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SDK - Software Development Kit
Old 3. April 2004, 17:30   #1
Phalynx
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Post SDK - Software Development Kit

Mod Developers will be glad that there is an SDK (Software Development Kit, Modkit). This SDK has been exclusively hosted and supported by Inside Two Worlds. There will be no official support for the SDK, due to its complexity. Fortunately, the devs promised to help out in the dedicated SDK forums here on Inside Two Worlds.


The SDK consists of these tools:
Map Editor - Editor for maps. Additionally, the devs included related scripts and commands, which they used to create maps

Quest Editor - Editor for quests and language files

Underground Editor - Editor for dungeons

ParticleEdit - Change effects

Game interface definition files - Change Interface. Requires Microsoft Excel

Models - Plugin for Maya with example data. Requires Autodesk Maya 7.0 or 8.5

Parameters - Change all parameters. Requires Microsoft Excel

EarthC - EarthC development environment incl. basic documentation, command line compiler, debugging environment and C preprocessor.

Scripts - Sourcecode for all game scripts

WDCreator - Create .WD Archives (command line)

TreesGenerator - Tool for generating tree models.

MipMaps - Creates MipMaps for map dialog

See our SDK Gallery for how the Tools look like:
http://www.insidetwoworlds.com/galle...mages.php?c=24

Beside the official SDK, there are tools which fits into the SDK. Inside Operations released them already:
WDPackager 2.0 - Compress/Uncompress .WD Archives (GUI)
LangEdit 2.0 - Edit .LAN Languages files (GUI)

Last edited by Phalynx; 23. September 2007 at 10:29.. Reason: sdk 1.2
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Re: SDK / Editor
Old 5. June 2007, 15:33   #2
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Re: SDK / Editor

Updated.
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Re: SDK / Editor
Old 6. June 2007, 02:17   #3
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Re: SDK / Editor

The modelling will only be compatable with Maya and not 3dsmax as well? That would be a shame, since I have max, but not Maya.
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Re: SDK
Old 14. July 2007, 15:35   #4
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SDK?

Time for torrents
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Re: SDK
Old 29. July 2007, 17:05   #5
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Re: SDK

"The modelling will only be compatable with Maya and not 3dsmax as well? That would be a shame, since I have max, but not Maya."

I dont think the same plugin will work with max. If not i hope they release a plugin for max as well because i would love to model som creatures
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Re: SDK
Old 29. July 2007, 23:40   #6
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Re: SDK

There will be no plugin for Max, because the devs are using solely Maya.
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Re: SDK
Old 30. July 2007, 11:33   #7
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Re: SDK

Thats to bad, and wierd, why not just make them as a .obj format
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Aw: Sdk
Old 1. August 2007, 15:55   #8
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Aw: Sdk

Updated. (availabilty, support, dungeon editor, EarthC editor, interface)
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Re: SDK
Old 5. August 2007, 11:39   #9
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Re: SDK

I have both maya and 3DSMAX ^^
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Re: SDK / Editor
Old 7. August 2007, 05:56   #10
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Re: SDK / Editor

Quote:
Originally Posted by Caduceus View Post
The modelling will only be compatable with Maya and not 3dsmax as well? That would be a shame, since I have max, but not Maya.
Still working on max hey... How are you bud..
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Quote:
Originally Posted by LotLP View Post
SDK?

Time for torrents
Software Development Kit
Edit
Quote:
Originally Posted by Phalynx View Post
Updated. (availabilty, support, dungeon editor, EarthC editor, interface)
I am an avid modeler/modder and ths sdk is sounding awefully SWEET!! Time to start gathering talent for some cool new mods/content...

Last edited by Vinniemc; 7. August 2007 at 05:56.. Reason: Doublepost merged by Aziraal
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Re: SDK
Old 7. August 2007, 09:05   #11
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Re: SDK

Hmmm.....

Indeed, there must be an way to aquire it......
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Aw: Sdk
Old 7. August 2007, 09:53   #12
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Aw: Sdk

SDK has not yet been released - so there is no way to get it. No legal, not illegal.
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Re: SDK
Old 7. August 2007, 11:27   #13
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Re: SDK

Not legal no, but i was able to get an STALKER Beta from an corrupt developer....

But it's true, not YET is there an way to aquire it, but it does exist does it?
It should be included in patch 1.5!
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Aw: Sdk
Old 9. August 2007, 23:57   #14
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Added Gallery:
http://www.insidetwoworlds.com/galle...mages.php?c=24
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Re: SDK
Old 10. August 2007, 04:41   #15
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Re: SDK

Wow..Thank you so much for those pics, they sure give a good insight into a awesome looking SDK..Very Oblivion Construction Set looking,, I am so looking forward to modeling and modding this game and now seeing the great looking sdk features who wants to play..bring on the modders..haha..Anyone interested in forming a group to learn/build/model in this new SDK, send me a PM and lets get in on the ground floor learning how to make this, "puppy dance" hahah

Cheers
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Re: SDK
Old 10. August 2007, 08:50   #16
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Re: SDK

This SDK really is impressive. My friends have wanted me to get behind modding this game, and seeing this, I've actually regained hope that i'd be able to change things more than throwing on new graphics or adding a few mobs. It will be open to the public, right? I had heard people say before it would be only open to known modding teams and not individuals, just wanted to clear that up. And also, spells are editable it seems. Is there potential to add more types of cards, as many as we want? (scrolling, etc. [or could we even add this if it doesn't yet exist?]) How deeply is the game editable as far as systems go? Is it possible to change how experience or looting works, expand the maximum size of the map, or edit the magic card systems? This is definitely the most powerful SDK i've seen in a long time, if ever. I'm just curious as to what limits there really is on it. This SDK seems to have a lot more potential than I realized, and if it's as strong as I hope it will be, then this will no doubt be worth the time to dedicate to expanding the game with a personal touch. Thanks for your time.



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Re: SDK
Old 10. August 2007, 10:08   #17
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Re: SDK

Hackneyed.. Check out Half-Life2's SDK, now that is the most powerfull SDK out there. But I wholeheartedly agree with you bud this sdk looks just fantasitic. By the looks of the game parameters that are ediable in excel format you will be able to change quite a lot of it's mechanics (I would venture). I am a max modler and am a little dissapointed about their non support for max and just maya but i can always learn maya if this looks as good as the screenies show.. Would love to model new content for this game also..

Cheers..
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Re: SDK
Old 10. August 2007, 17:09   #18
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Re: SDK

I actually don't have HL2. Source never impressed me. I'm prolly gunna buy the orange box this fall though, I've been waiting for TF2 for almost a decade now

I'm not that good in maya myself, but i've done some basic things before. At heart I'm more a code junkie than an artist, but I do art when I need to (art and music i usually can get my friends to do for me ). Hopefully it'll work out that way with this game. My two friends who want me to start some heavy modding, one of them is an audio mixer, and the other is learning modeling/maya. That's kinda why I'm wondering how deep the changes can go, because that'd be my area. Anything with scripts or level editing they usually leave to me, so that's why I wonder about changing systems themselves, or expanding potential. And now that I think about it, I'm also curious if you could create new skills entirely, that sort of thing. It isn't about if you can easily do any of the things I've asked, but if the potential for anything is there then that's fantastic.
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Re: SDK
Old 19. August 2007, 17:05   #19
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Re: SDK

I look forward to buying the game in 2 days time and modding it as soon as the SDK is released It sounds like pretty much everything can be modded which is good.
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Re: SDK
Old 25. August 2007, 18:49   #20
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Re: SDK

Can anyone say poly-lowering structures/rocks/trees for more FPS? I can.
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