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> Creating a total conversion?
Guest_Carter_*
post Jul 30 2009, 07:24 AM
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Hello, I'm wanting to create a total conversion for Zenoclash - replacing the model and textures and sounds with my own but keeping the core of the game, the fighting mechanics the same

I've created a mod directory under steamapps/SourceMods and copied data from the resource and scripts folder and added my own maps and materials folder which when executed seems to run fine however im unclear how much i can copy and paste without effectively stealing part of the game

Any help with getting the barebones of the game working with custom content will be greatly appreciated
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Carlos Bordeu
post Jul 30 2009, 08:54 AM
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The main rule here is that you mod has to run on top of Zeno Clash. You cannot re-distribute the .exe files and have a game that does not require ZC to be installed.

Let me see the proper procedures here with the guys and I'll get back to you.
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Guest_Carter_*
post Jul 30 2009, 09:05 AM
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Ok thanks looking foward to hearing tongue.gif
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Carlos Bordeu
post Jul 30 2009, 09:09 AM
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BTW, you can actually create new characters with new scripting properties (and models) without having to replace existing enemies. This might be something we could document in the wiki...

Same goes for maps...

EDIT: I'll try to get a sample model with Juan and we also have to upload the 3DStudio Max exporter with the model compiler...
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Carlos Bordeu
post Jul 30 2009, 04:35 PM
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The wiki has been updated with info on how to setup a new mod...
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Guest_Carter_*
post Jul 30 2009, 06:49 PM
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Ah! thankyou very quick update very impressed biggrin.gif
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delpils09
post Dec 12 2009, 11:49 PM
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Hey, this may seem like a real stupid question. But when the offset team realease the game and editor at some stage in the future 1 1/2 - 2 years, could they possibly make the game editor so that supports total conversions unlike Oblivions TC which unfortunately cracks under pressure from the momentus task of creating a Total Conversion.

Post your thoughts and/or suggestions here
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