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Re: Historical Flags Mod
Posted: Mon Aug 23, 2021 10:46 pm
by Khancotlette
Answered your PM, but just in case if anyone's facing the same troubles — perhaps, I didn't manage to state this detail: the archive you're downloading has folders with the names of the flags you want. You have to actually follow these folders until you start seeing folders with the same name as in the game's directory ("Graphics", "Gui" etc.), and then you copy them (and only them) into the game directory. All previous folders are just to show what you're going to install.
Re: Historical Flags Mod
Posted: Tue Aug 24, 2021 6:56 pm
by miller330i
Figured it out. Some of us here haven't done this in awhile or ever so we forget how its done.
Re: Historical Flags Mod
Posted: Tue Aug 24, 2021 7:29 pm
by Patrick Ward
Just want to warn you that the inversion that was present with the Insignia, a result of a flipped UV, has been fixed. Obviously this will make no difference to the vast majority of symmetrical assets ( the reason it wasn't spotted originally ) but will affect those that are asymmetric.
This will be in the next update though I have no ETA on that because of delays due to the pandemic ( alot of people seem to think its all over .. it's not )
Pat
Re: Historical Flags Mod
Posted: Wed Aug 25, 2021 1:24 am
by miller330i
How can I put the fix in?
Re: Historical Flags Mod
Posted: Sun Sep 19, 2021 12:40 pm
by Fosforos12
Sort of related to the topic I made historically correct insignia for finnish vehicles and aircraft:
viewtopic.php?f=597&t=106991
Re: Historical Flags Mod
Posted: Wed May 18, 2022 1:59 pm
by effverescentcomet
Greetings, I am also trying to make some custom flags here. Could you please tell me how it is done? I have tried extracting .dds textures form the .uexp file but it doesn't work everytime.
Re: Historical Flags Mod
Posted: Thu May 19, 2022 2:09 am
by ChristianC
Same. I would greatly appreciate it if you can share how to do this. I'm hitting a road block (description in link).
viewtopic.php?t=108954
Re: Historical Flags Mod
Posted: Sat May 21, 2022 11:41 am
by Khancotlette
Hi guys. Sorry for being absent for quite a while. Well, it's not too hard, but tricky. The main point is to at first extract the actual texture from the UE asset (I'm using the UE Viewer a.k.a. umodel.exe for it), then change it in graphic editor and then re-'cook' it into an asset using Unreal Editor. And it's very important to put precisely the 'cooked' asset into the game folder, not the one you have in your project folder. Regarding the mod, I hope I'll be able to return to work and make some new stuff.
Re: Historical Flags Mod
Posted: Sat May 28, 2022 1:45 pm
by Magic1111
Need this MOD an update after last patch 1.03.03?
Re: Historical Flags Mod
Posted: Sat May 28, 2022 7:17 pm
by Khancotlette
Magic1111 wrote: ↑Sat May 28, 2022 1:45 pm
Need this MOD an update after last patch 1.03.03?
I hope it shouldn't. BTW, Yugoslavia and Czechoslovakia insignia fixes are already present in the base game (many thanks to the devs!

).
Re: Historical Flags Mod
Posted: Thu Jun 23, 2022 7:50 pm
by Panzer Mods
Hey, just wanted to ask which version of Unreal Engine did you use to edit Panzer Corps 2 textures, as I'm having trouble with editing anything as the uassets will not show up in my content borwser?
Re: Historical Flags Mod
Posted: Wed Jul 06, 2022 6:37 pm
by ChristianC
Panzer Mods wrote: ↑Thu Jun 23, 2022 7:50 pm
Hey, just wanted to ask which version of Unreal Engine did you use to edit Panzer Corps 2 textures, as I'm having trouble with editing anything as the uassets will not show up in my content borwser?
Same as above when I put the file in the project folder. And if I drag it in Unreal engine says it does not recognize .uassest. I am using Unreal engine 4.26.2 which I understand the game is running on.
This is my understanding of the process:
1. "extract" the texture from the .uasset file through the UE Viewer (umodel.exe)
2. edit the texture in the Unreal Editor (simply overlay new .png?)
3. re-'cook' it into an 'asset' (.uassest file?) using Unreal Editor
4. replace the original .uasset file with the new one in the game directory
I have UE Viewer (screenshot below) but I see no option to "extract," only to export.
Once I do manage to "extract" the texture, how do I overlay a new image on top of it in the Unreal Editor so I may re-'cook' it? Am I on the right track here?
Any help would be greatly appreciated.
Re: Historical Flags Mod
Posted: Thu Jul 07, 2022 11:33 pm
by Khancotlette
How I did it and it worked for me (at least with simple textures like flags, insignias, roundels etc.)
1) Find the asset you need, they are usually easy to track in the corresponding folder, like "Map Images/Flags" and so on.
2) Extract the textures you need from it using UE Viewer. Flags, roundels etc. have only one file inside the asset — the texture itself. It's extracted to .png if I'm not mistaken. Export option is exactly what you need.
3) Edit the texture in any graphic editor like GIMP or Photoshop. Save it with the very name you need, how it is named in the game folder, like, if you're changing Germany's flag, it should look like "flag_DE" or something like that.
4) Put the texture into the Unreal Editor, just your blank project, you don't need to actually open any of PC2 projects.
5) Make an asset from the texture you've created (a png file), just make sure that you're using the same parameters as in PC2 (they can be viewed in UE Viewer when you're watching and extracting the original texture). If I remember correctly, Unreal Editor default settings are okay for most of textures
6) Cook the asset and find the files you need in the project folder — make sure that you're taking the file from the "Cooked" folder, not any other.
7) Put them into the game folder with over-writing. As far as I know, it's precisely important to make the file named correctly BEFORE the cooking process. Renaming the final cooked file to the name you need unfortunately doesn't work.
I should say it's kind a hell of a process for changing only one single flag, especially when comparing to Paradox Interactive games when you just open a single png/tga file which lies open in the game directory, but... we've got what we've got
May the Force be with you
P.S. What you have on your screenshot is not what you need, it's some kind of skeleton mesh used I guess for flags' animation. You need solid flag textures of flag images, they are animated automatically by the game.
Re: Historical Flags Mod
Posted: Sat Jul 09, 2022 2:16 am
by ChristianC
Thank you for this detailed guide! However, I'm stuck at step 5. After hours of searching I cannot figure out how to cook (export?) the texture as a .uasset file, I only see the options included in the screenshot. Can you please tell me how to do this?

Re: Historical Flags Mod
Posted: Sat Jul 09, 2022 4:42 pm
by ChristianC
Got it!
If anyone else is wonder about step 5. Go to file > package project > (your OS). Let it run. Then, Documents\Unreal Projects\MyProject\Saved\Cooked\WindowsNoEditor\MyProject\Content. The files are located there.

Re: Historical Flags Mod
Posted: Sat Jul 09, 2022 5:52 pm
by Khancotlette
Congratulations!

Re: Historical Flags Mod
Posted: Sun Jul 10, 2022 12:47 am
by ChristianC
Thanks again. Also, I wonder if you know if these purchase images are 2D representations (sprites)? I haven't found a folder for them, just for the 3D components. It would be awesome to make custom ones.

Re: Historical Flags Mod
Posted: Sun Jul 10, 2022 3:56 am
by terminator
ChristianC wrote: ↑Sun Jul 10, 2022 12:47 am
Thanks again. Also, I wonder if you know if these purchase images are 2D representations (sprites)? I haven't found a folder for them, just for the 3D components. It would be awesome to make custom ones.
What’s weird is that despite my SSD these images appear gradually on my screen

Re: Historical Flags Mod
Posted: Sun Jul 10, 2022 9:16 am
by Khancotlette
I guess they are auto-rendered static 3D images, not 2D sprites, but I might be wrong. I'd just make them so in order not to draw every icon by hand hahahah. And yeah, their gradual loading is a kind of proof for that.
Re: Historical Flags Mod
Posted: Sun Jul 10, 2022 5:31 pm
by Patrick Ward
In the shop, the unit panel and the unit information/camo panel they are real time 3D renders of the exact models on the map using a different camera and blank environment. Otherwise we'd have to create static images of every model with every camo combination, and create more for every model every time we add new camo. Thats not going to happen.
So you'll notice changes in weather and lighting are apparent in the shop and other windows.
P