Mod Presentation – Arma 3
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{{Informative|There are similarities to presenting a (Creator) DLC and a mod. Although not all DLC techniques apply to mods, find details and configuration samples [[Arma_3_DLC_Content_Licensing|here]].}} | {{Feature|Informative|There are similarities to presenting a (Creator) DLC and a mod. Although not all DLC techniques apply to mods, find details and configuration samples [[Arma_3_DLC_Content_Licensing|here]].}} | ||
{{Informative|For more details about CfgMods and mod.cpp see [[Mod.cpp/bin File Format]].}} | {{Feature|Informative|For more details about CfgMods and mod.cpp see [[Mod.cpp/bin File Format]].}} | ||
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| style="vertical-align: top" | A mod is generally a batch of files that constitute a consistent list of additions, but not limited to. A mod can have its very own presentation as shown. | | style="vertical-align: top" | A mod is generally a batch of files that constitute a consistent list of additions, but not limited to. A mod can have its very own presentation as shown. |
Revision as of 00:01, 7 February 2021
A mod is generally a batch of files that constitute a consistent list of additions, but not limited to. A mod can have its very own presentation as shown. | |
Your mod is also present in the Expansions menu with a larger picture and a long description of its content or context, it is up to you. This also include a link to your website. | |
Last but not least, you have the possibility to display an icon next to the content your mod adds or alters in Eden Editor interface.
In this screen, the kart object has the Karts DLC icon of the to which it belongs to. |
|
In this screen though, a map has the DLC logo, but this time, Altis also has it because the mod uses or alters it. |
A sample may be added in Arma 3 Tools, meanwhile, you can access the sources here, a demo here, and more information on DLC presentation here.
How to
file Mod.cpp
This is the definition file, it must be place in the root folder of your mod (Arma 3\Splendid Mod\mod.cpp) and can contain:
name = "Splendid mod"; // Name of your mod
picture = "\Samples_F\Data_01\Images\picture.paa"; // Picture displayed from the expansions menu. Optimal size is 2048x1024
logoSmall = "\Samples_F\Data_01\Logos\logo_small.paa"; // Display next to the item added by the mod
logo = "\Samples_F\Data_01\Logos\logo.paa"; // Logo displayed in the main menu
logoOver = "\Samples_F\Data_01\Logos\logoOver.paa"; // When the mouse is over, in the main menu
action = "https://example.org/my-mod-page"; // Website URL, that can accessed from the expansions menu
tooltipOwned = "It's yours!"; // Tool tip displayed when the mouse is left over, in the main menu
// Color used for DLC stripes and backgrounds (RGBA)
dlcColor[] =
{
0.23,
0.39,
0.30,
1
};
// Overview text, displayed from the extension menu
overview = "Unleash your creativity! Here goes the long description of your mod.";
hideName = 0; // Hide the extension name
hidePicture = 0; // Hide the extension menu
Images
The images defined in the mod.cpp can be stored, either, individually in the mod directory or in a packed pbo.
In the case of non packed data, to keep your structure clear, it could be good to put your images in Arma 3\Splendid Mod\Data\, your mod.cpp has to be edited accordingly, for example, the logo will be defined as follow: Data\logo.paa. The same applies for every external references (in this case, image only).
If you opt for a packed data, you will have to put your images in a PBO and point the image path like in any other addon (the example of mod.cpp is based on packed file (PBO) which has for prefix "Samples_F").
Recommended sizes
Type | A | x | B |
---|---|---|---|
Logo | 128 | x | 128 |
LogoOver | 128 | x | 128 |
LogoSmall | 64 | x | 64 |
Picture | 2048 | x | 1024 |