Posted August 23, 2015
I've been testing and exploring the mod tools available for Final Liberation and want to share what I've learned. Within some very specific constraints, it's actually pretty easy to mod the game in certain ways, and I'm hoping to share what I've learned and hopefully hear what you've learned as well. I would love for this thread to become the start of a modding community on GOG.com, but we'll see what happens.
I am going to start the thread off with a number of how-tos that I've learned, and I intend to update this first post with links to mine and others' posts as we go along. Let's get modding!
TABLE OF CONTENTS
Getting started
Creating a new unit and detachment
Creating a new map (not started)
Creating a new company (not started/unknown)
Creating a new faction (not started/unknown)
Creating a new campaign (not started/unknown)
GETTING STARTED
Essential modding tools and resources
The HPP files, TXT files, and utilities listed here can all be gathered from the Final Liberation Editor.zip and Tools16.zip resources available in the Yahoo Group mentioned below. I'm not going to go into great detail here as to what each of these files and utilities do. For now, just know that to mod the game, you'll need most if not all of them.
The old Yahoo groups
To start, you're going to need to get some files, and the best place I know to get them is on the old Yahoo groups. There are two Final Liberation Yahoo groups. The only one that appears to still be active (i.e. the only one that accepted my request to join) is this one: https://groups.yahoo.com/neo/groups/finallib/info. Once you get in, head to the Tools folder and download and extract "Final Liberation Editor.zip" and "Tools16.zip".
HPP files
The HPP files are essential when creating new objects for the game. While there doesn't at first appear to be much going on in these files, the HPP files are where your items must be first defined. If you want it in the game, it needs to be created here first.
- CHASSIS.HPP
- CID.HPP
- DETFLG.HPP
- ICONS.HPP
- UNITS.HPP
- WEAPON.HPP
TXT files
These TXT files are where you fill out the details of your units.
- SUPPORT.TXT
- UNIT.TXT
- WEAPON.TXT
UTILITIES
- WEAP2DAT.EXE
- SUP2DAT.EXE
- UNIT2DAT.EXE
- TOOLS16.EXE
- UNRES.EXE
A directory with all the game's SETxxxx.BIN files
When creating new units, it's best to recycle another, similar unit's action set. More detailed instruction will follow, but first you need to extract the game's SET files.
1. Create a folder somewhere in your game directory and copy UNRES.EXE and SET.MUK into it
2. Open a Command Prompt window on your computer and change directory to this folder
3. Type "unres set.muk set.lst" and press enter
All the SET BINs will be extracted to your folder, and you can now copy the ones you want to add to the game-dir\set folder (as will be discussed when we get to the new unit creation guide).
Backup directories
Before you start messing with the game's files at all, make sure you back up at least the DAT folder in the game directory! Screwing up the files in this folder can make your game unplayable, so make sure you regularly backup not only the original DAT folder, but also any copies of the DAT folder that contain working versions of your mod.
If you're going to modify any existing units graphics or action sets, you may want to backup a few other directories, but I'll assume that if you know how to do that, you know which folders to backup and how.
A TGA editor
I personally haven't gotten this far yet, but apparently when/if you want to create new graphics for your unit, you need to create a TGA image that will be compiled into a new CEL file.
Notepad++
Personally, I find Notepad++ extremely useful when creating, editing, and modifying units. The good old standard Notepad application works too, but Notepad++ has tabs, great search capabilities, and will save and restore your tabs when you close and open the application.
A Win 95/98 virtual machine?
I have not had much success with tools16.exe yet, and I've begun wondering if I should spin up my old Windows 98 VM. We'll see...
I am going to start the thread off with a number of how-tos that I've learned, and I intend to update this first post with links to mine and others' posts as we go along. Let's get modding!
TABLE OF CONTENTS
Getting started
Creating a new unit and detachment
Creating a new map (not started)
Creating a new company (not started/unknown)
Creating a new faction (not started/unknown)
Creating a new campaign (not started/unknown)
GETTING STARTED
Essential modding tools and resources
The HPP files, TXT files, and utilities listed here can all be gathered from the Final Liberation Editor.zip and Tools16.zip resources available in the Yahoo Group mentioned below. I'm not going to go into great detail here as to what each of these files and utilities do. For now, just know that to mod the game, you'll need most if not all of them.
The old Yahoo groups
To start, you're going to need to get some files, and the best place I know to get them is on the old Yahoo groups. There are two Final Liberation Yahoo groups. The only one that appears to still be active (i.e. the only one that accepted my request to join) is this one: https://groups.yahoo.com/neo/groups/finallib/info. Once you get in, head to the Tools folder and download and extract "Final Liberation Editor.zip" and "Tools16.zip".
HPP files
The HPP files are essential when creating new objects for the game. While there doesn't at first appear to be much going on in these files, the HPP files are where your items must be first defined. If you want it in the game, it needs to be created here first.
- CHASSIS.HPP
- CID.HPP
- DETFLG.HPP
- ICONS.HPP
- UNITS.HPP
- WEAPON.HPP
TXT files
These TXT files are where you fill out the details of your units.
- SUPPORT.TXT
- UNIT.TXT
- WEAPON.TXT
UTILITIES
- WEAP2DAT.EXE
- SUP2DAT.EXE
- UNIT2DAT.EXE
- TOOLS16.EXE
- UNRES.EXE
A directory with all the game's SETxxxx.BIN files
When creating new units, it's best to recycle another, similar unit's action set. More detailed instruction will follow, but first you need to extract the game's SET files.
1. Create a folder somewhere in your game directory and copy UNRES.EXE and SET.MUK into it
2. Open a Command Prompt window on your computer and change directory to this folder
3. Type "unres set.muk set.lst" and press enter
All the SET BINs will be extracted to your folder, and you can now copy the ones you want to add to the game-dir\set folder (as will be discussed when we get to the new unit creation guide).
Backup directories
Before you start messing with the game's files at all, make sure you back up at least the DAT folder in the game directory! Screwing up the files in this folder can make your game unplayable, so make sure you regularly backup not only the original DAT folder, but also any copies of the DAT folder that contain working versions of your mod.
If you're going to modify any existing units graphics or action sets, you may want to backup a few other directories, but I'll assume that if you know how to do that, you know which folders to backup and how.
A TGA editor
I personally haven't gotten this far yet, but apparently when/if you want to create new graphics for your unit, you need to create a TGA image that will be compiled into a new CEL file.
Notepad++
Personally, I find Notepad++ extremely useful when creating, editing, and modifying units. The good old standard Notepad application works too, but Notepad++ has tabs, great search capabilities, and will save and restore your tabs when you close and open the application.
A Win 95/98 virtual machine?
I have not had much success with tools16.exe yet, and I've begun wondering if I should spin up my old Windows 98 VM. We'll see...
Post edited August 25, 2015 by FerociousBeast