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Make your own mods for games?
Posted: Fri Jan 24, 2014 11:12 am
by T.K.
Sorry for being late, guys! I started an internship recently and it has taken over my life.
So, who here has made their own mods (beit skins, scripts, 3D models, etc.) for games they play?
Admittedly, even though I'm very proud of how the Driver modding community is going, I'm not interested in making my own mods for anything.
Re: Make your own mods for games?
Posted: Fri Jan 24, 2014 11:16 am
by Olanov
Indeed I do. I mod a whole lot in fact. A lot of the stuff I don't even release, though.
Some of my work so far:
http://www.gtagaming.com/downloads/author/111657
Re: Make your own mods for games?
Posted: Fri Jan 24, 2014 12:10 pm
by VAIMAHDO
I want to badily, but have no knolage to any of it. All I have ever done and can do is mess around with some GTA III Notepad files. I made it flood :3
Re: Make your own mods for games?
Posted: Fri Jan 24, 2014 12:13 pm
by Skylabh
Mines are mainly focused on the first Driver.
Re: Make your own mods for games?
Posted: Fri Jan 24, 2014 7:20 pm
by 0takumetalhead
Mostly script stuff for Half Life and GTA2. Texture mods for D1.
Stuff I did for GTA2 is unreleased, and lost with the exception of online vehicles spawning in singleplayer maps.
Re: Make your own mods for games?
Posted: Sat Jan 25, 2014 12:10 am
by pete
I mod all source engine games. Mostly just reskins and sounds, but I know how to make maps and I intend to make a "proper" mod for Half-Life 2 with all new maps and stuff some time soon!
Re: Make your own mods for games?
Posted: Sat Jan 25, 2014 3:02 pm
by jam_1989
I mainly mod Nascar Heat I make some of the cars and new content when we release a new update
OnlineBangers.co.uk site for the mod i helped build and regularly update
Re: Make your own mods for games?
Posted: Sun Jan 26, 2014 4:07 am
by 0takumetalhead
pete wrote:I mod all source engine games. Mostly just reskins and sounds, but I know how to make maps and I intend to make a "proper" mod for Half-Life 2 with all new maps and stuff some time soon!
Modding Source engine games scripting wise is pretty easy since it uses QuakeC as scripting language, haven't touched modeling yet but want to.
Also don't gett me started on how Stalker SoC is scripting-hell, it uses 2 diffirent languages atleast and sometimes the language changes in one file aswell, making it a confusing mess.
Re: Make your own mods for games?
Posted: Mon Jan 27, 2014 7:12 am
by cleone
Sometimes I modify just a few things in game files to make the game more challenging. I just made about 3 mods for NFSMW, which i uploaded to NFSCars and am awaiting moderator approval, then I'll update this with some links. I don't spend much time making my own mods though, usually I find what I want and I don't have the time usually to learn about modding individual games. (thus why modding will be simple in D4 XD)
My Most Wanted Mods:
http://www.nfscars.net/file/view/mostwanted/19359.aspx
http://www.nfscars.net/file/view/mostwanted/19360.aspx
http://www.nfscars.net/file/view/mostwanted/19361.aspx
Re: Make your own mods for games?
Posted: Tue Jan 28, 2014 11:28 pm
by Klancnik777
Hell yea i mod every game i come across
From DRIV3R to Call of duty to Call of juarez i basicly mod EVERY GAME
Modding Source engine games scripting wise is pretty easy since it uses QuakeC as scripting language
yes otaku QuakeC is piss easy.
example:
(from call of duty)
Code: Select all#using_animtree("generic_human");
main()
{
precacheModel("xmodel/explosivepack");
precacheModel("xmodel/vehicle_german_truck_d");
precacheShader("hudStopwatch");
precacheShader("hudStopwatchNeedle");
maps\_load::main();
maps\truckbase_fx::main();
level.bombfx = loadfx("fx/explosions/explosion1.efx");
}
//added from _bombs script so i can control it more percisely
Truckexplo()
{
truck = getent ("truckexplo", "targetname");
bomb = getent ("truckexplobomb", "targetname");
trigger = getent ("T_truckexplo", "targetname");
truckexplo_fx =getent ("truckexplo_fx", "targetname");
trigger waittill ("trigger");
bomb playsound ("explo_plant_no_tick");
trigger delete();
bomb setmodel ("xmodel/explosivepack");
bomb playloopsound ("bomb_tick");
level.bombstopwatch = newHudElem();
level.bombstopwatch.x = 36;
level.bombstopwatch.y = 240;
level.bombstopwatch.alignX = "center";
level.bombstopwatch.alignY = "middle";
level.bombstopwatch setClock(5, 60, "hudStopwatch", 64, 64); // count down for 10 of 60 seconds, size is 64x64
level.timersused++;
wait 5;
self.bomb stoploopsound ("bomb_tick");
level.bombstopwatch destroy();
truckexplo_fx playsound ("explo_metal_rand");
truck setmodel ("xmodel/vehicle_german_truck_d");
bomb delete();
playfx (level.bombfx, truckexplo_fx.origin );
earthquake(0.25, 3, truckexplo_fx.origin, 1050);
radiusDamage (truckexplo_fx.origin, 350, 600, 100);
}