Panzer Corps Toolkit v2.0.5.1 (22/08/26)

A forum to discuss custom scenarios, campaigns and modding in general.

Moderators: Slitherine Core, Panzer Corps Design, Panzer Corps Moderators

nikivdd
Panzer Corps Map Designer
Panzer Corps Map Designer
Posts: 5101
Joined: Fri Jun 24, 2011 1:21 pm
Location: Belgium

Re: Panzer Corps Toolkit v2.0.4.2 (24/07/26)

Post by nikivdd »


.
20 tweaks and updates later...
now allowing the selection and animation of multiple muzzles and launchers
bondjamesbond
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3115
Joined: Mon Jun 27, 2022 10:10 pm

Re: Panzer Corps Toolkit v2.0.4.2 (24/07/26)

Post by bondjamesbond »

nikivdd wrote: Fri Aug 21, 2026 7:56 am
.
20 tweaks and updates later...
now allowing the selection and animation of multiple muzzles and launchers
:shock: It is amazing and mesmerizing!
https://waralbum.ru/40065/
https://reibert.info/threads/nebelwerfer.1206807/

Image

https://sandinist.livejournal.com/682756.html
https://mynickname.com/id73473
Image
nikivdd
Panzer Corps Map Designer
Panzer Corps Map Designer
Posts: 5101
Joined: Fri Jun 24, 2011 1:21 pm
Location: Belgium

Re: Panzer Corps Toolkit v2.0.5.1 (22/08/26)

Post by nikivdd »

The Panzer Corps Toolkit has been updated!
v2.0.5.1: https://www.mediafire.com/file/nblhpxhj ... 1.rar/file
.
Several builds were not released but contributed significantly to the result i can share today.
.
Changes from v2.0.4.2 to v2.0.5.1

v2.0.4.3

Added Animation Studio → Batch Folder.
Processes complete folders of ground and aircraft icons.
User selects the equipment file, EFX file and Animations folder.
Automatically matches icons to equipment entries.
Automatically selects suitable animation types.
Detects firing points and all four offsets.
Generates Attack1 animation sheets.
Inserts or replaces EFX entries automatically.
Creates a dated EFX backup before writing.
Added batch results for invalid icons, missing equipment entries and generation failures.

v2.0.4.4 — Improved conventional effects

Reworked cannon smoke to expand, separate, rise and fade naturally.
Prevented heavy-cannon smoke from becoming excessively large.
Replaced simple diamond flashes with layered muzzle flashes:
White-hot centre
Orange/yellow body
Subtle glow
Sparks
Improved machine-gun and anti-aircraft burst sequences.
Improved mortar, rocket and self-destruct smoke.
Made procedural animation variation deterministic.

v2.0.4.5 — Initial Energy Weapon library

Added eight built-in 48-frame energy animations:

Laser
Heavy Laser
Energy/Plasma
Electrical
Particle Beam
Pulse Weapon
Sustained Beam
Halo Rings

Other additions:

Automatic energy-weapon recognition from equipment and icon names.
Bright firing-point confirmation circles.
Draggable firing-point markers.
Left-click to add a nozzle.
Right-click to remove a nozzle.
Multiple-nozzle composition.
Energy Weapon support in folder batch generation.

v2.0.5.0 — Category-aware Animation Studio

Reorganized 33 Animation Sets into nine categories.
Widened the Animation Set generator and selectors.
Expanded Energy Weapons to 20 selectable masters.
Added EFX target selection:
Automatic
Ground attack
Air attack
Ground + air
Added animation variants 1–3.
Added target- and variant-aware filenames.
Preserved unrelated EFX attack slots and movement sounds when writing.
Added category-aware generation to both single and batch workflows.
Added rocket/salvo-specific sheet handling.

Animation Preview introduced
Added Preview Animation below Generate Animation.
Composites animations over all four unit views:
Large Right
Large Left
Small Right
Small Left
Mirrors effects for left-facing units.
Added:
Play/Pause
Restart
Previous/next frame
Adjustable FPS
Loop
Cycle all views
Dark, checkerboard and olive backgrounds
Optional emitter marker
Fixed the original blank white preview window.
Preview remains non-destructive.
Improved firing-point detection
Combined single and batch detection into one detector.
Changed detection to begin from the top.
Prevented wheels, tracks, hulls and wide carriages from overriding weapon tips.
Added facing-aware outward-side detection.
Added horizontal-support and height scoring.
Rejects isolated antenna, mast and edge pixels.
Retained manual marker correction.

v2.0.5.1 — Current staged source

Multiple firing mounts
Added explicit Add mount and Remove last controls.
Supports up to eight mounts per unit view.
Each mount receives a numbered marker.
Auto-detection can return several weapon tips.
Batch generation uses all detected mounts.
Mount 1 remains the EFX anchor!!!
Mounts 2–8 are generated relative to Mount 1.
Paired icon display
Left-facing and right-facing icons are displayed together.
Left-facing icon appears on the left.
Right-facing icon appears on the right.
Clicking either icon activates it for mount editing.
Active view receives a blue border.
Large/Small selection changes both icons as a pair.
Indirect-fire expansion

Conventional → Indirect Fire now contains:

Mortar
Rocket
Arched Rocket Attack
Artillery
Arched Artillery Attack

Rocket and projectile improvements:

Rocket/Salvo standardized to eight rows and 48 frames.
Added curved high-angle rocket flight.
Added high-angle ballistic artillery shell flight.
Prevented rockets from appearing behind the vehicle.
Prevented projectile clipping.
Removed stationary orange blocks at frame boundaries.
Projectiles now continue beyond the frame and disappear naturally.
Added recognisable rocket bodies and noses.
Exhaust remains behind the rocket.
Residual smoke fades independently.
Projectile previews no longer use unsuitable beam-style stretching.
Improved directional preview
Enlarged the preview stage.
Effects appear fully on the unit’s facing side.
Right-facing effects extend right.
Left-facing effects extend left.
Inward animation pixels remain aligned with the weapon nozzle.
Outward pixels occupy the additional firing lane.
Non-directional effects remain normally sized.
Energy Weapons expansion
Expanded the Energy Weapon library to 20 original sets.
Added V2 versions of all 20 sets.
Every V2 animation begins with six frames of colour-matched nozzle glow.
Original firing and fading sequences are retained.
V2 files use the _V2 filename suffix.
Heavy mortars

Added original 48-frame animation masters for:

30.5 cm heavy mortar
38 cm heavy mortar
42 cm heavy mortar
60 cm heavy mortar

Each calibre has progressively stronger:

Pressure flash
Debris
Ground dust
Smoke density
Smoke duration
Self-Destruct/Kamikaze improvement
Removed the cartoon-like persistent fireball.
Added a brief pressure flash.
Added fragments and ground dust.
Added rising dark smoke.
Produced a more restrained and realistic detonation.
Animation Studio manual
Added Help → Tools → Animation Studio Manual.
Added a printable manual window.
.
Suggestions and comments are welcome.
Tobi72
Major-General - Tiger I
Major-General - Tiger I
Posts: 2253
Joined: Wed Apr 03, 2024 11:55 am

Re: Panzer Corps Toolkit v2.0.5.1 (22/08/26)

Post by Tobi72 »

Hello Nikivdd,

As I can see, you enjoy working with AI and have already developed many new features for this old game. So I thought you might also be interested in this little experiment.

With the help of GPT, I have developed a workflow that now allows the AI to design coherent and functional campaigns for Panzer Corps 1 based on the PAK Mod. In principle, this should also work with other mods.

At the moment, it can do things such as:

create campaign trees with up to 40 missions in a campaign.pzdat file,
write complete briefing files in .pzbrf format,
edit .pzscn and .pzloc files and use them to create playable scenarios,
design maps with cities, forests, hills, swamps, roads, rivers, airfields, fortifications, flags, primary objectives and much more,
select units appropriate to the nation and date directly from the PAK equipment file,
configure core and auxiliary units, transports, experience, strength and AI behaviour,
use AI zones and orders such as attack, defend, hold position or move towards a specific zone,
add victory conditions, events, messages and visible objective descriptions.

We developed this step by step. At first, I gave GPT two almost identical scenario files each time: an original and a second version containing exactly one change – for example a different turn limit, unit position, experience value, flag, terrain type, road, river, AI zone or victory condition.

GPT compared the files and documented the structures it identified. Afterwards, I started letting it create complete scenarios. I only checked them in the editor and then tested them in the game. Whenever I found an error, I corrected it manually and gave the modified files back to GPT so it could analyse the difference and save the new information.

By now, several functional test missions and the first five missions of a fictional 40-scenario Eastern Front campaign have been created this way.

Of course, not everything is fully automated yet. There is still a lot that needs to be analysed and learned, but the speed at which relatively complex missions can already be created is quite impressive and saves a great deal of time. As I said, I now mainly use the editor to check the scenario or mission that GPT has created.

I thought this might interest you, so I wanted to share the news with you.

Best regards,
Tobi
-----------------------------------------------------------------------------------------------------------------
Hallo Nikivdd,

Zoals ik kan zien, werk je graag met AI en heb je voor dit oude spel al heel wat nieuwe mogelijkheden ontwikkeld. Daarom dacht ik dat dit kleine experiment je misschien ook zou interesseren.

Met behulp van GPT heb ik een werkwijze ontwikkeld waarmee de AI inmiddels samenhangende en functionele campagnes voor Panzer Corps 1 kan ontwerpen op basis van de PAK Mod. In principe zou dit ook met andere mods moeten werken.

Op dit moment kan de AI onder andere:

campagnebomen met maximaal 40 missies aanmaken in een campaign.pzdat-bestand,
volledige briefingbestanden in .pzbrf-formaat schrijven,
.pzscn- en .pzloc-bestanden bewerken en daaruit speelbare scenario's maken,
kaarten ontwerpen met steden, bossen, heuvels, moerassen, wegen, rivieren, vliegvelden, versterkingen, vlaggen, primaire doelstellingen en nog veel meer,
eenheden selecteren die bij het land en de datum passen, rechtstreeks uit het equipmentbestand van de PAK Mod,
kerneenheden en hulpeenheden, transportmiddelen, ervaring, sterkte en AI-gedrag instellen,
AI-zones en bevelen gebruiken zoals aanvallen, verdedigen, positie houden of naar een bepaalde zone bewegen,
overwinningsvoorwaarden, gebeurtenissen, berichten en zichtbare doelbeschrijvingen toevoegen.

We hebben dit stap voor stap opgebouwd. In het begin gaf ik GPT telkens twee bijna identieke scenariobestanden: een origineel en een tweede versie waarin precies één wijziging was aangebracht – bijvoorbeeld een ander aantal beurten, een andere positie van een eenheid, ervaring, vlag, terreintype, weg, rivier, AI-zone of overwinningsvoorwaarde.

GPT vergeleek de bestanden en documenteerde de structuren die het herkende. Daarna liet ik volledige scenario's maken. Zelf controleerde ik ze alleen nog in de editor en testte ik ze vervolgens in het spel. Wanneer ik een fout vond, corrigeerde ik die handmatig en gaf ik de verbeterde bestanden opnieuw aan GPT, zodat het de verschillen kon analyseren en de nieuwe informatie kon opslaan.

Ondertussen zijn op deze manier verschillende werkende testmissies en de eerste vijf missies van een fictieve Oostfrontcampagne van 40 scenario's gemaakt.

Natuurlijk is nog niet alles volledig geautomatiseerd. Er is nog veel dat onderzocht en aangeleerd moet worden, maar de snelheid waarmee nu al relatief complexe missies kunnen worden gemaakt, is behoorlijk indrukwekkend en bespaart enorm veel tijd. Zoals gezegd gebruik ik de editor tegenwoordig voornamelijk nog om het door GPT ontworpen scenario of de missie te controleren.

Ik dacht dat dit je misschien zou interesseren en wilde dit nieuws daarom graag met je delen.

Met vriendelijke groeten,
Tobi
Screenshot 2026-08-23 000034.png
Screenshot 2026-08-23 000034.png (237.33 KiB) Viewed 23 times
NEG.png
NEG.png (72.95 KiB) Viewed 28 times
def.png
def.png (591.97 KiB) Viewed 28 times
GPT needed only a little more than 10 minutes to create this playable mission. :D
bondjamesbond
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3115
Joined: Mon Jun 27, 2022 10:10 pm

Re: Panzer Corps Toolkit v2.0.5.1 (22/08/26)

Post by bondjamesbond »

Tobi72 wrote: Sat Aug 22, 2026 9:57 pm Hello Nikivdd,

As I can see, you enjoy working with AI and have already developed many new features for this old game. So I thought you might also be interested in this little experiment.

With the help of GPT, I have developed a workflow that now allows the AI to design coherent and functional campaigns for Panzer Corps 1 based on the PAK Mod. In principle, this should also work with other mods.

At the moment, it can do things such as:

create campaign trees with up to 40 missions in a campaign.pzdat file,
write complete briefing files in .pzbrf format,
edit .pzscn and .pzloc files and use them to create playable scenarios,
design maps with cities, forests, hills, swamps, roads, rivers, airfields, fortifications, flags, primary objectives and much more,
select units appropriate to the nation and date directly from the PAK equipment file,
configure core and auxiliary units, transports, experience, strength and AI behaviour,
use AI zones and orders such as attack, defend, hold position or move towards a specific zone,
add victory conditions, events, messages and visible objective descriptions.

We developed this step by step. At first, I gave GPT two almost identical scenario files each time: an original and a second version containing exactly one change – for example a different turn limit, unit position, experience value, flag, terrain type, road, river, AI zone or victory condition.

GPT compared the files and documented the structures it identified. Afterwards, I started letting it create complete scenarios. I only checked them in the editor and then tested them in the game. Whenever I found an error, I corrected it manually and gave the modified files back to GPT so it could analyse the difference and save the new information.

By now, several functional test missions and the first five missions of a fictional 40-scenario Eastern Front campaign have been created this way.

Of course, not everything is fully automated yet. There is still a lot that needs to be analysed and learned, but the speed at which relatively complex missions can already be created is quite impressive and saves a great deal of time. As I said, I now mainly use the editor to check the scenario or mission that GPT has created.

I thought this might interest you, so I wanted to share the news with you.

Best regards,
Tobi
-----------------------------------------------------------------------------------------------------------------
Hallo Nikivdd,

Zoals ik kan zien, werk je graag met AI en heb je voor dit oude spel al heel wat nieuwe mogelijkheden ontwikkeld. Daarom dacht ik dat dit kleine experiment je misschien ook zou interesseren.

Met behulp van GPT heb ik een werkwijze ontwikkeld waarmee de AI inmiddels samenhangende en functionele campagnes voor Panzer Corps 1 kan ontwerpen op basis van de PAK Mod. In principe zou dit ook met andere mods moeten werken.

Op dit moment kan de AI onder andere:

campagnebomen met maximaal 40 missies aanmaken in een campaign.pzdat-bestand,
volledige briefingbestanden in .pzbrf-formaat schrijven,
.pzscn- en .pzloc-bestanden bewerken en daaruit speelbare scenario's maken,
kaarten ontwerpen met steden, bossen, heuvels, moerassen, wegen, rivieren, vliegvelden, versterkingen, vlaggen, primaire doelstellingen en nog veel meer,
eenheden selecteren die bij het land en de datum passen, rechtstreeks uit het equipmentbestand van de PAK Mod,
kerneenheden en hulpeenheden, transportmiddelen, ervaring, sterkte en AI-gedrag instellen,
AI-zones en bevelen gebruiken zoals aanvallen, verdedigen, positie houden of naar een bepaalde zone bewegen,
overwinningsvoorwaarden, gebeurtenissen, berichten en zichtbare doelbeschrijvingen toevoegen.

We hebben dit stap voor stap opgebouwd. In het begin gaf ik GPT telkens twee bijna identieke scenariobestanden: een origineel en een tweede versie waarin precies één wijziging was aangebracht – bijvoorbeeld een ander aantal beurten, een andere positie van een eenheid, ervaring, vlag, terreintype, weg, rivier, AI-zone of overwinningsvoorwaarde.

GPT vergeleek de bestanden en documenteerde de structuren die het herkende. Daarna liet ik volledige scenario's maken. Zelf controleerde ik ze alleen nog in de editor en testte ik ze vervolgens in het spel. Wanneer ik een fout vond, corrigeerde ik die handmatig en gaf ik de verbeterde bestanden opnieuw aan GPT, zodat het de verschillen kon analyseren en de nieuwe informatie kon opslaan.

Ondertussen zijn op deze manier verschillende werkende testmissies en de eerste vijf missies van een fictieve Oostfrontcampagne van 40 scenario's gemaakt.

Natuurlijk is nog niet alles volledig geautomatiseerd. Er is nog veel dat onderzocht en aangeleerd moet worden, maar de snelheid waarmee nu al relatief complexe missies kunnen worden gemaakt, is behoorlijk indrukwekkend en bespaart enorm veel tijd. Zoals gezegd gebruik ik de editor tegenwoordig voornamelijk nog om het door GPT ontworpen scenario of de missie te controleren.

Ik dacht dat dit je misschien zou interesseren en wilde dit nieuws daarom graag met je delen.

Met vriendelijke groeten,
Tobi
Screenshot 2026-08-23 000034.pngNEG.pngdef.pngGPT needed only a little more than 10 minutes to create this playable mission. :D
Hi!
Hmm, the AI creates a map and a mission in 10 minutes! How do you actually play it, or is it just a bunch of nonsense? And is your AI capable of, say, updating that old mod about Cuba in 1961 to a modern setting?
viewtopic.php?t=45470&hilit=Cuba+1961&start=20

Image
https://mynickname.com/id73473
Image
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