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Posted: Tue Aug 10, 2010 3:24 pm
by junk2drive
Renaming worked for me. Look at the screenshot.

Posted: Tue Aug 10, 2010 3:37 pm
by pipfromslitherine
What exactly did you rename - perhaps we are talking at crossed purposes :)

Cheers

Pip

Posted: Tue Aug 10, 2010 3:43 pm
by junk2drive
I am at work now but it was the 2 files in the 3D folder. txt and s4 something.

Posted: Tue Aug 10, 2010 3:55 pm
by pipfromslitherine
Ahhh - OK. Now I understand - yes, you can rename the 3D files to match up, but they will still be looking for texture files based on the data they have inside the 3D file (so you can rename the tank s4f to the unit name you want, but it will still look for the Caro texture. But of course you can redraw the texture in your local folder to have Japanese camoflage etc.

Got it - thanks for putting me right :)

Cheers

Pip

Posted: Wed Aug 11, 2010 2:37 am
by junk2drive
I read the latest guide. Still trying to find out how to make the briefing, briefing map, VLs that use the small flags on the briefing map.

Posted: Wed Aug 11, 2010 2:41 pm
by pipfromslitherine
The animated briefings are pretty involved. We don't really have any documentation on the UI screens as yet - but take a look at the files in the DATA\UI directories inside each campaign, and the _map.txt files are the UI files for the briefings (in the 1Desert campaign for example).

It's a fairly simple script for the animations, I will try and dig out some documentation for you.

Cheers

Pip

Posted: Wed Aug 11, 2010 2:46 pm
by junk2drive
Thanks

The briefing map puzzles me. Unless it is artwork done by your artists just by eyeballing the real map.

Posted: Wed Aug 11, 2010 2:55 pm
by pipfromslitherine
Pretty much! They zoomed out, took a screen, then drew over the top. It's not generated by the code.

Cheers

Pip

Posted: Wed Aug 11, 2010 3:26 pm
by junk2drive
I have zero talent for art.

Guess I'll be googling for aerial photos of real battles...

Posted: Wed Aug 11, 2010 3:29 pm
by pipfromslitherine
That means added together our art talent would be less than zero... ;) I hear you.

Yeah - the nice drawn briefings took a lot of work from what I recall.

Cheers

Pip

Posted: Wed Aug 11, 2010 3:48 pm
by adherbal
It's not generated by the code.
If it was, Artists would be an extinct species and Programmers would be at the top of the food pyramid.

Posted: Wed Aug 11, 2010 3:52 pm
by pipfromslitherine
We already are at the top - only because artists can't build a pyramid that doesn't fall down...

Cheers

Pip

Posted: Thu Aug 12, 2010 4:18 am
by junk2drive
I've finished with the beginnings of PTO. I uploaded a 7mb zip to my Dropbox public folder

http://dl.dropbox.com/u/6754176/Japan.zip

The campaign has 1 battle that works and a modded training1 that I haven't finished yet.

Comments appreciated.

Posted: Thu Aug 12, 2010 3:22 pm
by pipfromslitherine
Looks good - you've certainly got a handle on how it works.

One question - did you use the scripts from the tutorial campaign? These are somewhat simplified and you won't get the AI using all its abilities.

The terrain works really well as jungle though - if it's something that would interest you can I can explain how to add a new tileset if you wanted to tint an existing one. Until I get around to documenting it all of course :(.

Cheers

Pip

Posted: Thu Aug 12, 2010 3:30 pm
by junk2drive
I used the scripts from the desert campaign. I messed a bit with the training1 but didn't get it figured out yet. The first battle, in the editor, I increased the AI aggressiveness and gave it a point. Also the Japanese morale is 125.

I use paint.net to create a dds, and then I have the MS SDK 2010 and use the DX viewer to change my dds to 3 and set the mipmaps.

I could probably "borrow" terrain tiles from some other games and get them to work. I would need to know how to add items to the list. Steppes anyone?

Posted: Thu Aug 12, 2010 4:08 pm
by pipfromslitherine
If you copy in one of the directories from the DATA\TILES folder into a TILES\ folder in your custom campaign, rename it, then you can tinker with the tiles.txt file (which defines the terrain types etc) and the texture itself and it will be available in the editor.

Cheers

Pip

japanese mortar picture!

Posted: Thu Aug 12, 2010 6:02 pm
by pomakli
junk2drive wrote:I've finished with the beginnings of PTO. I uploaded a 7mb zip to my Dropbox public folder

http://dl.dropbox.com/u/6754176/Japan.zip

The campaign has 1 battle that works and a modded training1 that I haven't finished yet.

Comments appreciated.
Just testing!

Great work!

P.S.: The picture for "japanese mortar" is missing, doesn't appear; it's black!

victory marker!

Posted: Thu Aug 12, 2010 6:08 pm
by pomakli
In the second scenario "capture the fort!", appears a warning:

"japanese victory marker animation is missing!"

:!:

Posted: Thu Aug 12, 2010 7:39 pm
by junk2drive
The first one I caught last night after the upload. I spelled Japanese Japnese

The second one I copied the italian flag, which is named marker#& and the s4f into the Core\Anim folder, that didn't work.

I then created a Anim folder in the main folder with the same files and the error goes away but now now flags on the training1 map.

For some reason after that, an ME262 screams across the screen and bombs me, lol.

Posted: Fri Aug 13, 2010 12:55 pm
by junk2drive
I use paint.net to create a dds, and then I have the MS SDK 2010 and use the DX viewer to change my dds to 3 and set the mipmaps.
I found the buttons in paint.net to export as dx3 and set the mipmaps. That will save me some grief.