Natural Selection 2

Natural Selection 2

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Mod Panels++
   
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Modification: Tool
Compatibility: Must be run on Server
File Size
Posted
Updated
3.487 KB
Mar 27, 2017 @ 12:34pm
Dec 6, 2018 @ 11:38am
10 Change Notes ( view )

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Mod Panels++

Description
Mod ID: 3536F85E

git repository[github.com]
current git commit: c4e226212872d234c6ef2d3231b6f785a8ce5d5e

Mod Panels++ is a recreation of the Mod Panels mod by Nin.

It is compatible with mods that use the old API

Differences:
- Fewer bugs
- Mod panels always face you
- Uses steam browser (in-game one was a bit bugged)
- Is easier to use
- Has server-side configuration
- More customisation

How to use

First of all, this mod must be on the server. Second of all, the mod panel must be
inside a mod and also be on the server.

If you want to disable or enable a mod panel without removing its mod, just use
the server-side configuration file named ModPanels.json. Set entries to
false
to disable
them,
true
to enable them. By default all mod panels are enabled.

How to make a mod panel

Making a mod panel is quite simple, you must simply make two files:
- The image itself
- A descriptor for it

You must then put these two files into specific locations inside your NS2 mod.

Making the image

The image itself I can not tell you how to make, you must use your imagination for that.
You must only make sure that you export it as a .tga file or .dds file.
Spark Engine (used by NS2) supports both. If you do use a DDS file, make sure to disable
mipmaps. Otherwise the mod panel will be unreadable by users that set their texture quality
to low values.

Making the descriptor

The descriptor is simply a text file, with a few keys and corresponding values.

Each key-value pair is on a separate line.

An example descriptor is:
shader = "shaders/ModPanel.surface_shader" panel = "modpanels/wooza/badges.tga" url = "https://google.com" name = "my-awesome-tall-floating-shader-with-an-extremely-long-name" size = {0.5, 2} offset = {0, 2, 0}

The first key
shader
you most likely do not want to change.
It is a required key and you almost always want it to be that value.

The second key
panel
points to your texture, and is also required.

The third key
url
is optional, and if set makes using (pressing E) the panel
open the URL in the steam web browser.

The fourth key
name
is optional and defaults to the path to the mod panel,
without the extension (E.g.
badges
instead of
badges.tga
).

The fifth key
size
is optional and defaults to {0.5, 0.5}.
The values are meters and represent the size of the mod panel in meters.
In the example the y-value is set to 2 to make it very tall.

The sixth key
offset
is a 3-dimensional vector and represents the offset
from the spawn point of the mod panel at which the mod panel's texture should float.
This is also optional and defaults to {0, 1, 0}, which makes it float 1 meter above the ground.

Where to place these files

You must place the files in the modpanels directory, at the root of your mod.
If the folder does not exist, you must make it.

A good example is here[github.com],
as you can see there is a folder inside the folder named
wooza
. This is completely allowed, and the name
for the mod panels will then be inferred to be
wooza/<panel>
.
Once a client or server then loads Mod Panels++ while these files are available, they will be spawned and created
automatically in the world.

Backwards-compatibility

This mod is fully backwards-compatible with the original Mod Panels mod by Nin.
The very same APIs are supported, so you can switch easily.
1 Comments
>|KoR|<Frisqy.ViruS (ZdrytchX) Mar 29, 2017 @ 12:50pm 
Mod ID 3536F85E