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Whats the easiest PC game to mod?

Reign90Reign90 Registered User regular
edited June 2009 in Games and Technology
I want to be a game designer when I grow up so I thought about getting a game that's easy to mod. That way I can practice and see what I come up with. Does anyone know any good games that are good/easy to mod?

Reign90 on

Posts

  • LittleBootsLittleBoots Registered User regular
    edited June 2009
    Not sure how to rate how easy a particular game is to mod. But HL2(orange box) and the UT series come to mind because they have some pretty extensive tools for modding and level/asset creation.

    LittleBoots on

    Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
  • ArrathArrath Registered User regular
    edited June 2009
    Depends what you mean by mod. Hearts of Iron runs off of text files, you can change all the unit values in notepad.

    Pre-Generals Command & Conquer games also store game data in text files, and .shp files (that buildings, infantry, and map doodads are made of) are glorified sprites made in an editor somewhat like mspaint. Vehicle models are voxels, built literally block by block in another editor that the community made.

    Jagged Alliance 2 has an active modding scene, with the engine source in varying stages of change (original source, latest mod release, etc) Complete with map and item editors.

    Then there are you classic Half Life and Unreal Engine games which are generally quite easy to mod, due to extensive tools and documenting.

    Arrath on
  • MalaysianShrewMalaysianShrew Registered User regular
    edited June 2009
    It's all about how modular the coders made the game. I'm no coder myself, but I've had some college courses years ago and it seems that the idea of a good coder is someone who makes everything very modular and self contained so that if you want to alter or add in anything it's very easy to do so without accidentally breaking the original code. XML would be a good, easy language to figure out on your own and many XML games have been made to be modded and are very modular.

    Also, when you say you want to mod games, are you thinking the unglamorous job of coding them or the flashy, mac using, thick rimmed glasses wearing job of graphic design? If the latter, you might want to start with modding a game that uses sprites. 2d makes things a bit easier to imagine. Then you should look into making new skins for existing games. If you've never looked at one before, a skin is just that. It's a 2d image file of the skin that wraps around the 3d model. Imagine an orange peel pressed flat or an undistorted map of the world in 2d. I've never tried making a new skin myself, but looking at existing ones, I'm sure some trial and error into how things look on a model is inevitable. Next you could...obtain...a 3d modeling program to make your own models and create skins for them. Beyond that, I'm not entirely sure what exactly goes on under the hood.

    MalaysianShrew on
    Never trust a big butt and a smile.
  • MechanicalMechanical Registered User regular
    edited June 2009
    The C&C series can be edited with Notepad up to Generals. Red Alert 2 is where I started modding myself. Bear in mind the C&C community is largely comprised of needy, whiny assholes. I would know, I used to be a part...

    Mechanical on
  • Hahnsoo1Hahnsoo1 Make Ready. We Hunt.Registered User, Moderator, Administrator admin
    edited June 2009
    Neverwinter Nights and Neverwinter Nights 2 are easy to mod. At the very least, they will give you an idea of how Worldbuilding tools typically are like. The scripting language is fairly robust and similar in structure to the C++ programming language (scripting is not equal to programming, but they can have similar syntax).

    Hahnsoo1 on
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  • HoundxHoundx Registered User regular
    edited June 2009
    Anything in the Unreal series. Unrealscript is a piece of cake if you know anything about object oriented programming. Also, by extension, alot of the games based on the Unreal engine are very easy to mod as well. Back in the day I made a CTF mod for the game Rune, it was called Capture the Torch. I did it without any help and it was my first real mod. My point being, if you're looking for any easy place to start then it won't get much easier.

    Houndx on
  • Edith UpwardsEdith Upwards Registered User regular
    edited June 2009
    Since I assume you don't have any programming skills, your best bet is to fuck around with Hammer, read some books about architecture and go from there on in.

    TF2 is popular and you can shoot some ideas around in the thread. Though you'll never become a "Game Designer", as that position is filled by the almighty focus group/sixty year old neckbeards nowadays.

    Edith Upwards on
  • wakkawawakkawa Registered User regular
    edited June 2009
    For quick and easy mapping, try Crysis, UT, or hl2.

    You have to go through a lot of crap to get custom hl2 things running though. Models, textures, and a couple other things are very counter intuitive. I haven't used it for a couple years now so maybe they fixed all of that. But then again, valve isn't exactly quick to fix things.

    wakkawa on
  • Edith UpwardsEdith Upwards Registered User regular
    edited June 2009
    Hammer is HL2/TF2/CSS/all the assorted mod's mapping suite.

    TF2 mapping is prob your best bet if you want to get recognized as a mapmaker.

    Edith Upwards on
  • LucascraftLucascraft Registered User regular
    edited June 2009
    I would not classify HL2 as either quick or easy. Making a good map in the Source SDK requires a huge time commitment for all the sound and lighting effects, visleaf editing, and mapping efficiency. Not to mention its nearly impossible to just open the SDK and make a map. It requires a lot of research and tutorial reading to really understand how to use it.

    Lucascraft on
  • wakkawawakkawa Registered User regular
    edited June 2009
    Lucascraft wrote: »
    I would not classify HL2 as either quick or easy. Making a good map in the Source SDK requires a huge time commitment for all the sound and lighting effects, visleaf editing, and mapping efficiency. Not to mention its nearly impossible to just open the SDK and make a map. It requires a lot of research and tutorial reading to really understand how to use it.

    It would take like a day to get a map up and running using hammer and a tutorial.

    Getting a map finished and optimized is going to be difficult no matter the game though. Especially if you use a lot of custom content.

    wakkawa on
  • MagitekMagitek Registered User regular
    edited June 2009
    HL2 and most 3d games require extensive technical abilities as Lucascraft said.

    My recommendation is try modding Clonk or gusanos, both will ultimately deal with programming without the hassle of booting up SDKs.

    Neverwinter isn't a bad choice, but my personal choice is probably Clonk or Gusanos. Skip the 3d technicality and chew out something easy, like new weapons or maps.

    Magitek on
  • Reign90Reign90 Registered User regular
    edited June 2009
    Erich Zahn wrote: »
    Though you'll never become a "Game Designer", as that position is filled by the almighty focus group/sixty year old neckbeards nowadays.


    Well, I'll at least try. Your sig is reason enough alone.

    Reign90 on
  • Edith UpwardsEdith Upwards Registered User regular
    edited June 2009
    Magitek wrote: »
    NWN

    NWN modding is nothing special, he wants a goddamn job in the industry, NWN will not do that for him.

    Edith Upwards on
  • Hahnsoo1Hahnsoo1 Make Ready. We Hunt.Registered User, Moderator, Administrator admin
    edited June 2009
    Erich Zahn wrote: »
    Magitek wrote: »
    NWN

    NWN modding is nothing special, he wants a goddamn job in the industry, NWN will not do that for him.
    You won't get a job making a NWN mod. You won't get a job making a Source engine mod, either. He used the words "when I grow up" and that he doesn't have fundamentals. Dicking around in various games and their construction engines will give him that experience. Who knows? Maybe he'll take to it like a fish to water. Or maybe he'll hate every minute of it and decide that it's not for him.

    If you want to get a job as a game designer, you need to be able to make games. It's as simple as that. So any existing easy-to-mod games won't do it for him. He'll need to learn to do all sorts of things. In the meantime, while he's still "growing up", he can start using map editors and scripting languages.

    Hahnsoo1 on
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  • Reign90Reign90 Registered User regular
    edited June 2009
    Alright everyone, thanks for the help! : )

    Reign90 on
  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
    edited June 2009
    We get "I want to be a game designer" threads every few weeks. Change your plans; nobody really gets to be a game designer. Working on games is basically coding or graphics; for coding, it doesn't matter what games are "easiest" to mod, because you'll have to learn to code first and by the time you do that you'll be able to mod whatever games you want, more or less. As far as graphics go, I find Unreal to be by far the easiest platform. The exporter is very easy to learn and is mostly pain-free. Stay the heck away from HL2/Source.

    TychoCelchuuu on
  • MagitekMagitek Registered User regular
    edited June 2009
    He just asked for some games to mod.. why read into it so much?

    Magitek on
  • ZombiemamboZombiemambo Registered User regular
    edited June 2009
    Hahnsoo1 wrote: »
    Erich Zahn wrote: »
    Magitek wrote: »
    NWN

    NWN modding is nothing special, he wants a goddamn job in the industry, NWN will not do that for him.
    You won't get a job making a NWN mod. You won't get a job making a Source engine mod, either. He used the words "when I grow up" and that he doesn't have fundamentals. Dicking around in various games and their construction engines will give him that experience. Who knows? Maybe he'll take to it like a fish to water. Or maybe he'll hate every minute of it and decide that it's not for him.

    If you want to get a job as a game designer, you need to be able to make games. It's as simple as that. So any existing easy-to-mod games won't do it for him. He'll need to learn to do all sorts of things. In the meantime, while he's still "growing up", he can start using map editors and scripting languages.

    Yeah, the guys who made Counterstrike and Portal definitely didn't get jobs at Valve.

    Oh wait...

    Zombiemambo on
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  • DehumanizedDehumanized Registered User regular
    edited June 2009
    Not to nitpick but the Portal team didn't start out on Source. They made a game at Digipen.

    Dehumanized on
  • kedinikkedinik Registered User regular
    edited June 2009
    Warcraft III: The Frozen Throne has a pretty powerful map editor.

    You also should consider buying Flash CS4 and making your own simple Flash games to get your feet wet.

    kedinik on
  • LittleBootsLittleBoots Registered User regular
    edited June 2009
    Well, Portal wasn't a mod it was a stand alone game (not in source) that Gabe asked them to make for the orange box. But CS yeah, plus the guy that did the Minerva mod got a job with Valve I believe.
    EDIT: Plus valve has been packaging certain community maps with their official updates, while not exactly the same as working in the industry it'd still be nice to have on a resume if you're beginner (if you want to go the level design route)

    But yeah, pick a direction; Coding, Art(concept,texture,models,levels (being able to do all of these well is ideal)) or Animation(good(read: above average) animators get paid well and hard hard to come by). Try and pick one and go with it.

    kedinik wrote: »
    Warcraft III: The Frozen Throne has a pretty powerful map editor.

    You also should consider buying Flash CS4 and making your own simple Flash games to get your feet wet.

    OR you could save A LOT of money and download C# express and XNA game studio for FREE and learn to program fully featured DirectX games and learn some OO programing to boot.

    LittleBoots on

    Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
  • kedinikkedinik Registered User regular
    edited June 2009
    Eh, XNA is pretty limited. It's very difficult to put together an installer if you distribute it for PC, and you have to shell out cash for the right to distribute your game on Microsoft's currently-anemic Community Games network. If you really want to make 3D PC games, there's better freeware out there.

    It's relatively easy to quickly build and test ideas in Flash, and extremely easy to distribute your games and get feedback online.

    Object oriented programming is certainly important, but learning that is independent of whatever language he starts dabbling in. He really ought to take a few intro-to-programming courses to learn the fundamentals.

    kedinik on
  • TaranisTaranis Registered User regular
    edited June 2009
    Hello world

    Taranis on
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  • LittleBootsLittleBoots Registered User regular
    edited June 2009
    kedinik wrote: »
    Eh, XNA is pretty limited. It's very difficult to put together an installer if you distribute it for PC, and you have to shell out cash for the right to distribute your game on Microsoft's currently-anemic Community Games network. If you really want to make 3D PC games, there's better freeware out there.

    It's relatively easy to quickly build and test ideas in Flash, and extremely easy to distribute your games and get feedback online.

    Object oriented programming is certainly important, but learning that is independent of whatever language he starts dabbling in. He really ought to take a few intro-to-programming courses to learn the fundamentals.

    XNA is not limited... in any way. It's managed DirectX... the same DirectX that runs all your other Windows based PC games. It just has higher overhead do the the managed code.

    And if this guy is just starting he doesn't need to worry about distribution.

    LittleBoots on

    Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
  • kedinikkedinik Registered User regular
    edited June 2009
    XNA requires several additional installs before your work can run on another machine; this limits your ability to share your work and get feedback, which is important for a budding designer.

    kedinik on
  • BartholamueBartholamue Registered User regular
    edited June 2009
    The collector's edition of Unreal Tournament III gave you tutorials for the Unreal engine 3, spanning 40 hours of content. They gave you the tools to teach you how to make a full level. Of course all copies of UTIII game you the Unreal Engine 3, so you don't really need the collector's edition.

    Bartholamue on
    Steam- SteveBartz Xbox Live- SteveBartz PSN Name- SteveBartz
  • MalaysianShrewMalaysianShrew Registered User regular
    edited June 2009
    Man, forget "Hello World". Everyone's first program should have a loop in it. Once I made my first do while loop I felt like the man Prometheus gave fire to.

    But it seems we mostly agree. Decide what kind of modding or rather what kind of work you want to do on a game. Games are much too big anymore for one person to create on their own, so try modding a few different games and parts of games to get a feel for what you like doing. For instance, I dabbled with 3d modeling and hated it. The amount of time spent perfecting something would make me puke. On the other hand, I don't really mind hunting down missing semi colons.

    MalaysianShrew on
    Never trust a big butt and a smile.
  • TaranisTaranis Registered User regular
    edited June 2009
    Man, forget "Hello World". Everyone's first program should have a loop in it. Once I made my first do while loop I felt like the man Prometheus gave fire to.

    But it seems we mostly agree. Decide what kind of modding or rather what kind of work you want to do on a game. Games are much too big anymore for one person to create on their own, so try modding a few different games and parts of games to get a feel for what you like doing. For instance, I dabbled with 3d modeling and hated it. The amount of time spent perfecting something would make me puke. On the other hand, I don't really mind hunting down missing semi colons.

    That's like learning to run before you learn to crawl. I don't think most people who have never programmed before should start off with anything more complex than "hello world".

    Taranis on
    EH28YFo.jpg
  • LittleBootsLittleBoots Registered User regular
    edited June 2009
    kedinik wrote: »
    XNA requires several additional installs before your work can run on another machine; this limits your ability to share your work and get feedback, which is important for a budding designer.

    The same way flash would require additional installs(if you lacked flash), or python(if you lacked python).. or java(if you lacked java) most major PC game releasesl ship with a DirectX redistributable they want you to install and even sometimes the latest C++ redistributable. It's just the nature of the beast when coding for PC.

    If coding in XNA you would look for feedback within the XNA community (the people who most likely have the prereqs installed) just as if he were to write a mod for game "X" he would look for feedback among the community who has game "X" installed.

    But this is a digression from the topic of this thread.

    butts

    LittleBoots on

    Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
  • LalaboxLalabox Registered User regular
    edited June 2009
    For a look at how modding can get you into game development, take a look at this mod. Made by one guy, this hl2 mod (rebellion) is far above the majority of of other single player mods in terms of gameplay, level design, story-telling, polish and just overall quality. It has some great scenes and some very imaginative environments. He says that he made it mostly with the intention of getting a job as a level designer.

    He has quite a large post on how all his applications for jobs went. Though I suppose that he did just get lucky and most of the time people don't get jobs.

    Lalabox on
  • Edith UpwardsEdith Upwards Registered User regular
    edited June 2009
    Hello World is so ludicrously simple in most languages it ain't funny.

    print Hello World

    Hello (name) how are you? is the new standard.

    EDIT:Breakdown of Languages:
    C; mostly used for hardware nowadays.
    C++:The "real" programming language, used for most everything
    Java:don't use this, ever.
    Python:easy mode, used for anything that doesn't need to be done fast.

    (DO NOT GET A FOR DUMMIES/ABSOLUTE BEGINNERS BOOK, with most programming languages the official documentation tells you more than those and is cheaper.)

    Edith Upwards on
  • BartholamueBartholamue Registered User regular
    edited June 2009
    Erich Zahn wrote: »
    (DO NOT GET A FOR DUMMIES/ABSOLUTE BEGINNERS BOOK, with most programming languages the official documentation tells you more than those and is cheaper.)
    off-topic but this goes for language study books as well.

    Bartholamue on
    Steam- SteveBartz Xbox Live- SteveBartz PSN Name- SteveBartz
  • TaranisTaranis Registered User regular
    edited June 2009
    Erich Zahn wrote: »
    Hello World is so ludicrously simple in most languages it ain't funny.

    print Hello World

    Hello (name) how are you? is the new standard.

    EDIT:Breakdown of Languages:
    C; mostly used for hardware nowadays.
    C++:The "real" programming language, used for most everything
    Java:don't use this, ever.
    Python:easy mode, used for anything that doesn't need to be done fast.

    (DO NOT GET A FOR DUMMIES/ABSOLUTE BEGINNERS BOOK, with most programming languages the official documentation tells you more than those and is cheaper.)

    I know Hello World is simple, and that's why it should be an introduction to programming for beginners. It shows people that programming isn't as inaccessible as they might think.

    I really, really hate Java as well. I went from C++ to Java and it felt like everything was more difficult and altogether unintuitive in Java compared to C++. Transitioning from Basic to C++ wasn't nearly as awkward as transitioning from C++ to Java.

    Taranis on
    EH28YFo.jpg
  • travathiantravathian Registered User regular
    edited June 2009
    Civ4 has an absolutely huge modding community. The SDK is available, most of the code is very well documented, and there are tons of examples to take a look at. It uses Python and something else. Check out civfanatics for more info.

    For learning how to program I would recommend these:
    http://www.htdp.org/2003-09-26/
    http://www.archive.org/details/MIT_Structure_of_Computer_Programs_1986

    travathian on
  • jothkijothki Registered User regular
    edited June 2009
    If you care more about game design than about the nitty gritty of programming, Warcraft 3 might be a good choice. The map editor is really flexable, enough so that two entire game genres have been spun off of it.

    The best thing to use would probably depend on what exactly you're hoping to get out of it. Do you want to program, develop art or levels, build a world and story, or create a balanced and interesting system?

    jothki on
  • SyngyneSyngyne Registered User regular
    edited June 2009
    kedinik wrote: »
    You also should consider buying Flash CS4 and making your own simple Flash games to get your feet wet.

    OR you could save A LOT of money and download C# express and XNA game studio for FREE and learn to program fully featured DirectX games and learn some OO programing to boot.
    It's not freeware, but an indie Unity license is only $200.

    Syngyne on
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  • thejazzmanthejazzman Registered User regular
    edited June 2009
    My advice is this: Learn a specific discipline, join a mod team, compile a set of your work into a porfolio, constantly update your portfolio with better stuff.

    Whatever discipline you pick, take games like UT, Half Life, etc, easily moddable games, and find every program you can that lets you rip them apart.

    If you want to learn how to model, find programs to decompile professional models used in games. Same for animation, same for texturing, mapping. Look at how they're built and what makes them game assets, rather than something used in a Pixar movie or whatever. Coding I don't know as much about, but I know you can look through a lot of the code for weapons etc in Source engine games.

    thejazzman on
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  • jclastjclast Registered User regular
    edited June 2009
    Reign90 wrote: »
    I want to be a game designer when I grow up so I thought about getting a game that's easy to mod. That way I can practice and see what I come up with. Does anyone know any good games that are good/easy to mod?

    Neverwinter Nights (or maybe the sequel) so that you can make full-fledged adventures and stuff. Hell, when BioWare was hiring last I think they insisted that you should them what you could do with their campaign editor.

    jclast on
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  • jclastjclast Registered User regular
    edited June 2009
    Taranis wrote: »
    Erich Zahn wrote: »
    Hello World is so ludicrously simple in most languages it ain't funny.

    print Hello World

    Hello (name) how are you? is the new standard.

    EDIT:Breakdown of Languages:
    C; mostly used for hardware nowadays.
    C++:The "real" programming language, used for most everything
    Java:don't use this, ever.
    Python:easy mode, used for anything that doesn't need to be done fast.

    (DO NOT GET A FOR DUMMIES/ABSOLUTE BEGINNERS BOOK, with most programming languages the official documentation tells you more than those and is cheaper.)

    I know Hello World is simple, and that's why it should be an introduction to programming for beginners. It shows people that programming isn't as inaccessible as they might think.

    I really, really hate Java as well. I went from C++ to Java and it felt like everything was more difficult and altogether unintuitive in Java compared to C++. Transitioning from Basic to C++ wasn't nearly as awkward as transitioning from C++ to Java.
    If you really end up hating C++ I have found C# to be a decent compromise between C++ and Java. I'd be surprised though if you don't end up back at C++ for game programming though so that you have easy and direct control over memory.

    jclast on
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