How would I go about adding MGSO features to my own plugin?

Post » Mon Oct 22, 2012 3:01 am

Copy/pasted from http://forum.rpgitalia.net/topic/19973-how-would-i-go-about-adding-mgso-features-to-my-own-plugin/ because nobody answered there and I seem to recieve prompt, polite, and informative responses here. :biggrin:

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Is there a better/more efficient way to do this? I'm just double checking before I waste hours of time for no reason... :|

http://forum.rpgitalia.net/topic/13360-solved-how-to-generate-grass-for-new-landmasses/

From what I understand after reading this thread, you:
  • Use the mesh generator on the plugin to create a grass-only plugin,
  • edit parts where auto-generation messed up and fine tune things,
  • then add a separate "newmodmgsograss" plugin to the mod's folder.
Then the end user would:
  • Unpack the mod, with the separate "newmodmgsograss" plugin placed in the "Grass" subfolder in the data files.
  • open MGE, go to the distant land tab, then open the distant land generator wizard,
  • find the "newmodmgsograss" plugin and check it in the shown list,
  • then re-generate distant land? ...And finish :smile: ?
One thing I'm still unsure of is how to add/remove/change which grass types get painted onto which textures. Could someone clarify this? As a hypothetical example, what would I do If I wanted to apply meshes X and Y onto textures A and C, while also applying meshes X, Y, and Z to textures A and B?

Also, is this the most up-to-date version of the mesh generator?

http://morrowind.nexusmods.com/mods/23065

I'm also not sure that I'm adding glowing windows and atmospheric sounds properly. I found out that the windows and atmospheric sounds were all under the activators tab, and it looks like they should work properly if you just put them where you want just like anything else, but in a separate "mgso version" of the plugin. Is this correct?

In addition, there is the issue of giving credit where credit is due, and other legalities and junk. I wouldn't have the first idea as to how that all works. Can someone give a rundown of just the parts of legalese needed to release a mod that optionally uses MGSO features without violating a million different official and unofficial rules?

Thanks in advance for any help you may provide.
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