Author Topic: [Other] TM PC Modding API  (Read 26476 times)

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FatbFFA

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[Other] Re: TM PC Modding API
« Reply #40 on: November 02, 2016, 06:07:07 PM »
The thing I want most is a shaders mod. For example if you go on YouTube and search up Keralis, he does minecraft videos, however he does his "inspiration series" where he goes around his server and looks at modern houses and other builds.

He uses a shaders pack/mod which changes up how the game looks and overall it changes the games feel.

I don't know if something like this could be achieveable but I hope it can be. I'm hoping to start a world where I create a city and build a bunch of houses and other stuff. Something similar to Keralis' server

The shaders mod with a modern texture pack would be amazing!
IMO i think instead of making a whole new mod someone can use what the game already has and build from there. I don't know what my abilities will be for modding. I've look through the code of TM many times never looked at the lighting system. If and when modding starts i want to really work with people to get the best things out I've never done much modding for games i just like to code games. Gonna be fun to see what i can apply for TM. Without saying a lot i've been working on something close to but not directly for modding these last few weeks. Not quite showing state yet and i need to get some more things added but soon.



Craig

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Re: TM PC Modding API
« Reply #41 on: November 02, 2016, 06:50:15 PM »
someone can use what the game already has and build from there.
That is essentially what a mod is.

I've look through the code of TM many times never looked at the lighting system.
Lighting is only one part of a shader.

The thing I want most is a shaders mod.
I'm sure it will eventually be possible, but shader mods are a bit more tricky to support.

It's easy enough to write the shader programs in HLSL. But there are a couple of problems.

1. I'm not sure if XNA can build shader programs on the fly. If it can't, then it's going to be tricky to work out how to get the game to load them.
2. A much harder problem is data. If someone wants to build a more sophisticated shader, they're likely going to need to pass the shader programs more data than the game currently passes. And writing a mod to build that extra data could be extremely difficult.

AlienizdPixel

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Re: TM PC Modding API
« Reply #42 on: November 02, 2016, 07:09:52 PM »
Microsoft JScript...

I'm assuming that the red is Paul Blart: Mall Copscript, can someone please confirm that.
Not entirely, but for the sake of being an answer, yes.
-Alionz

FatbFFA

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Re: TM PC Modding API
« Reply #43 on: November 02, 2016, 07:13:58 PM »
someone can use what the game already has and build from there.
That is essentially what a mod is.

I've look through the code of TM many times never looked at the lighting system.
Lighting is only one part of a shader.

The thing I want most is a shaders mod.
I'm sure it will eventually be possible, but shader mods are a bit more tricky to support.

It's easy enough to write the shader programs in HLSL. But there are a couple of problems.

1. I'm not sure if XNA can build shader programs on the fly. If it can't, then it's going to be tricky to work out how to get the game to load them.
2. A much harder problem is data. If someone wants to build a more sophisticated shader, they're likely going to need to pass the shader programs more data than the game currently passes. And writing a mod to build that extra data could be extremely difficult.
Do you know is GLSL is supported as that is what i know the most. If not do you know if they are similar?


2000!!



Craig

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Re: TM PC Modding API
« Reply #44 on: November 02, 2016, 07:46:31 PM »
Do you know is GLSL is supported as that is what i know the most. If not do you know if they are similar?
GLSL is not supported afaik, but they are quite similar, similar enough that GLSL programmers shouldn't have to many difficulties programming with HLSL.

XBLToothPik

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Re: TM PC Modding API
« Reply #45 on: November 02, 2016, 08:19:17 PM »
Not when it initially comes out on early access,

I guess this confirms you ARE bringing it to early access (had only been talked about)?  If so, what kind of a timeframe do you think this would be?

Craig

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Re: TM PC Modding API
« Reply #46 on: November 02, 2016, 11:36:20 PM »
Not when it initially comes out on early access,

I guess this confirms you ARE bringing it to early access (had only been talked about)?  If so, what kind of a timeframe do you think this would be?
Still not 100% confirmed, but it is gaining momentum as the most likely path. You want me to give a timeframe? haha I'd have more luck predicting the end of the world.

crazytater94

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Re: TM PC Modding API
« Reply #47 on: November 03, 2016, 03:28:09 AM »
So are these mods going to be an in world feature, like scripts? Or more like an external thing, like where you type up a word document and modify the code a bit?

Craig

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Re: TM PC Modding API
« Reply #48 on: November 03, 2016, 04:29:52 AM »
So are these mods going to be an in world feature, like scripts? Or more like an external thing, like where you type up a word document and modify the code a bit?
External.

A simple mod will just be a matter of supplying an XML file, which you can edit in any XML editor program.
More sophisticated mods will require programming, and for that you'd typically use Visual Studio.

Jaz

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Re: TM PC Modding API
« Reply #49 on: November 03, 2016, 07:42:50 AM »
Is it possible for mods to work online... Not speaking of textural mods. I mean is it a possibility that someone could join your game, and give themselves admin perm, air break, add/remove blocks or ping you in the air via mods?