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I believe he's talking about modding in new weapons & mech variants, so they appear in shops & on the field.
http://btmodding.warriorsblood.com/index.php?title=Add_Mechs
Be warned, it requires some understanding for mods or you can/will break your game completly.
Adding new mech variant is easy:
http://btmodding.warriorsblood.com/index.php?title=Add_Mechs
Adding new weapon variant is almost the same, except that you clone a weapon instead of mech.
Adding new weapon "logic", like MRM, is a lot more complicated because no weapon in the game can switch ammo. You need to modify game code, modify game interface to allow ammo selection, and teach game AI to use these weapons.
Unfortunately, that requires *really* good programming skill, since they must be done in the confines of existing game code. Kind of like opening twenty cans with a fruit knife. To complicate things, some ammo code seems to be "inlined", you can't change them. How do you strip cut something when the kitchen only allows dice cut? Setup a new cutting station outside the kitchen, guard all chopping boards and knives and redirect every single cutting request to the new station and back, obviously.
Adding new 3D model, like Bombard, is a feat I have yet to see too, much less a tutorial. You need to model the mech part by part (each part can move individually and can be damaged or destroyed), define Inverse Kinetic, and animate them: front walk, reverse walk, turn, fall, stand, melee, got hit, shutdown, restart, and every single animation I forgot to list. Then you have fine details like night lights and weapon mounts - if you put four SRM6 on a King Crab you'll see that they are all different shapes. Putting all models and textures and animations back to asset bundles may be the easy part.
A good news is, the modding skill can (mostly) be transferred to other Unity games. Good luck.
I want See a AC/15 and Guass Maybe a pulse like laser or "Core of Hell Staker" Missile
Adding a completely new Varient to shop and new weapon is my main goal right now. Just if see can be done.
The game doesn't support true config like MW2 and MW3 did. MW4 changed that added in when it added weapon mounts.
Mod to skip tutorial missions.
http://btmodding.warriorsblood.com/index.php?title=Skip_Tutorial
Then create new mechs per that other link people listed.
And then add new mechs to your starting lance (look for the blackjack ID in simgameconstants).
Start a new campaign.
Be sure to save a copy of your data folder if modding files directly. Or you can do the steam verify file integrity thing if you can't figure out where something went wrong.
Just look up the files located in the "mech", "chassis" and "movement" folder in
"C:\Steam\SteamApps\common\BATTLETECH\BattleTech_Data\StreamingAssets\data\"
The chassis defines hardpoints, structural hp, armor points and stuff like that
The mechDef is basicaly the variant, based on the chassis, defining the loadout of the mech.
The moveDef defines it's walk/sprint distance and stuff like that.
You can edit those files any way you want with a simple editor like notpad++, but if you want to create new files, you need to add them to the versionmanifest so the game is able to find them.
You can then test out your new mechs in the skirmish mode, but they will not appear in the singleplayer. For this you have to follow the link that was posted twice above and edit the MetaDataDatabase, because the dynamic lance composition uses the tags in the MDDb file to chose the mechs.
Notepad++ and Atom are free. Sublime is trial-ware so basically free if the occasional nag doesn't bug you. These are all lightweight editors that install in seconds. Notepad is fine until you need to figure out where you got some syntax wrong after making a dozen changes.
I meant vanilla Notepad, which is a step down from ++. But I do recommend trying anything with color-coding out. It's nice for spotting syntax goofs as you edit. And I am a dizzy web developer.