Guille's PzCorps Support Base - Multipurpose Icons and more.
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
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glaude1955
- Master Sergeant - Bf 109E

- Posts: 465
- Joined: Tue Sep 01, 2015 6:55 am
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Download in progress, thank you Guille for your involvement in Panzer Corps.
I will gladly test your changes.
For the Unit collection and Mask file, is there an easy-to-understand tutorial for using DCS Sofware?
Best regards
Yves
I will gladly test your changes.
For the Unit collection and Mask file, is there an easy-to-understand tutorial for using DCS Sofware?
Best regards
Yves
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glaude1955
- Master Sergeant - Bf 109E

- Posts: 465
- Joined: Tue Sep 01, 2015 6:55 am
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Hello Guille,
It seems that the Mask are not included in the latest version.
I kept those of the version 2017-04-03
Best regards
Yves
It seems that the Mask are not included in the latest version.
I kept those of the version 2017-04-03
Best regards
Yves
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Thanks a lot, Guille. Fantastic job!
glaude1955 wrote:
glaude1955 wrote:
BaseIcons and Masks are in an extra rar file.Hello Guille,
It seems that the Mask are not included in the latest version.
I kept those of the version 2017-04-03
Sorry for my bad scoolenglish
https://www.designmodproject.de/
https://www.designmodproject.de/
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guille1434
- Major-General - Jagdtiger

- Posts: 2856
- Joined: Sun Jul 01, 2012 5:32 pm
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Hello Yves!
Please, note that inside the Icons file, there is another compressed .rar file which includes the most up to date base icons and masks... I just checked it (downloading the file) to be sure, and it is in there. It is called "BaseIcons and masks.rar"
Unfortunately, I have no tutorial on the use of the DCS software, but it is very easy to understand its functions.
Thanks Anduril for your nice words! Have fun!
Greetings!
Please, note that inside the Icons file, there is another compressed .rar file which includes the most up to date base icons and masks... I just checked it (downloading the file) to be sure, and it is in there. It is called "BaseIcons and masks.rar"
Unfortunately, I have no tutorial on the use of the DCS software, but it is very easy to understand its functions.
Thanks Anduril for your nice words! Have fun!
Greetings!
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glaude1955
- Master Sergeant - Bf 109E

- Posts: 465
- Joined: Tue Sep 01, 2015 6:55 am
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Thanks Anduril and Guille.
Yves
Yves
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Thank you for the excellent work, it is sad that it is not yet possible to include through the program JSGME )guille1434 wrote: ↑Sun Sep 09, 2018 2:37 am That's all, I know it sounds a bit complicated, more than so there is a good software as JSGME, but in fact, I don't know if this mod can be installed using that program. And, best of all, if you follow the simple instructions given here, you will be up and running in five minutes or less.
Here is the link to download (24 Mb): https://www.sendspace.com/file/cq6ocn
Enjoy!!
The link for the icon pack is also here: https://www.sendspace.com/file/rodbgg
http://beutepanzer.ru/Beutepanzer/main.htm
Last edited by uzbek2012 on Sun Sep 09, 2018 9:47 pm, edited 1 time in total.
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
hi Guille thank you for these they are great its people like you and others that keep Panzer Corps going so thank you to everyone
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glaude1955
- Master Sergeant - Bf 109E

- Posts: 465
- Joined: Tue Sep 01, 2015 6:55 am
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Hello Guille
I have a problem with DCS.
I can incorporate your unit.png and Unit_mask.png into a personal file in DCS BaseIcons but I can not incorporate the camo you sent to Speedy.
DCS tells me he can not find the file?
In which repertoire do you put your skins and how do we do it?
I have a problem with DCS.
I can incorporate your unit.png and Unit_mask.png into a personal file in DCS BaseIcons but I can not incorporate the camo you sent to Speedy.
DCS tells me he can not find the file?
In which repertoire do you put your skins and how do we do it?
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speedythefreak
- Administrative Corporal - SdKfz 232 8Rad

- Posts: 160
- Joined: Sat Oct 26, 2013 9:09 pm
- Location: Quebec
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Hello glaude
Camo files are split in 2, the skins (4) and the thumbs (4), they co in different folders, if not it won't work. so you have to make sure to put them at their right place, the thumb ones one the skin thumbnails folder and the skin files in the skins folder, that should work. hope that solves your problem.
Best
Camo files are split in 2, the skins (4) and the thumbs (4), they co in different folders, if not it won't work. so you have to make sure to put them at their right place, the thumb ones one the skin thumbnails folder and the skin files in the skins folder, that should work. hope that solves your problem.
Best
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guille1434
- Major-General - Jagdtiger

- Posts: 2856
- Joined: Sun Jul 01, 2012 5:32 pm
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Yves: As Speedy explained, inside the directory structure of the DCS program, there are two folders called "Skins" and "SkinThumbnails". In them you have to copy the two-part skin files. In the "Skins" folder, you should copy the "big" skin image file (Example: "Desert Camo 1.png") and in the "SkinThumbnails" folder you have to copy the _Thumb file (in our example, this one should be "Desert Camo 1_Thumb.png).
Note that the pair of files should be named the same, except for the suffix "_Thumb" added to the skin thumbnail file name (see my the names of my example files above). Otherwise, the program will not recognize the added skin.
Happy painting!
Note that the pair of files should be named the same, except for the suffix "_Thumb" added to the skin thumbnail file name (see my the names of my example files above). Otherwise, the program will not recognize the added skin.
Happy painting!
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glaude1955
- Master Sergeant - Bf 109E

- Posts: 465
- Joined: Tue Sep 01, 2015 6:55 am
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Super !
It works.
Thank you very much my friends.
Yves
It works.
Thank you very much my friends.
Yves
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guille1434
- Major-General - Jagdtiger

- Posts: 2856
- Joined: Sun Jul 01, 2012 5:32 pm
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Hello all:
I would like to know thoughts, opinions, suggestions, etc... about the following topic:
While testing "my" eqp file and some early war scenarios, I noticed that there is no real incentive to use light tanks (I am specially thinking about the Pz38(t) which was a good fighting machine, at least till 1941 when the Germans started to face the T-34 and KV-1 tanks). In the player's core will only feature Pz III and PzIV because there is no real advantage of having Pz 38, Pz35 or even Pz II in place of some of the earlier mentioned tank models. It would be nice to have a way to limit the number of units of the same type in the core, but this is not possible.
The most easy approach to the problem is to edit the units cost in prestige points, making PzIII and PzIV more expensive than light tanks than at present are. But the values involved would not make much difference, or if making a big enough value difference, one would be forced to edit the costs of many other units, which is not what I want to do.
So, what I thought is to make a new move type for light tanks, giving them a little better movement over forests, jungles, swamps than medium or heavy tanks (after all, light tanks tend to have smaller size and weight of course than medium and heavy ones and can be better driven through tree groups and terrains with heavy vegetation)... But the most important change would be to give light tanks the possibility to cross rivers just the way regular tanks can do at present, and make medium and heavy tanks unable to cross rivers (movement table value -200), except when crossing over map bridges or using Bridge Engineer units (this last is a good thing to do, in my opinion, as there are little incentive to use Bridge Engineers, except for some very specific scenarios). May be also I would include a new non-combat, low cost bridging unit to support tank formations and offset in part the new disadvantages that many medium and heavy tanks would now have.
I even designed a new little icon for the "light tank" move type...
So, guys, what do you think? Any other ideas to make light tanks more needed (except giving them recon move trait, which in many cases have already been implemented)?
Thanks!!!
I would like to know thoughts, opinions, suggestions, etc... about the following topic:
While testing "my" eqp file and some early war scenarios, I noticed that there is no real incentive to use light tanks (I am specially thinking about the Pz38(t) which was a good fighting machine, at least till 1941 when the Germans started to face the T-34 and KV-1 tanks). In the player's core will only feature Pz III and PzIV because there is no real advantage of having Pz 38, Pz35 or even Pz II in place of some of the earlier mentioned tank models. It would be nice to have a way to limit the number of units of the same type in the core, but this is not possible.
The most easy approach to the problem is to edit the units cost in prestige points, making PzIII and PzIV more expensive than light tanks than at present are. But the values involved would not make much difference, or if making a big enough value difference, one would be forced to edit the costs of many other units, which is not what I want to do.
So, what I thought is to make a new move type for light tanks, giving them a little better movement over forests, jungles, swamps than medium or heavy tanks (after all, light tanks tend to have smaller size and weight of course than medium and heavy ones and can be better driven through tree groups and terrains with heavy vegetation)... But the most important change would be to give light tanks the possibility to cross rivers just the way regular tanks can do at present, and make medium and heavy tanks unable to cross rivers (movement table value -200), except when crossing over map bridges or using Bridge Engineer units (this last is a good thing to do, in my opinion, as there are little incentive to use Bridge Engineers, except for some very specific scenarios). May be also I would include a new non-combat, low cost bridging unit to support tank formations and offset in part the new disadvantages that many medium and heavy tanks would now have.
I even designed a new little icon for the "light tank" move type...
So, guys, what do you think? Any other ideas to make light tanks more needed (except giving them recon move trait, which in many cases have already been implemented)?
Thanks!!!
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Maybe light tanks could get the "bonus" trait so that they can only be upgraded to each other, creating a sub-class within the tank class (original idea copyright goes to Intenso82guille1434 wrote: ↑Mon Sep 10, 2018 6:02 pm So, guys, what do you think? Any other ideas to make light tanks more needed (except giving them recon move trait, which in many cases have already been implemented)?
Also, good luck with your campaign, but I would have two humble suggestions, if you do not mind:
1. start a new topic for that, so that it would not get mixed with this icon creating workshop
2. for installation maybe GME should be preferred over manual backup and overwriting, I do not really understand why it could not be used


slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
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guille1434
- Major-General - Jagdtiger

- Posts: 2856
- Joined: Sun Jul 01, 2012 5:32 pm
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Hello McGuba:
Thanks for your suggestions... Some comments:
Bonus trait: Don´t think this will work in my mod, because I added a lot of bonus units, so if you make light tanks exclusively bonus units, the player would seldom receive light tanks if he ever receives one (I plan to play with a core of approx. 20-25 units with four or five SE units). So this will make light tanks less used, not more.
I think a new unit unit class "light tank" could be added, but, again, making them impossible to upgrade to better tanks when the war advances, will cause them to be less attractive to the player, not more.
New Thread: Of course, when I have new (more or less) finished stuff for the campaign project to be tested by people here, I will start a new thread and upload it there.
GME software: The problem if that i don't know if it will work correctly, and I am more comfortable with the manual installation of my mods (I feel I am more in control of things). Of course, I would test it when things take a more definitive shape, but this is not my priority now. Notwithstanding that, anyone is free to adapt the mod to be used with that software and offer it to the community.
Thanks for your suggestions... Some comments:
Bonus trait: Don´t think this will work in my mod, because I added a lot of bonus units, so if you make light tanks exclusively bonus units, the player would seldom receive light tanks if he ever receives one (I plan to play with a core of approx. 20-25 units with four or five SE units). So this will make light tanks less used, not more.
I think a new unit unit class "light tank" could be added, but, again, making them impossible to upgrade to better tanks when the war advances, will cause them to be less attractive to the player, not more.
New Thread: Of course, when I have new (more or less) finished stuff for the campaign project to be tested by people here, I will start a new thread and upload it there.
GME software: The problem if that i don't know if it will work correctly, and I am more comfortable with the manual installation of my mods (I feel I am more in control of things). Of course, I would test it when things take a more definitive shape, but this is not my priority now. Notwithstanding that, anyone is free to adapt the mod to be used with that software and offer it to the community.
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
In my mod, I've added Light Tracked movement type.guille1434 wrote: ↑Mon Sep 10, 2018 6:02 pm So, what I thought is to make a new move type for light tanks, giving them a little better movement over forests, jungles, swamps than medium or heavy tanks (after all, light tanks tend to have smaller size and weight of course than medium and heavy ones and can be better driven through tree groups and terrains with heavy vegetation)... But the most important change would be to give light tanks the possibility to cross rivers just the way regular tanks can do at present, and make medium and heavy tanks unable to cross rivers (movement table value -200), except when crossing over map bridges or using Bridge Engineer units (this last is a good thing to do, in my opinion, as there are little incentive to use Bridge Engineers, except for some very specific scenarios).
Thanks!!!
The main difference from Tracked is the ability to move on frozen water in winter. In contrast to the usual Tracked that can't do this.
There are also differences in the movement in difficult terrain, forest, marshes, hills. Perhaps other differences in the mud.
But I'm still not completely determined what should be the difference from regular tracks. It's still an open question)
At the same time, I did not add Wide Tracked type, because I do not have enough information about the differences with usual tracks.
And also I know that the Germans after the winter of 1941 began to expand their tracks to wide for the winter time.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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guille1434
- Major-General - Jagdtiger

- Posts: 2856
- Joined: Sun Jul 01, 2012 5:32 pm
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Hello Intenso:
Yes, this is more my line of thinking... I would like to test the addition of a "light tracked" movement type and give the units with this kind of movement some advantages in compact vegetation type terrains (jungle, dense forest, marshes) because of the idea that smaller vehicles can better negotiate the transit through densely packed trees, bushes, etc... But, the most tactically important change will be that light tracked units will be able to cross rivers without any preparation (just like every tracked unit in the unmodded game), and regular-tracked units will only be able to cross rivers on bridge hexes or with the assistance of bridge engineers units. Also, I will adopt your very good idea of making light tracked units to move over frozen lakes and rivers. May be I would allow regular tracked units to move over frozen rivers (but not over lakes, I think) but giving a high movement cost to cross frozen rivers. I would not completely prevent tanks to cross frozen rivers because I think this could affect the AI units behaviour in winter scenarios. The AI is not very smart as things are now, and I imagine lot of AI tank units left stranded in the wrong bank of any river instead of making an advance or counter-attack un the player´s units.
Thanks for the suggestion!
Yes, this is more my line of thinking... I would like to test the addition of a "light tracked" movement type and give the units with this kind of movement some advantages in compact vegetation type terrains (jungle, dense forest, marshes) because of the idea that smaller vehicles can better negotiate the transit through densely packed trees, bushes, etc... But, the most tactically important change will be that light tracked units will be able to cross rivers without any preparation (just like every tracked unit in the unmodded game), and regular-tracked units will only be able to cross rivers on bridge hexes or with the assistance of bridge engineers units. Also, I will adopt your very good idea of making light tracked units to move over frozen lakes and rivers. May be I would allow regular tracked units to move over frozen rivers (but not over lakes, I think) but giving a high movement cost to cross frozen rivers. I would not completely prevent tanks to cross frozen rivers because I think this could affect the AI units behaviour in winter scenarios. The AI is not very smart as things are now, and I imagine lot of AI tank units left stranded in the wrong bank of any river instead of making an advance or counter-attack un the player´s units.
Thanks for the suggestion!
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guille1434
- Major-General - Jagdtiger

- Posts: 2856
- Joined: Sun Jul 01, 2012 5:32 pm
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Because of the making of a new Oob - PzCorps campaign by Terminator, here I also upload a unit icon imported to that game in the PzCorps format. A field bunker. As it looks like having been made from materials available from the surrounding terrain (logs, earth, wooden planks, etc...) I thought to use it as a switch for the Engineers unit, in order to model their capability to make field fortifications... But also, this icon can be used by itself as a field fortification unit.
Greetings!!
Greetings!!
- Attachments
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- Eng_Bunker-low.png (21.26 KiB) Viewed 4572 times
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- Eng_Bunker.png (22.75 KiB) Viewed 4572 times
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guille1434
- Major-General - Jagdtiger

- Posts: 2856
- Joined: Sun Jul 01, 2012 5:32 pm
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
Another "generic" unit replaced... This time is about the Norwegian Mountain Infantry unit... This one used the generic "West_Allied_Mtn.png" icon, but I took this last icon and made it look a bit more distinctive by means of changing and recoloring some parts. You can just replace the previous one with this, it will be compatible with the animation and sound files.
Enjoy!
Enjoy!
- Attachments
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- Nor_Mnt_Inf39.png (18.51 KiB) Viewed 5878 times
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guille1434
- Major-General - Jagdtiger

- Posts: 2856
- Joined: Sun Jul 01, 2012 5:32 pm
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
With the new movement type introduced for medium and heavy tanks in my .eqp file, Bridge Engineer units will be surely more needed to support river crossings by those armored units. In consequence, I though it would be nice to have a readily identifiable transport unit icon for such an important unit, and follow its whereabouts over the battlefield map. Because of that reason, here I present the Schwere Pioniertransporter L4500, which is a version of the Mercedes Benz L4500 truck adapted to carry the pontoons and related bridge building materials. In fact, it is a modification of an icon that was released long ago, but I think it looks a little better now.
Enjoy!
Enjoy!
- Attachments
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- SS_sPioniertransp_L4500.png (33.18 KiB) Viewed 5807 times
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- sPioniertransp_L4500.png (20.76 KiB) Viewed 5807 times
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sPioniertransp_L4500 Unit Pack.rar- (52.36 KiB) Downloaded 219 times
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guille1434
- Major-General - Jagdtiger

- Posts: 2856
- Joined: Sun Jul 01, 2012 5:32 pm
Re: Guille's PzCorps Support Base - Multipurpose Icons and more.
A new, updated, expanded and improved unit pack for the German Brückenpioniere:
- Two types of pontoon transporters with basic icons and masks (each one in regular Heer and SS/SE colors).
- Brückenpioniere Infantry icons (again in Heer and SS/SE colors).
- An extra icon of a trailer with pontoons loaded (with base icon and mask).
Happy bridge building!
- Two types of pontoon transporters with basic icons and masks (each one in regular Heer and SS/SE colors).
- Brückenpioniere Infantry icons (again in Heer and SS/SE colors).
- An extra icon of a trailer with pontoons loaded (with base icon and mask).
Happy bridge building!
- Attachments
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- SS_sPioniertransp_L4500.png (33.51 KiB) Viewed 5749 times
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- Bruckenpioniere39-1.png (22.53 KiB) Viewed 5749 times
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Brucken Pioniere Unit Pack.rar- (229.69 KiB) Downloaded 215 times




