Mod Presentation – Arma 3

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{{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]].}}
{{Feature|informative|For more details about CfgMods and mod.cpp see [[Mod.cpp/bin File Format]].}}
{|
| 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.
| [[File:modPresentationMainMenu.jpg|300px]]
|-
| style="vertical-align: top" | 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.
| [[File:modPresentationExpansionsMenu.jpg|300px]]
|-
| colspan="2" |
|-
| style="vertical-align: top" | '''Last but not least, you have the possibility to display an icon next to the content your mod adds or alters in [[:Category:Eden Editor|Eden Editor]] interface.'''
In this screen, the kart object has the [[Arma 3 Karts|Karts DLC]] icon of the to which it belongs to.
| [[File:modPresentationeditorList.jpg|300px]]
|-
| style="vertical-align: top" | In this screen though, a map has the DLC logo, but this time, [[Altis]] also has it because the mod uses or alters it.
| [[File:modPresentationMaps.jpg|300px]]
|}


''A sample may be added in [[:Category:Arma_3:_Official_Tools|Arma 3 Tools]], meanwhile, you can access the sources {{Link|http://tom4897.info/?attachment_id{{=}}2876|here}}, a demo {{Link|http://tom4897.info/?attachment_id{{=}}2875|here}}, and more information on DLC presentation [[Arma_3_DLC_Content_Licensing|here]].''


== Foreword ==
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 like shown in the screen below


[[File:modPresentationMainMenu.jpg|500px]]
== How to ==


Your mod is also present in the Expansions menu (next screen) with a larger picture and a long description of its content or context, it's up to you. This also include a link to you website.
=== file Mod.cpp ===
 
[[File:modPresentationExpansionsMenu.jpg|500px]]
 
Last but not least, is about the editor, you have the possibility to display an icon next to the content your mod adds or alters. In the left screen, the Kart has the icon of the Karts DLC to which it belongs to, then, in the left screen, you can see a map with the logo, but this time, Atlis has also the logo because the mod uses or alters it.
 
[[File:modPresentationeditorList.jpg|250px]] [[File:modPresentationMaps.jpg|250px]]
 
''A sample will be added soon in [[:Category:Arma_3_Official_Tools|Arma 3 Tools]], meanwhile, you can access the sources [http://tom4897.info/?attachment_id=2876 here] and a demo [http://tom4897.info/?attachment_id=2875 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:
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:
{{codecomment|/// Name of your mod}}
<syntaxhighlight lang="cpp">
name = "Splendid mod";
name = "mod_"; // Name of your mod
{{codecomment|/// Picture displayed from the Expansions menu}}
author = "author_mod"; // Affects Arma 3 Launcher, when the mod are loaded as local
picture = "\Samples_F\Data_01\Images\picture.paa";
logo = "files\ic.paa"; // Logo displayed in the main menu
{{codecomment|/// Display next to the item added by the mod}}
logoOver = "files\ic_active.paa"; // When the mouse is over, in the main menu
logoSmall = "\Samples_F\Data_01\Logos\logo_small.paa";
tooltip = "mod_";
{{codecomment|/// Logo displayed in the main menu}}
tooltipOwned = "credit_mod"; // Tool tip displayed when the mouse is left over, in the main menu
logo = "\Samples_F\Data_01\Logos\logo.paa";
picture = "files\overview.paa"; // Picture displayed from the expansions menu. Optimal size is 2048x1024
{{codecomment|/// When the mouse is over, in the main menu}}
actionName = "GitHub";
logoOver = "\Samples_F\Data_01\Logos\logoOver.paa";
action = "https://github.com/my-mod-page"; // Website URL, that can be accessed from the expansions menu
{{codecomment|/// Website URL, that can accessed from the extansion menu}}
overview = "This awesome mod does this and that."; // Supports structured text
action = "https://community.bistudio.com/wiki/Mod_Presentation";
hideName = 0; // Hide the extension name
{{codecomment|/// Tool tip displayed when the mouse is left over, in the main menu}}
hidePicture = 0; // Hide the extension menu
tooltipOwned = "It's yours!";
dlcColor[] = { 0.23, 0.39, 0.30, 1 }; // Color used for DLC stripes and backgrounds (RGBA)
{{codecomment|/// Color used for DLC stripes and backgrounds (RGBA)}}
logoSmall = "files\ic_small.paa"; // Display in creative lists, next to the entities added by the mod
dlcColor[] =  
</syntaxhighlight>
{
0.23,
0.39,
0.30,
1
};
{{codecomment|/// Overview text, displayed from the extansion menu}}
overview = "Unleash your creativity! Here goes the long description of your mod.";
{{codecomment|/// Hide the extansion name }}
hideName = 0;
{{codecomment|/// Hide the extansion menu}}
hidePicture = 0;


=== Images ===
=== 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).
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, you could keep your images in ''Arma 3\Splendid Mod\Data\'' folder. Your mod.cpp has to be edited accordingly - for example, the logo path will be defined as ''Data\logo.paa''. The same applies for every external reference (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").
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").


[[Category: Arma 3: Editing]]
==== Recommended sizes ====
{| class = "wikitable"
! Type !! A !! x !! B
|-
| '''Logo''' || 128 || x || 128
|-
| '''LogoOver''' || 128 || x || 128
|-
| '''LogoSmall''' || 64 || x || 64
|-
| '''Picture''' || 2048 || x || 1024
|}

Latest revision as of 15:31, 10 February 2024

There are similarities to presenting a (Creator) DLC and a mod. Although not all DLC techniques apply to mods, find details and configuration samples here.
For more details about CfgMods and mod.cpp see Mod.cpp/bin File Format.
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. modPresentationMainMenu.jpg
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. modPresentationExpansionsMenu.jpg
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.

modPresentationeditorList.jpg
In this screen though, a map has the DLC logo, but this time, Altis also has it because the mod uses or alters it. modPresentationMaps.jpg

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			= "mod_";					// Name of your mod
author			= "author_mod";				// Affects Arma 3 Launcher, when the mod are loaded as local
logo			= "files\ic.paa";			// Logo displayed in the main menu
logoOver		= "files\ic_active.paa";	// When the mouse is over, in the main menu
tooltip			= "mod_";
tooltipOwned	= "credit_mod";				// Tool tip displayed when the mouse is left over, in the main menu
picture			= "files\overview.paa";		// Picture displayed from the expansions menu. Optimal size is 2048x1024
actionName		= "GitHub";
action			= "https://github.com/my-mod-page";			// Website URL, that can be accessed from the expansions menu
overview		= "This awesome mod does this and that.";	// Supports structured text
hideName		= 0;						// Hide the extension name
hidePicture		= 0;						// Hide the extension menu
dlcColor[]		= { 0.23, 0.39, 0.30, 1 };	// Color used for DLC stripes and backgrounds (RGBA)
logoSmall		= "files\ic_small.paa";		// Display in creative lists, next to the entities added by the mod

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, you could keep your images in Arma 3\Splendid Mod\Data\ folder. Your mod.cpp has to be edited accordingly - for example, the logo path will be defined as Data\logo.paa. The same applies for every external reference (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