Creating a skin.pack.gbx for mod

Discuss everything related to custom data creation.

Moderator: NADEO

teglafal
Posts: 19
Joined: 18 Dec 2015, 08:07

Re: Creating a skin.pack.gbx for mod

Post by teglafal » 29 Dec 2015, 21:05

Electron wrote:No. Unselect the checkbox beside the "Title" button.
The screen should look like this picture.
Yep, You are the man, thank You! I was an idiot at that point, since they call the "title" section as it would be the title of the mod :$
Just one question remained: how should I create a mod.gbx with forcing the access immediately? I mean if a user got my mod from the server via p2p download, it doesnt shows up when it finished. He has to copy it out from the cache and paste it into the mods and have to try to make a map with it, because at this point it says: "Access to data 'xy mod' obtained.", and after that, the mod appears correctly. How can I force that by default? Why should a user obtain an access via the editor to play with the mod?

User avatar
TMarc
Posts: 14844
Joined: 05 Apr 2011, 19:10
Location: Europe
Contact:

Re: Creating a skin.pack.gbx for mod

Post by TMarc » 29 Dec 2015, 21:31

It is different if the player gets the mod via autodownload on a server (there it is only stored in the cache, no need to spend planets), or if the player wants to create an own map with the mod (here the player has to download the mod, put it into mods folder, and eventually unlock it with a few planets).

It is a known bug that a server based mod is not displayed automatically, sometimes the players have to wait for a few map changes, or press ESC to display the ingame menu and ESC again to close it - then the mod is applied as well.
maniaplanet forum global moderator

Link list with FAQ, Support, Wiki, Tutorials, Community activities, and much more.

System specs: Intel i7-970 12GB RAM, nVidia RTX 2060 6GB, Creative SB X-Fi, 2xSSD 1xHDD

teglafal
Posts: 19
Joined: 18 Dec 2015, 08:07

Re: Creating a skin.pack.gbx for mod

Post by teglafal » 29 Dec 2015, 21:36

TMarc wrote:It is different if the player gets the mod via autodownload on a server (there it is only stored in the cache, no need to spend planets), or if the player wants to create an own map with the mod (here the player has to download the mod, put it into mods folder, and eventually unlock it with a few planets).

It is a known bug that a server based mod is not displayed automatically, sometimes the players have to wait for a few map changes, or press ESC to display the ingame menu and ESC again to close it - then the mod is applied as well.
The mod is free, costs 0 planets, and doesnt matter how many times he restarts the game or whatever, the mod doesnt show up... :O Until that obtain access thingy.. After that, without giving a single planet point or whatever, it works. The question is that why it doesnt work via p2p download, when the mod is basically free? :O

User avatar
Electron
Posts: 756
Joined: 15 Jun 2010, 18:02
Contact:

Re: Creating a skin.pack.gbx for mod

Post by Electron » 30 Dec 2015, 00:46

This time TMark is right. Normally you don't need to obtain the license of a package to only view its content online. Otherwise car skins won't work.
But I also can confirm that sometimes this doesn't work. I don't know the reason.
Maybe removing the checkbox beneath the Title button doesn't clear all internal flags. I would try to start with a clean pack. And no, it's still not possible to delete/unregister a package.
Image
TM²: TrackMania Telemetry Monitor version 1.2.1

teglafal
Posts: 19
Joined: 18 Dec 2015, 08:07

Re: Creating a skin.pack.gbx for mod

Post by teglafal » 30 Dec 2015, 09:30

Electron wrote:This time TMark is right. Normally you don't need to obtain the license of a package to only view its content online. Otherwise car skins won't work.
But I also can confirm that sometimes this doesn't work. I don't know the reason.
Maybe removing the checkbox beneath the Title button doesn't clear all internal flags. I would try to start with a clean pack. And no, it's still not possible to delete/unregister a package.
Well, the funny thing is that when I'm using the zip file as the mod, it downloads from the server and after that it's visible immediately. Created the gbx from that zip file several times, but with the gbx, it doesnt work... Wondering, others how can do it...? :O Basically my goal is to create a gbx file which works via p2p download and shows up without any kind of obtainings...

User avatar
TMarc
Posts: 14844
Joined: 05 Apr 2011, 19:10
Location: Europe
Contact:

Re: Creating a skin.pack.gbx for mod

Post by TMarc » 30 Dec 2015, 11:05

Probably it is some network / firewall or timing issue, eventually with the "registration" of packs in the maniaplanet profile, even if they are free.

Since nobody has a good explanation it is apparently some bad magic.

Can anyone else try to get the mod? If you give us our server name...
maniaplanet forum global moderator

Link list with FAQ, Support, Wiki, Tutorials, Community activities, and much more.

System specs: Intel i7-970 12GB RAM, nVidia RTX 2060 6GB, Creative SB X-Fi, 2xSSD 1xHDD

teglafal
Posts: 19
Joined: 18 Dec 2015, 08:07

Re: Creating a skin.pack.gbx for mod

Post by teglafal » 02 Jan 2016, 19:23

I was afraid that the solution will be that there is no solution.. :O
I created the gbx file several times, but nothing has changed. Tried several people, and also I've tried it too with removing the mod from my library, and the result was the same.. after downloading the mod, everything remained the same... But after obtaining, it was workable...

User avatar
BestNoob
Posts: 196
Joined: 08 Mar 2013, 12:04
Contact:

Re: Creating a skin.pack.gbx for mod

Post by BestNoob » 07 Dec 2018, 14:06

teglafal wrote:
02 Jan 2016, 19:23
I was afraid that the solution will be that there is no solution.. :O
I created the gbx file several times, but nothing has changed. Tried several people, and also I've tried it too with removing the mod from my library, and the result was the same.. after downloading the mod, everything remained the same... But after obtaining, it was workable...

I found the Problem, the location of the files you want to pack must be the same they are/should stored/unpacked/used in later.

I think its a bug, because game/you need to create a MODNAME.Skin.Pack.Gbx file but actually (doesnt matter what i tried .zip in .gbx oder data directly into gbx) it just creates a Pack.Gbx and a Pack GBX is used only for Title Packs

Because Titles = Stations = Stadium,Valley,Canyon and are NOT environment modifications called MODs.

Today i have the same problem thats the reason i push this thread ...


Maybe one day ... Nadeo will store all needed informations for modders on a central place good to acces, with a good overview ... one day .... maybe
(sarkasm is a neede thign in live)
To join my TM Servers, search for: bestnoob :thumbsup:

User avatar
Miss
Posts: 1743
Joined: 05 Jan 2016, 11:34
Location: The Netherlands
Contact:

Re: Creating a skin.pack.gbx for mod

Post by Miss » 07 Dec 2018, 16:19

BestNoob wrote:
07 Dec 2018, 14:06
Maybe one day ... Nadeo will store all needed informations for modders on a central place good to acces, with a good overview ... one day .... maybe
(sarkasm is a neede thign in live)
You could always contribute on Github! :thumbsup:
1070 GTX, i7 4790k, 16GB RAM, Windows 10
Forum moderator, opinions are my own. :thx:
Check out Image openplanet, the alternative Maniaplanet & Turbo scripting platform! (Openplanet subforum)
I also stream on Twitch and tweet on Twitter.

User avatar
Electron
Posts: 756
Joined: 15 Jun 2010, 18:02
Contact:

Re: Creating a skin.pack.gbx for mod

Post by Electron » 07 Dec 2018, 21:31

BestNoob wrote:
07 Dec 2018, 14:06
I think its a bug, because game/you need to create a MODNAME.Skin.Pack.Gbx file but actually (doesnt matter what i tried .zip in .gbx oder data directly into gbx) it just creates a Pack.Gbx and a Pack GBX is used only for Title Packs
A title pack is stored inside a *.Title.Pack.gbx file. Skins are stored as *.Skin.Pack.Gbx file (including mods). All other files (items, blocks, maps, etc.) are stored inside a *.Pack.Gbx file. The source files must indeed be in the correct folders.

Also make sure for a mod that a maniacedited package is created and not a title, as you did here.

Post Reply

Return to “Title Pack & Custom Data Creation”

Who is online

Users browsing this forum: No registered users and 0 guests