Targetware: Mod Creation

Assembling the Components

You have created the necessary files for the Targetware Engine to know of your mod's existence, to know where it stores it's data, now you need to assemble that data. Depending on how much content you are planning on using from other, existing mods, your tasks may include creating airplane models, flight models (physics), ground targets, ships, one or more terrains, a compilation of sound effects, and visual effects (particles). You will definitely be creating your own scenarios, or at the very least, modifying someone else's scenarios to work with your mod. A good start is to lay out the sub-directories you'll need in your mod's data folder, perhaps as we have them here for our fictional Target Kiska mod:

  tkiska/
   mod_info.txt
   objects/
      _guns/
      flak/
      scenery/
      ships/
      structures/
      vehicles/
   particles/
   planes/
   scenarios/
   sounds/
   terrain/

Obviously, it's beyond the scope of this one-page document to describe how to populate all those directories with data. However, do not be daunted by the task ahead, the rest of the Targetware Dev Guide contains detailed tutorials and instructions on every aspect of Mod Creation. Your next step is to return to the Dev Guide's main menu and choose which section of your mod you are going to work on first.

If you are leading a team effort, you may wish to assign various team members to particular areas, such as one person for developing sound effects, one for creating the terrain, another for researching and creating scenarios, and one or more modelers and artists working aircraft and ground targets.

If you run into problems, the Targetware staff is here to assist you. You may also find the assistance and advice from other mod-makers to be very helpful. If you are stuck, post a query on the How To Forum, someone will undoubtably be able to help you.