If you are designing a module that is a variant of an existing module, is the best strategy to make a copy of the .vmod for the existing module, paste and rename it, and then go to work on editing the pieces/components that differ? Or, is it better to (re)create all the devices from scratch, perhaps taking notes from the existing module to know what kinds of elements to create?
The idea I’m contemplating is to update the Red Badge of Courage module to include both 1st and 2nd Bull Run (the existing module covers only 1st Bull Run). Or, to create a standalone Red Badge of Courage/2nd Bull Run module. And looking even farther forward, if I were to contemplate, say, a River of Death module, I would want to leverage the pre-existing structure of modules for this family of games to create that RoD module from scratch.
So, should I rename a copy of the RBoC module and edit it to make a 2nd Bull Run Module? OR: should I attempt to add the 2nd BR counters to the existing module and then create new game setups for the added scenarios (the games share the same map)?
Also, is there a way to get at the core components already in the RBoC module (so that, for example, I know the exact pixel dimensions of the existing counters, to use as a guide to creating/adding the 2nd BR counter set)?
If you know you want to retain a lot of things, I’d make a copy and rename it, then start editing from there. Mostly because copying/pasting things between two different modules is not very straightforward (requires editing the buildfile directly).
VASSAL modules are merely zip archives with a different file extension. Open a module in any utility that supports the ZIP format (e.g., 7zip) and look inside the images/ folder within the archive to find all the image assets.
Thanks Joel… I’m going to watch a few more of the YouTube videos by the GMT staffer and I think I’m gonna take the plunge! I already have a (longish) shortlist of titles to either edit/upgrade or to build from scratch.
Although there is no rule or requirement to do so, I personally consider it a nice courtesy to reach out privately to the creator/developer of a module that you plan to tinker with to see if they have any objections or comments. Sometimes they’re happy for someone else to take it on, and might have things they planned to fix/add but never found the time.
This doesn’t sound normal at all. I use the method I described above all the time with no issues. By chance are you storing your module files in the same folder in which VASSAL is installed? I guess I am assuming you are a Windows user, but don’t know that for sure–if so, please specify which version.
Hmmm… I guess the best answer is, I’m not being consistent. I may have tried to save at least ONE version in the VASSAL 3.2.13 root folder… and other versions/attempts elsewhere, anticipating having to corral hundreds of graphics and other files for creation of the final .vmod file.
I would strongly recommend that you don’t store module files anywhere in the C:\Program Files or C:\Program Files (x86) hierarchy. Depending on your operating system settings, the Windows “feature” known as UAC (User Account Control) may interfere with attempts to write to files in these locations.
Store your modules and any related files in your user folder, or pretty much anywhere except for those two folders identified above.
“Feature” (with sarcastic quotes surrounding it) is right!!! I absolutely HATE and resent Windows telling me I ‘need permission’ to save something on my own equipment, or trying to force me to use folders with stupid names like “My anything”. And especially the User folder. I see no need for User partitioning (or the hated Administrator functions) unless someone actually wants to set a machine up to operate that way.
Whew! Thanks! I needed to vent and get that out there!!! I will be mindful of avoiding those two particular heirarchies in the future.