I don't know what kind of assets SoL used to have, but in theory, it should be fairly straightforward. I would suggest taking a look at the
FSO Wiki modding portal
, starting with the
data structure
- the introduction should be enough to give you a basic idea on how the game works. You can find a big tutorial nexus
here
+ a bunch of video tutorials
here
.
Basically, you'll need to set up a mod folder in your WCS directory, put whatever data you want in it, then select that as your active mod in the launcher.
For instance, let's say you want to port the 'arwing' into WCS, you'll need to:
-put the arwing's 3d model file into Wing Commander Saga/My Mod/data/models (let's call it arwing.pof)
-put the models texture image files in My Mod/data/maps (stuff like arwing.dds, arwing-glow.dds, arwing-normal.dds, ...)
-look up Shadows of Lylat's
table files
, find something that looks like ships.tbl or ***-shp.tbm: these are text files that will tell the game what the arwing is. From that point there are two ways to proceed: either copy the entire tables, or just the parts you're interested in.
1) Rename that ships.tbl into whatever-shp.tbm and put it in My Mod/data/tables
2) Find where the arwing's entry is - it should be something like $Name: Arwing. Create a text file called something-shp.tbm in My Mod/data/tables, open it with notepad, write #Ship Classes at the beginning and #End at the end, and between that, past the arwing's info you got from SoL's tables.
You might also need to do the same kind of thing with the weapons table and effets.
Now technically, you can use the ship in the mission editor or add it to the campaign missions (extract the missions from the *.vp files, put them in My Mod/data/missions, open up the mission in the mission editor (or a text editor), then add the arwing in the team loadout).
OK, I've skimmed a bit on all this, but if you need more help, I'll be happy to walk you through in more details.