Create a minecraft mod without programs. ModEZ application - we independently create mods for Minecraft PE. Create different types of mods

The desire to bring new mechanics to the game, the environment, or, to put it simply, to change something in your own way, has been going on since time immemorial. Modding a game is much easier than creating it from scratch. There are already preset mechanics, environments and animations. It remains only to add new or cut off existing content, thus changing the original build. It often happens that the community creates special software that simplifies a number of tasks, including importing sources and exporting new or modified files to the game. For example, back in 1994, thanks to Brandon Wiber and the availability of open source code in DOOM, modding became popular on such a scale. Using the DEU (DOOM Editor Utility) written by Wiber, players were able to make their own levels and modifications to the game. On the program "Management of game projects" in high school business informatics HSE, many of our students also have experience in using programs to create mods for games or are interested in this topic.

The motivations of players and modders can be very different. Starting from the desire to figure out what is “under the hood” of your favorite game or set a goal to master the basics of game development in this way. Mod development can come in handy when applying for a job in game development, if the modder decides to follow the path of game development and become a developer. In addition, it helps to see what the game is like from the inside. This is how the understanding of the principle of the mechanics, the work of scripts, the work of textures, 2D / 3D environments and objects, sprites, effects, etc. comes. Skills that will certainly come in handy in future plans to develop your own project. In the same way, you can prototype your own mechanics - a mod for any game may well help to visualize what was conceived and show the feature in action.

In terms of complexity and time, everything is very ambiguous. Starting from the reskin of the hero, as was often the case in Grand Theft Auto: vice city and took no more than 10-15 minutes, ending with very ambitious projects. Sometimes modifications can take on monstrous proportions and change the game beyond recognition. Such examples are not so few. PlayerUnknown's Battlegrounds became a hit in just three days. Brendan Green, under the alias Playerunknown, started out modding ArmA 3, and later created his own Game Mode, which is now called "Battle Royale". H1Z1 pro mode: King of the Kill. Seeing the commercial success of this genre, Brendan Green decided to make his own own game in Battle Royale mode. The game was released as part of the early Steam Access in March 2017. The developers plan to complete the development and release the finished product before the end of the 4th quarter of 2017. In just three days after the release, the project topped the top of the most popular Steam games and earned $11 million in three days. And at the time of writing, over 10 million copies of the game have already been sold at a price of $29.99.

The same Dota - was originally a modification for Warcraft III. The map was created using the editor World levels Editor for Warcraft III: Reign of Chaos, and with the release of the expansion Warcraft III: The Frozen Throne has been improved. Now, Abdul Ishmael (IceFrog), one of its creators, continues to work on Dota 2 at Valve. It was the same with Counter-Strike. The first Counter-Strike beta was released in 1999 and was originally a modification of Half-Life. Having changed five versions, the game remains relevant to this day, having long since separated from Half-Life and switched to the new Source engine, and later to Source 2. A lot of work has been done on S.T.A.L.K.E.R. , which was cut by the developers from GSC Game World earlier in order to recreate the early look of the game from announcements from the 2003-2004 period. As with Dota or CS, being a mod for Half-Life 2, Stanley Parable was able to eventually become a full-fledged standalone game and win many awards.

For each game, as in the case of DEU, their own toolkit is usually written, which is specially tailored for it and makes it easier to work with the distribution. But for some games, it is still possible to single out the most popular modding programs.

Open IV


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Universal editor and file manager for PC versions grand theft Auto V, Grand Theft Auto IV/EFLC and Max Payne 3. OpenIV allows you to edit the hidden archives of the game, add and change the necessary files in them, integrate them into the game in two clicks new texture. In edit mode, the program automatically saves all the changes made, but when creating mods, it's better to always remember to make backups.


Valve Hammer Editor


The level editor developed by Valve Software to work with the GoldSrc and Source game engines is included in the Source SDK, a set of programs for creating modifications to games built on Source technology.

The editor was developed by Ben Morris for creating levels in Quake 1 and is freely available. Starting from version 4.0, the program began to work with Source, on which Half-Life 2 was written, initially Dota 2 and a number of other games from Valve. The editor is supplied with the Source SDK and is available for free download through the Steam service for the owner of any game created on the Source engine. All program updates are downloaded using Steam. In Hammer you can create levels for everyone modern games from Valve.

S.T.A.L.K E.R.



According to S.T.A.L.K E.R.: Call of Pripyat and S.T.A.L.K E.R.: Shadow of Chernobyl, so many programs have already been released that they are combined into entire packs.

Assembly for modding PM and SP v1.2 combines over 25 programs and so much content that the game can be changed almost beyond recognition. The pack includes 165 modding tutorials, a converter for X-ray sdk, a texture pack, 4.XRspawner, a similar quest generator, DDSPacker v0.1, CharEd v0.2b, modding articles and so much more that is easier to see.

In addition to understanding the structure of the game, modifications can provide unprecedented scope for experimentation and innovation. Garry's mod, developed by Harry Newman, is a physical “sandbox” where the player can create an environment and carry out any manipulations with objects from games created on the Source engine (CS: S, CS: GO, TF2, HL2 and other games from Valve Two years after the release of the first version, on November 29, 2006, Garry's Mod became a paid game and is still distributed through Steam.

In 2012, Valve took a huge step towards modding and launched the Steam Workshop. The service allowed everyone to create their own modifications to already existing games who supported him. This gave users the opportunity not only to make modifications, but also to earn money, as well as receive feedback from the community right on Steam.

The presence of modifications in the portfolio may well be an advantage when applying for a job in a game development studio. The ability to create a mod can show how well the applicant for the position understands level design, 3D modeling, game design, or any other direction in development. This will be especially useful when entering the gaming industry, when there are no released projects yet, but at the same time there are mods that players put on themselves and write good reviews or that correspond to the chosen direction of the specialty.

User modification of computer games is a fairly common phenomenon, which is the modification and addition of game files to get more content, variety of gameplay, and so on. Sometimes mods can be small, adding only a couple of items or features. And sometimes you can meet global mods, which almost completely change game process. For Minecraft, one of the most popular computer games of our time, gamers make quite a lot of different mods. Therefore, you can learn how to create a mod for Minecraft - in fact, it is easier than it seems, but in any case it will take you quite a lot of time.

Mods for Minecraft

So, if you seriously decide to figure out how to create a mod for Minecraft, then you need to understand what exactly can be modified there. In fact, there are incredibly many possibilities - there are much more mods for this game than for all the others. This is due to the fact that Minecraft looks quite simple - accordingly, changing something in it or adding certain functions to it is easier than in a top project that hundreds of professionals have been working on for several years. Now there are already such mods as "Industrial Craft" or "Taumcraft", which can be safely attributed to the global ones, as they add an incredible amount of content to the game - the first one takes Minecraft to the industrial age, adding hundreds of new recipes and items. The second one adds magic and everything that comes with it to the game. Naturally, you should start with simpler projects, but in the end you can also create something serious. But first you need to learn how to create a Minecraft mod.

Creating a clean mod

If you want to learn how to create a mod for Minecraft, then you need to understand right away that it can be done in two completely different ways - with or without using the API. First you need to disassemble the creation of a pure mod, which does not require additional software. In this case, you need to have a good understanding of the game mechanics and have certain design skills, as well as the ability to program at a high level. Then you can introduce something new into the game, as well as change certain items, functions and much more. As a result, you will be able to create a unique and unusual mod, but it is likely that it will be limited in use by other gamers, since it will not be standardized - accordingly, some of the gamers may have a problem with launch and compatibility, regardless of which mode this Minecraft modification was created for - survival or creativity.

Creating Mods with the API

An API is a special programming interface that already contains a lot of functions from the game itself, as well as textures, skins and much more. Thus, instead of writing all the code from scratch, you can use ready-made solutions that can be combined with each other, creating something new. There are a large number of different interfaces, and choosing among them something specific can be a problem. Here you need to take into account the specifics of the mod, for example, in relation to the "Minecraft" mode - survival, hardcore, creative, and so on. But if you are just starting to make mods and also want your mod to be available to as many people as possible, then you need to use Minecraft Forge. This is the most common API that currently exists - at the same time, it is the most functional, voluminous and in demand. So if you are going to add to minecraft new fashion - pay attention first of all to it.

Features of using Minecraft Forge

Many gamers who create or use mods are wondering why Forge is needed at all. After all, it is so inconvenient - you definitely need to install the API itself in order to be able to then run the modification. Is it really impossible to make pure mods that do not require anything extra to play? In fact, "Forge" has many more advantages than disadvantages (by the way, there is only one, which is precisely the need to preset the API to run the mod). Firstly, the process of creating a mod is simplified, and secondly, you have many more features that do not require any effort to use. But most importantly - your mod becomes universal. If you make a mod without an API, as mentioned above, there is a high chance that many gamers will not be able to install it. If you used Forge, then any gamer with the API installed will be able to install your mod without the slightest problem.

Features of use

The most important rule of modification, no matter which option you choose, is not to change the original files. For example, you decide to do minecraft mod on cars - it's better to add new objects, rather than fix those that are in the game, to avoid conflicts.

In this chapter, we will learn how to create technology branches

Using the example, we will create a branch for improving the speed of moto divisions

Create a separate branch

Create a folder \interface\ and copy countrytechtreeview.gui
What is this file? This is the whole technology interface.

We also create folders along this path - \common\technologies\
Copy from \common\technologies\ file infantry.txt

We open infantry.txt, and if we want to create a new branch, then we write the following. If you want to continue a branch, then go to the subchapter " Branch continuation"

improving_logistics= ( motorized = ( #Increase the speed for the entire category "motorized" maximum_speed = 0.1 ) research_cost = 1.5 #Cost start_year = 1938 #When you can research without loss folder = ( name = infantry_folder #Which tab position = ( x = 2 y = @1938 ) #Position ) categories = ( #Motorized_equipment categories ) ai_will_do = ( #AI factor factor = 1 ) )


"An explanation of everything that is in the technology cell"

technologies = (<название_технологии>= ( # Any country modifier can be used here.<модификатор>doctrine = yes # This technology is a doctrine research_cost =<число># cost start_year =<год># In what year does this technology stop receiving premature penalties. # Effects applied to technology completion on_research_complete = ( ) show_effect_as_desc = yes # Show effects in description. # Change the property of units and sub-properties<юнит> = { <свойство> = <число># Necessary! = { <свойство> <число>) ) # Change object property for whole category<категория> = { <свойство> ) # Enable support (air defense/anti-aircraft support...) enable_subunits = (<поддержка>) # Unlock weapons (weapons/ships/tanks...) enable_equipments = (<название_вооружения>) show_equipment_icon = yes # Show equipment icon that is unlocked # Open building enable_building = ( building =<строение>level = 1 ) # Links technologies in corner. Used for variant technologies of base technology # sub_technologies = ( ) # Technologies that use this technology depend on other technologies. dependencies = ( = 1 ) # Limits technology visibility if trigger is false. Used for DLC checks. Used for focus-only technologies. allow=( ) # Limits technology (and linked technologies) visibility if trigger is false. Used for DLC checks. allow_branch=( ) # Multiple allowed. Controls the links between technologies. path=(leads_to_tech= research_cost_coeff = ) # Used to either-or with other technologies. XOR=( ) # Controls which folder (tab) the technology appears under. folder = ( name = # Found in countrytechtreeview.gui # Position in the tech tree interface position = ( x = 0 y = 0 ) ) # Which technology categories apply to this technology. categories = ( )#Weighting for the AI to pick the technology ai_will_do = ( factor = # Conditional modifier to the factor. modifier = ( factor = ) ) # Adjusts weighting depending on technology taken (uses technology tags) ai_research_weights = ( = } } }


Let's go now to countrytechtreeview.gui
Looking for the next

containerWindowType = ( name = "infantry_folder" position = ( x=0 y=47 ) size = ( width = 100%% height = 100%% ) margin = ( top = 13 left = 13 bottom = 24 right = 25) drag_scroll = ( left middle ) verticalScrollbar = "right_vertical_slider" horizontalScrollbar = "bottom_horizontal_slider"


Scroll down until we find it

gridboxtype = ( name = "support_weapons_tree" position = ( x = 140 y = 210 ) #size = ( width = 420 height = 500 ) slotsize = ( width = 70 height = 70 ) format = "LEFT" )

This is the start of a branch. For example, this is the code that determines the beginning of the "auxiliary weapons" branch

We write the following after all "gridboxtype":

gridboxtype=(name=" improving_logistics _tree" #Technology_Name_tree position = ( x = 140 y = 325 ) slotsize = ( width = 70 height = 70 ) format = "LEFT" )


Creating a picture for technology

For technologies that give effects - 64x64
For technologies that open weapons - No exact dimensions
All in .dds

Copy from folder interface file Technologies.gfx to our folder
Save the image to \gfx\interface\technologies

We open Technologies.gfx
I'm going to the very end

We write

SpriteType = ( name = "GFX_ improving_logistics _medium" texturefile = "gfx/interface/technologies/improving_logistics.dds" )



And here is the picture of the study itself

Branch continuation


Let's go to infantry.txt
And add to the structure improving_logistics following code

path = ( leads_to_tech = improving_logistics2 research_cost_coeff = 1 )

This code tells us that the study improving_logistics will lead us to the possibility of research improving_logistics2

After the improving_logistics structure, we write

improving_logistics2 = ( motorized = ( maximum_speed = 0.1 ) research_cost = 1.7 start_year = 1939 folder = ( name = infantry_folder position = ( x = 2 y = @1939 )) categories = ( motorized_equipment ) ai_will_do = ( factor = 1 ) )


We have a new study, but there is no icon.
So here's an icon for you, go ahead and add it using the top subchapter.

Localization

Equipment_l_russian.yml is responsible for technology localization
Copy and open

improving_logistics:0 "Moto Division Speed ​​Improvement - Title" improving_logistics_short:0 "Moto Division Speed ​​Improvement - Same name but in a different location" improving_logistics_desc:0 "Motor Division Speed ​​Improvement - Description" improving_logistics2:0 "Motor Division Speed ​​Improvement II - Name" improving_logistics_short2:0 "Moto Division Speed ​​Improvement II - Same name but different location" improving_logistics_desc2:0 "Moto Division Speed ​​Improvement II - Description"


You can also create for different countries different names

TAG_improving_logistics:0 "Improving the speed of moto divisions - a special name for some country"

Many computer games have mods - special programs that are written using code original game. It would seem, why does Minecraft need this - a game with a completely open world, in which you can interact with absolutely all objects and entities? But gamers will never be completely satisfied. And even in such a world, they manage to expand the possibilities. Therefore, in this article you will learn about the mods in this game as such, and most importantly, how to make a mod for Minecraft.

Mods for Minecraft

Before you deal with that with your own hands, you should immerse yourself in this mysterious world a little. So you can understand what exactly can be modified and how it will affect the game. So, first of all, you should take a look at the well-known existing mods that are recognized everywhere. An excellent example is "Industrial Craft" - a modification that adds a huge number of blocks, recipes for creating items and much more to the game. In this way, this mod is a titanic work that completely transformed the world of Minecraft. However, you should not immediately aim at this, as it will require many months of work, especially if you are going to do it alone. It's better to look at small modifications that add a few blocks and items that slightly change one or two aspects of the game. This mod can be done much easier and faster. This will be great practice for you and a way to see if you want to modify the game further on a larger scale. But how to make a mod for Minecraft? Naturally, you will need the material with which you will work, as well as the appropriate tools.

Training

If you want to learn how to make a mod for Minecraft, then first of all you should prepare your own. And the most important thing here will be downloading a special program called Minecraft Forge, in which you can do a lot for Minecraft. You can express your imagination without any restrictions, create new blocks, characters, and you can immediately import them into the game. You will also need textures that you will work with - you can either create them yourself, but this will require some knowledge of which textures are attached to which object, or download from thematic sites, and then modify it yourself to transform your " Minecraft". How to make mods 1. 7. 5, as well as other versions of the game, because so far you have only prepared for the process?

Creating a modification

If you are interested in the question of how to make mods "Minecraft 1. 5. 2" and other versions, then you will need to spend a lot of time in "Forge", as you will need to separately work out each block that you are going to add to the game, set its purpose, interaction with other blocks and objects. In general, the amount of work will be simply huge - even to create one new block with some basic functions, you will need several hours of painstaking work. What can we say about the modification - even the simplest of them will take you several tens of hours. Now you have to imagine how much time it took the creators of the same "Industrial Craft" to release a similar project.

Assembly creation

Once you've made a few modifications that you like and feel worthy, and that have been approved by a few people in order to avoid bias, you can try promoting them online. Naturally, you will not get profit for this, because mods for Minecraft are free. But you can get a lot of pleasure from positive feedback from gamers who try and appreciate your creation. You have several options - for example, you can upload your modifications to thematic sites separately so that gamers can choose what they are more interested in and download. But there is another option - you can make a Minecraft assembly with mods, and then users will be able to download a version of the game in which your modifications will already be installed. This method has its advantages, as it gives you access to all your mods at once.

A huge variety of modifications have already been written that expand the capabilities of “pure” Minecraft. But since the human fantasy is limitless, there is a chance that you will come up with some kind of mod that other minecrafters have not yet implemented. To make your idea a reality, it is not at all necessary to delve into the complexity of programming - after all, there is a very convenient ModEZ application, specially created for easy development of your own mods.

A user-friendly interface allows you to very quickly customize the changes made to the game. Try adding new foods to feed Steve special treats, or develop unique weapons that can take him to the extreme. new level effectiveness of battles with monsters. Create tools, mechanisms, vehicles, and in general everything that seems interesting and useful to you.

Mods will not necessarily simplify the gameplay - they are able to add new options, but often you need to make an effort to implement them. For example, putting a new object into the ModEZ program, come up with a suitable crafting recipe for it on a workbench or processing it in a furnace. This will make the game even more interesting!

ModEZ will require from you not only creative efforts, but also good knowledge of English. It is in this language that the application menu is written. It's good that minecrafters perceive such situations not as an obstacle, but as a chance for self-development.

Screenshots:



 
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