appreciate your help & patience. Hello all, my name is Khyrberos is I'm interested in learning more about modding Minetest.
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