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handbuch:subwaysim:getting_started:modding_framework_explained [2025/12/11 08:54] dcshandbuch:subwaysim:getting_started:modding_framework_explained [2025/12/11 13:56] (current) – removed dcs
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-====== Modding Framework Explained ====== 
- 
-To understand how modding for SubwaySim 2 works, we first need to take a closer look at how the system itself is structured.   
-This section explains the folder layout of the Modding SDK, which parts are relevant for mod creators, and which elements should **never** be modified.   
-Step by step, we will navigate deeper into the framework and uncover how everything fits together. 
- 
----- 
- 
-===== The Modding SDK Folder Structure ===== 
- 
-After downloading and extracting the Modding SDK into a directory of your choice, you will notice a large number of folders and several important files.   
-For modding, the most important elements are: 
- 
-  * The **Plugins** folder   
-  * The files **BuildMod.bat** and **SubwaySim2.uproject** 
- 
-These components form the foundation of every modding workflow. 
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-{{:manual:framework_explained:sdk1.png?nolink&500|}} 
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- 
----- 
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-===== SubwaySim2.uproject ===== 
- 
-The file **SubwaySim2.uproject** is the main Unreal Engine project file.   
-Launching this file will open the editor directly into the SubwaySim 2 SDK project without the need to navigate through menus. 
- 
-We strongly recommend always starting the editor via this file to avoid loading issues or missing configurations. 
- 
----- 
- 
-===== BuildMod.bat ===== 
- 
-The **BuildMod.bat** file is one of the core components of the SDK.   
-This batch script is responsible for building your mod and packaging it into a final **.pak** file. 
- 
-Whenever you reach the stage where your mod is ready for packaging, this file will become essential. 
- 
-More information can be found here:   
-[[handbuch:subwaysim:map_construction:prepare_map|Prepare a Map for SubwaySim]] 
- 
----- 
- 
-===== The Plugins Folder ===== 
- 
-The **Plugins** directory is another crucial part of the SDK.   
-This is where all assets required for modding are stored — and later, it will contain your own mod as well. 
- 
-Navigate to: **Plugins\SubwaySim_Extern** 
- 
-Inside this directory, the only folder relevant to mod creators is: **SubwaySim_Extern** 
- 
-All other plugin subfolders must **not** be modified, as doing so may result in issues or broken mods inside the game. 
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----- 
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-===== Understanding the Plugin System ===== 
- 
-Inside **SubwaySim_Extern**, you will find all plugins delivered with the SDK. 
- 
-{{:manual:framework_explained:sdk2.png?nolink&500|}} 
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-A very important rule for working with the plugin system: 
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-**When building a mod using BuildMod.bat, only the selected plugin folder will be packaged into the .pak file.** 
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-This means: 
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-  * Any new assets you create must be placed **inside the plugin folder of your mod**.   
-  * If you store textures, meshes, blueprints, or other assets outside of your mod’s plugin folder, they will **not** be included in the final mod and will therefore be missing or cause errors in the game. 
- 
-The only plugin you may freely reference while creating your mod is: **SubwaySim2_Modding** 
- 
-This plugin is a core part of the SubwaySim 2 framework and provides all necessary tools, functions, and helper assets needed for modding. 
- 
----- 
- 
-===== Creating Your Own Plugin ===== 
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-To continue with the modding workflow, you will need to create your own plugin where all your assets and logic will be stored. 
- 
-Instructions on how to create a new plugin can be found here: [[handbuch:subwaysim:getting_started:create_plugin|Creating a Plugin]] 
- 
----- 
- 
-With this understanding of the Modding Framework, you are now ready to dive deeper into the modding tools and begin building your own content for SubwaySim 2. 
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handbuch/subwaysim/getting_started/modding_framework_explained.1765439658.txt.gz · Last modified: by dcs

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