Modding Algodoo
23 posts • Page 1 of 1
Modding Algodoo
will this work fo Algodoo?
I didn't want to bump, cos last one's from march.
I didn't want to bump, cos last one's from march.
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FuzzyLogicBrain - Posts: 315
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Re: Modding Algodoo
Skinning the latest version of algodoo is perfectly possible, i am using a custom skin for a while now.
Basically, there are only 10 types of people in the world. Those who know binary, and those who don't.
Light travels faster than sound. That's why some people appear bright until they open their mouths.
Light travels faster than sound. That's why some people appear bright until they open their mouths.
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monstertje3 - Posts: 343
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Re: Modding Algodoo
i do not think you understand, a skin is the look of the conoles, look at the url in my post plz, cos that talks about changing the spring images.
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FuzzyLogicBrain - Posts: 315
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Re: Modding Algodoo
Yes.
Everything is in the skin folder.
The default location for springs and similar is "C:\Program Files (x86)\Algodoo\skins\default\app".
You can copy the default folder and its .cfg, edit the .cfg file and make your own modded skin.
Everything is in the skin folder.
The default location for springs and similar is "C:\Program Files (x86)\Algodoo\skins\default\app".
You can copy the default folder and its .cfg, edit the .cfg file and make your own modded skin.
Last edited by Ivan on Mon Aug 29, 2011 9:34 pm, edited 1 time in total.
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Ivan - Posts: 203
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- Location: Croatia
Re: Modding Algodoo
Sure it'll work. Wherever there are editable images, they can be replaced with new ones
Just keep in mind that this will only affect your own computer, not the computer of anyone else, and once any images are deleted you can't get them back unless you reinstall algodoo.
So you can replace any image in any program as long as the title and the format are the same. It you try to replace 'thruster.png' with 'rocket.jpeg', it simply won't work. Just be sure to make copies of the originals so you won't lose them.
The only reason that tutorial is Phun-specific is that the file structures for Phun and Algodoo are entirely different.
So you can replace any image in any program as long as the title and the format are the same. It you try to replace 'thruster.png' with 'rocket.jpeg', it simply won't work. Just be sure to make copies of the originals so you won't lose them.
The only reason that tutorial is Phun-specific is that the file structures for Phun and Algodoo are entirely different.
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TC42 - Posts: 984
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Re: Modding Algodoo
Ahhhhhh,
monstertje3
sorry, I misunderstood,

uuummmm, i cant find anything.

monstertje3
sorry, I misunderstood,
uuummmm, i cant find anything.
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FuzzyLogicBrain - Posts: 315
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Re: Modding Algodoo
algodoo main folder --> skins, there you will find some files to edit
Basically, there are only 10 types of people in the world. Those who know binary, and those who don't.
Light travels faster than sound. That's why some people appear bright until they open their mouths.
Light travels faster than sound. That's why some people appear bright until they open their mouths.
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monstertje3 - Posts: 343
- Joined: Sat Sep 05, 2009 4:29 pm
- Location: N-H, NL
Re: Modding Algodoo
Copy them to My Documents/Algodoo/skins and rename them, and they will pop up in your skin browser in-game alongside the default skins.
Emil Ernerfeldt, lead developer
- emilk
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Re: Modding Algodoo
I go into them, and I see nothing. Nada. Zilch. Zipo.
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FuzzyLogicBrain - Posts: 315
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Re: Modding Algodoo
You should be in the program files directory, not the My Docs directory. You put the skin you've modded into My Docs, but the originals are in Program files/Algodoo/textures, I think.
Once you've modded the skin, you need to copy the CFG and mod it too. I'll post about that later, I don't have the time now.
Once you've modded the skin, you need to copy the CFG and mod it too. I'll post about that later, I don't have the time now.
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TC42 - Posts: 984
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Re: Modding Algodoo
I wil try when I get my computer back at Monday!
woo! got it back early! YAY!
woo! got it back early! YAY!
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FuzzyLogicBrain - Posts: 315
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- Location: when online, on the computer. when not, probably on it anyways. ;D lulz
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FuzzyLogicBrain - Posts: 315
- Joined: Mon Jan 31, 2011 7:48 pm
- Location: when online, on the computer. when not, probably on it anyways. ;D lulz
Re: Modding Algodoo
FuzzyLogicBrain wrote:NO! dont have permision!![]()
what do you mean with that?
Basically, there are only 10 types of people in the world. Those who know binary, and those who don't.
Light travels faster than sound. That's why some people appear bright until they open their mouths.
Light travels faster than sound. That's why some people appear bright until they open their mouths.
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monstertje3 - Posts: 343
- Joined: Sat Sep 05, 2009 4:29 pm
- Location: N-H, NL
Re: Modding Algodoo
I'm guessing you're not in an admin account? I think you need one to edit things in Program Files, if I'm not mistaken.
TheWinkits wrote:They both looks of cuking amazing
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Chronos - [Most Active Member 2010]
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Re: Modding Algodoo
you only have to copy the files to my doc and edit them there
Basically, there are only 10 types of people in the world. Those who know binary, and those who don't.
Light travels faster than sound. That's why some people appear bright until they open their mouths.
Light travels faster than sound. That's why some people appear bright until they open their mouths.
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monstertje3 - Posts: 343
- Joined: Sat Sep 05, 2009 4:29 pm
- Location: N-H, NL
Re: Modding Algodoo
If you can't get to the program files, here are the defaults:
CFG:
App:
Common:
It won't let me post more than three, so I'll add them in another post.
All there files: background, common, app, tutorial, gui need to be put in a folder called default.
CFG:
App:
Common:
It won't let me post more than three, so I'll add them in another post.
All there files: background, common, app, tutorial, gui need to be put in a folder called default.
Last edited by TC42 on Sun Sep 04, 2011 2:28 pm, edited 1 time in total.
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TC42 - Posts: 984
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Re: Modding Algodoo
Here are some of the rest.
Tutorial:
Background:
Unfortunately, gui is too big to upload, could some one else upload it?
Tutorial:
Background:
Unfortunately, gui is too big to upload, could some one else upload it?
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TC42 - Posts: 984
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Re: Modding Algodoo
monstertje3 wrote:you only have to copy the files to my doc and edit them there
I can get it, and copy, past and edit them, yet I can't get it to replace the files, I don't have admin permission.
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FuzzyLogicBrain - Posts: 315
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Re: Modding Algodoo
FuzzyLogicBrain wrote:monstertje3 wrote:you only have to copy the files to my doc and edit them there
I can get it, and copy, past and edit them, yet I can't get it to replace the files, I don't have admin permission.
TC42 wrote:You put the skin you've modded into My Docs
No overwriting anything.
TheWinkits wrote:They both looks of cuking amazing
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Chronos - [Most Active Member 2010]
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Re: Modding Algodoo
There's nothing for you to overwrite in My Docs. I think your problem has nothing to do with admin permission. Have you edited the CFG to make it use the proper directory, and have you suitably renamed the directory so that it is not named "default"? Remember that the CFG should not be named "default" either.
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TC42 - Posts: 984
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Re: Modding Algodoo
Here are the simpliest steps for what you have to do:
1. Copy default.cfg and default folder from Program Files\Algodoo\skins to Documents\Algodoo\skins
2. In Documents, rename the .cfg file and the folder to whatever
3. Open the .cfg file and edit the line 8:
Now you should have a whatever called skin on the Skin tab in Options.
(EDIT: ["whatever"] changed to ["whatever","default"])
1. Copy default.cfg and default folder from Program Files\Algodoo\skins to Documents\Algodoo\skins
2. In Documents, rename the .cfg file and the folder to whatever
3. Open the .cfg file and edit the line 8:
- Code: Select all
textureDirs = ["default"];
- Code: Select all
textureDirs = ["whatever","default"];
Now you should have a whatever called skin on the Skin tab in Options.
(EDIT: ["whatever"] changed to ["whatever","default"])
Last edited by Ivan on Mon Sep 05, 2011 7:49 pm, edited 1 time in total.
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Ivan - Posts: 203
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Re: Modding Algodoo
Actually, it should be textureDirs = ["whatever", "default"]; that way, it will use the defaults for things that you haven't modded, so you don't have to modify everything to get it to work.
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TC42 - Posts: 984
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Re: Modding Algodoo
I thought that, if you just use textureDirs = ["whatever"], Algodoo would defaultly choose the default skin as the secondary skin, but now I see that it chooses the 1.8.5 default skin. I'm sorry for the mistake. Thank you TC! I fixed it in my post.
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Ivan - Posts: 203
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- Location: Croatia
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