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How to get started with mods?

 
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DaCheese



Joined: 05 Sep 2007
Posts: 1471
Location: GMR Towers, South Shropshire, UK.

PostPosted: Sun Nov 25, 2007 7:29 pm    Post subject: How to get started with mods? Reply with quote

Ok, mods are proving to be controversial on the server. I'm thinking about giving one a go. However, I opened the Stadium folder in the skins section of the TMN directory and looked at some of the .dds files in there. It was terrifying, and I'm none the wiser about which parts are best to alter in order to keep things under 3 MB and what pieces of block they actually change. Can I have some pointers please from our resident modders?
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Steve



Joined: 11 Aug 2007
Posts: 852
Location: Sunny Wales

PostPosted: Sun Nov 25, 2007 7:33 pm    Post subject: Reply with quote

Take mads out of your cache, and just change that, save the new files with the same name, and just chuck it all back in a zip when your done.

That way, it all the right size, and and format (as long as mad started off with the right size)
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mad
Site Admin


Joined: 10 Aug 2007
Posts: 1337
Location: Scotland

PostPosted: Sun Nov 25, 2007 11:41 pm    Post subject: Reply with quote

yep that will do it, and if you extract the originals from your tm folder then you don't need to start with my hash.
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mad
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Joined: 10 Aug 2007
Posts: 1337
Location: Scotland

PostPosted: Sun Nov 25, 2007 11:42 pm    Post subject: Reply with quote

oh and mods go in a folder in skins/stadium/Mod

press left ctrl when you open a track and any mods will be displayed for the choosing Smile
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DaCheese



Joined: 05 Sep 2007
Posts: 1471
Location: GMR Towers, South Shropshire, UK.

PostPosted: Mon Nov 26, 2007 7:35 pm    Post subject: Reply with quote

Hmm, sounds ideal. I'll have a play over the coming fortnight.
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DaCheese



Joined: 05 Sep 2007
Posts: 1471
Location: GMR Towers, South Shropshire, UK.

PostPosted: Mon Nov 26, 2007 8:53 pm    Post subject: Reply with quote

Oddly, the mod things in my cache don't have any dds files other than the icons in them. They have that and an image folder, but that's it.
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Steve



Joined: 11 Aug 2007
Posts: 852
Location: Sunny Wales

PostPosted: Mon Nov 26, 2007 9:16 pm    Post subject: Reply with quote

Open the image folder, you'll find everything Wink

If nothings in there the mod shouldnt work, as theres no files to load it off, so if the mod works, the files will be in there.
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DaCheese



Joined: 05 Sep 2007
Posts: 1471
Location: GMR Towers, South Shropshire, UK.

PostPosted: Mon Nov 26, 2007 9:18 pm    Post subject: Reply with quote

It seems I didn't leave it long enough to load as sure enough there's a whole host of files there now.
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Pepper
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Joined: 12 Aug 2007
Posts: 851
Location: wooops...

PostPosted: Tue Dec 04, 2007 2:06 pm    Post subject: Reply with quote

I have to say i really love the mods i've seen on the server.

If i'm not wrong, i've seen 3 different ones. One by Mad, one by Bat and one by CRJ.
I like them a lot ! Very Happy good job buddies Wink
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mad
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Joined: 10 Aug 2007
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Location: Scotland

PostPosted: Tue Dec 04, 2007 3:52 pm    Post subject: Reply with quote

there are 4 now.... the servalot tracks are also modded.

To ensure you get the latest versions you can clear your cache, or delete the mod files from your cache.... all called {something}mod.zip

The servalot mod USED to have green track, so removing that from your cache should be quite a relief as the new version does not.
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Pepper
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PostPosted: Tue Dec 04, 2007 3:56 pm    Post subject: Reply with quote

Cool, thanks for the advise Mad Wink
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Moldo
Driver's Champion


Joined: 03 Oct 2007
Posts: 1173
Location: NL

PostPosted: Tue Dec 04, 2007 6:28 pm    Post subject: Reply with quote

Honestly, most of the mods around reduce the pleasure I get from the game.. any possibility to disable them for my game? Embarassed
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mad
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Posts: 1337
Location: Scotland

PostPosted: Tue Dec 04, 2007 7:05 pm    Post subject: Reply with quote

lol you miserable *#*#*#*#

hopefully our mods, though at first painful have now settled to a nice enhancement in tune with the MAD theme Smile

Like I said, delete the originals from your cache and the sheer quality and tasteful genius will astound you.

I think you have to disable all peer to peer including cars to disable mods.....
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Steve



Joined: 11 Aug 2007
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PostPosted: Tue Dec 04, 2007 7:23 pm    Post subject: Reply with quote

CJ mod is subtle, and adds to the track, mads also.

In my opinion, i dont think the track itself should be changed, especially for the GP's.

Every track that i've been on so far that has changed the track, (not just on Mad Laps) looks good from a distance, and its make everyone go 'Woow' but when you start racing, its just not as good. Rolling Eyes Most of the time, the track is made into a colour too similar to the barriers, so when your going fast, or downhill, it can be difficult to see the corner, then once you've realised theres a corner, you smash into the barrier.
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mad
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Joined: 10 Aug 2007
Posts: 1337
Location: Scotland

PostPosted: Tue Dec 04, 2007 8:11 pm    Post subject: Reply with quote

yep, the bat mod now has a similar colour to the original with a cobble effect and the servalot mod has the green track removed so its back to the original.

Mods can be hard work on the eyes and we are aware of this so have tried to create mods that are easy on the eyes but distinctive, to help give the server some more pazzaz. Cus after a year or two of the same graphics it gets darn boring Smile
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Moldo
Driver's Champion


Joined: 03 Oct 2007
Posts: 1173
Location: NL

PostPosted: Tue Dec 04, 2007 8:45 pm    Post subject: Reply with quote

I'll give it a try.. the problem Steve mentioned was the main problem for me
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