XML talk:XML Modding Lessons: Difference between revisions
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'''This could be structured like a tree diagram.''' | '''This could be structured like a tree diagram.''' | ||
For visual / lazy / stupid people like me, "[[ | For visual / lazy / stupid people like me, "[[Introduction to modding]]" is far too ''textual''. | ||
For the like of us reading is slow, boring, in quitessence just bad. --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 21:54, 17 July 2019 (CEST) | For the like of us reading is slow, boring, in quitessence just bad. --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 21:54, 17 July 2019 (CEST) | ||
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:You're literally describing the | :You're literally describing the "Introduction to modding" page :-p There's nothing preventing someone from using the table of contents to browse in the manner you've described. Probably the copy in some sections can be reduced in size though, or moved to separate articles, and the TOC is limited to the top level when it should probably go down a couple more levels so the reader can see the different available subjects from the TOC. Possibly there should be one page for an introduction to modding concepts and then another page for the modding subjects you describe. "Introduction to modding" was intended to serve both purposes, which might be overloading the page. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 17:24, 18 July 2019 (CEST) |
Latest revision as of 19:18, 9 November 2023
We should have a page that directs a user to require modding knownledge no matter what is involved: binaries, BSL, XML, etc.
This could be structured like a tree diagram.
For visual / lazy / stupid people like me, "Introduction to modding" is far too textual.
For the like of us reading is slow, boring, in quitessence just bad. --paradox-01 (talk) 21:54, 17 July 2019 (CEST)
You could start with basic levels and create forks on the subject.
Level | Settings (ONGS) Savegame slot Skybox, atmosphere, weather Level logic (BSL) Cutscenes Geometry | Static geometry, furniture Animated gemoetry Pickup objects Weapons Consoles - Text pages Doors Turrets FX (sounds and particle via TMBD and ONIE decision paths)
Character | Model (TRBS, custom TRIA) - texturing (TRMA) Movements (TRAC, TRAM) Player stuff AI - profiles, interactions, patrol path, alarms
Bonus: ultra cool community demo level with dedicated sections
- mixed H2H/gun fight pit
- cutscene area
- logic area (CONS, DOOR, TV, TURR, etc.)
- environmental showcasting (particle, textures, shading))
- ...
- You're literally describing the "Introduction to modding" page :-p There's nothing preventing someone from using the table of contents to browse in the manner you've described. Probably the copy in some sections can be reduced in size though, or moved to separate articles, and the TOC is limited to the top level when it should probably go down a couple more levels so the reader can see the different available subjects from the TOC. Possibly there should be one page for an introduction to modding concepts and then another page for the modding subjects you describe. "Introduction to modding" was intended to serve both purposes, which might be overloading the page. --Iritscen (talk) 17:24, 18 July 2019 (CEST)