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Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Posted: Mon May 07, 2018 9:39 pm
by GabeKnight
A nice description of how to change the skin/camo patterns from McLeoudX:
McLeoudX wrote:For adding new or modified camo's to your game of OOB you have to know, that this are small pictures in folder named skins in the game data folder.
you can find it simply by using the search function of windows (I don't believe that you are playing with a Linux-System :D):
Open the Explorer (Left Windows key + E). Look for the drive or partition you have installed your game (mostly in the steam folder (I have more than one)
Press and hold the "Ctrl"-Key plus "F" type in "skins" and let the PC work.
you should find a path like this:
C:\Steam\SteamApps\common\Order of Battle Pacific\64-bit\Order of Battle - WW2_64_Data\Content\Graphics\Skins
In my case I have taken my my most loved painting program "Paintshop Pro" and modified an existing but before cloned and renamed picture,
to get the right size and type (500x500 points and "png" format).

After you have cloned (copied and renamed and modified) one nearly right looking picture, you must add a line to the "skins.txt" file with a text editor of your choice (I prefer "Notepad ++" because it could handle different batch languages).
It would be found in the data folder, for example:
C:\Steam\SteamApps\common\Order of Battle Pacific\64-bit\Order of Battle - WW2_64_Data\Content\Data
For example a german camo:
[GERMAN_DESERT_2] <-- change this by adding 1
id = 12 <--- change this to the highest number of this (they are continuing from 1 to ... )
texture = german_3 <-- change this by adding 1
factions = germany, waffen_ss,
category = land

I hope this will answer your question enough. You should have a little bit experience in changing ore making graphics, and how to use windows (OS) functions
And I apologize for my bad English *g It's not my mother language ^^
It is essential to add the nations to the "factions =" entry. Only those will be able to use that new camo pattern in the game (if supported by the unit's model).

The name can be changed in the english*.txt files by using "skin_" with the new ID number, e.g. "skin_9 = New Skin Name"

Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Posted: Tue May 08, 2018 9:04 am
by GabeKnight
Cool. I've been promoted. Finally an officer. :wink: :lol:

Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Posted: Tue May 08, 2018 9:36 am
by terminator
Congratulations for your new promotion :!:
medaille.gif
medaille.gif (3.36 MiB) Viewed 4704 times

Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Posted: Tue May 08, 2018 11:56 am
by GabeKnight
:) Thanks.
Nice animation BTW.

Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Posted: Tue May 08, 2018 1:31 pm
by SirAllan
Would be cool if we could get some small animations in OOB as well :idea:

Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Posted: Tue May 08, 2018 10:37 pm
by GabeKnight
SirAllan wrote:Would be cool if we could get some small animations in OOB as well :idea:
Yeah, small clips being played during the event popups. Someday, maybe.... :wink:

Right now I'm having fun with some camo patterns...
Screenshot 394.jpg
Screenshot 394.jpg (446.91 KiB) Viewed 4688 times

Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Posted: Wed May 09, 2018 4:03 pm
by terminator
GabeKnight wrote:
SirAllan wrote:Would be cool if we could get some small animations in OOB as well :idea:
Yeah, small clips being played during the event popups. Someday, maybe.... :wink:
I have done this small animation (gif) for a Panzer Corps scenario that I never had time to finish because I was then interested in Order of Battle.
In PanzerCorps, you can display gif animations in the popup events, not in Order Of Battle :(

Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Posted: Wed Jun 06, 2018 6:35 pm
by GabeKnight
Just a reminder to myself from another thread:

So, for those interested I did a bit reverse-math and the formulas for repair cost should be as follows:
(tested on land units only, but I guess it applies to all :?: )

Regular repair cost = unit cost * HP * 0.05
Elite repair cost = unit cost * HP * (0.06 + 0.008 * experience/1000)

(spec discounts like "Pilot Rotation" not included; and don't forget the game always rounds up to full RP)

Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Posted: Fri Jun 08, 2018 9:32 pm
by Admiral_Horthy
Hi here as well))
Is it a secret how you got the stock 3D object to reskin? I also have a long list of units to be recolored... :roll: Especially that white horse huh :lol: :lol: :lol:

Also, it would be good to know if there is a stock AT version of the 40mm Bofors... As far as I know only Hungary used it in the AT role, having their own domestic AP ammo produced. It was also used in the 40mm ATG (Rechambered german 37mm PAK)

Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Posted: Tue Jul 24, 2018 7:02 pm
by GabeKnight
YES! YES! YES! :D :D :D :D
FINALLY!!!

An easy way to do things right. I'll have to enjoy this moment a bit longer.... :D :D :D :mrgreen: :mrgreen: :mrgreen:

Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Posted: Wed Jul 25, 2018 5:12 am
by SirAllan
Enjoy your moment - you have earned it :D :mrgreen:

I suppose it's your mode that have found a new technique, but where can I find your latest/newest mode :?:

Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Posted: Wed Jul 25, 2018 9:30 pm
by GabeKnight
Remember this post?

Emil.jpg
Emil.jpg (64.57 KiB) Viewed 4279 times

End of March this year I've started modifying the "Sturer Emil" model as a test. With some success even then, but with for me unbelievably complicated steps and techniques to adapt the scale of the model to fit into the game's environment. It did appear, but the wrong size and honestly I lost all motivation to try to repeat the previous steps for a new attempt. Until a very small, but for me incredibly important clue from Pip in another thread.

I've tried it yesterday and it magically solved the whole scale and orientation problems I've had with MAX and the provided export script with de facto "one click". :? :roll:

So as a first new model I present the "Sturer Emil artillery" unit with fully functional barrel recoil and firing sequence:

St-Emil_ART4.jpg
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St-Emil_ART5.jpg
St-Emil_ART5.jpg (545.57 KiB) Viewed 4279 times

Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Posted: Wed Jul 25, 2018 9:33 pm
by GabeKnight
I'm sooooo proud of my new baby... :oops: :lol:

Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Posted: Wed Jul 25, 2018 11:25 pm
by GabeKnight
Still, what I'm really craving is this:

Leopold.jpg
Leopold.jpg (52.13 KiB) Viewed 4271 times

But all the models I've found so far are way too complicated to be imported into OoB. I have to research a technique to "simplify" models surfaces to have a lot less nodes/pivots/faces.

Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Posted: Thu Jul 26, 2018 1:52 pm
by terminator
Good job with "Störer Emil",
Maybe you could the same job with the Italian Semovente ?
@SirAllan suggested during the Sandstorm Beta that the Semovente have a double role as both Tank Destroyer and Self Propelled Artillery (viewtopic.php?f=272&t=83403&start=100#p720095).

Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Posted: Fri Jul 27, 2018 1:19 pm
by GabeKnight
terminator wrote: Thu Jul 26, 2018 1:52 pm Maybe you could the same job with the Italian Semovente ?
@SirAllan suggested during the Sandstorm Beta that the Semovente have a double role as both Tank Destroyer and Self Propelled Artillery
Yeah, those are by far the easiest of the models to modify. Just to be clear, you mean those, right:

1) Semovente 90/53 artillery version

semo-90-53-ART.jpg
semo-90-53-ART.jpg (22.02 KiB) Viewed 4212 times

2) Semovente 75/18 anit-tank version

semo-75-18-AT.jpg
semo-75-18-AT.jpg (36.45 KiB) Viewed 4212 times

(didn't find the 75/32 in the models :?: )

semo-149-40-AT.jpg
semo-149-40-AT.jpg (30.9 KiB) Viewed 4212 times

should be doable. :wink:
You have some new stats for them?

Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Posted: Fri Jul 27, 2018 8:01 pm
by terminator
GabeKnight wrote: Fri Jul 27, 2018 1:19 pm You have some new stats for them?
I'll do some research.
You forgot the Semovente M 43 da 105/25 :

Semovente M43 da 105_25.jpg
Semovente M43 da 105_25.jpg (45.66 KiB) Viewed 4181 times

Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Posted: Sat Jul 28, 2018 6:10 pm
by SirAllan
Yes that what I meant - and will you post the mod, when you are ready :roll:

Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Posted: Sat Jul 28, 2018 6:42 pm
by GabeKnight
SirAllan wrote: Sat Jul 28, 2018 6:10 pm Yes that what I meant - and will you post the mod, when you are ready :roll:
OK. With me, the question never is if I'll post the mod, rather if I'll ever be ready :lol:

Work like this always depends on my mood. :wink:
But I'm on it. Some minor changes inside MAX are easier done than the whole export procedure into OoB.

And I'm still fairly AFRAID to edit my OP and update it...as this messes things up nowadays (with the forum update)

Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Posted: Sun Jul 29, 2018 8:05 am
by terminator
Another suggestion :

In PanzerCorps, the KV-2 was a switchable unit :

- Tank version :

KV-2.png
KV-2.png (41.34 KiB) Viewed 4132 times

- Artillery version :

KV-2_ATY.png
KV-2_ATY.png (42.64 KiB) Viewed 4132 times