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Adding Countries
Posted: Sun Aug 08, 2010 7:50 pm
by junk2drive
I've managed to get Japan into the Funtions.bsf and see it as 8 in the Editor.
After that I am not having luck. I create a map with units in the Editor, what to do now to make a scenario and put it in my campaign?
Posted: Sun Aug 08, 2010 8:04 pm
by IainMcNeil
All you have to do is save it...
Go to the campaigns folder and see your new campaign, load it up and select the map.
Posted: Sun Aug 08, 2010 8:21 pm
by junk2drive
Load it up what?
I've read the manual, the webpage and the links.
I have a BAM file but no BSF dds or txt
Obviously I can't see the forest for the trees but I wonder about the public? Are they figuring it out?
Posted: Sun Aug 08, 2010 8:37 pm
by junk2drive
I think I need to start over. I copied the desert campaign to My Games etc and I think that is my problem.
Reading the Engine doc I need to do this differently.
Posted: Sun Aug 08, 2010 8:50 pm
by pipfromslitherine
Yeah - if you want to add a new scenario to an existing campaign, you need to add an entry into the campaign.txt file. If the code doesn't find a campaign.txt file (as in when you create a clean campaign from the game) then it just lists them in the order it finds them.
Is that the issue you were seeing? If you want a BSF file you just create an appropriately named text file and off you go.
Cheers
Pip
Posted: Sun Aug 08, 2010 8:53 pm
by adherbal
I've managed to get Japan into the Funtions.bsf
make sure to place the modified version in your new campaign's scenarios folder. This is were the BAM files and any BSF scripts should go. If you edit the original Functions.bsf (in data\scripts IIRC) you'll probably end up getting incompatible in MP.
Posted: Sun Aug 08, 2010 8:54 pm
by pipfromslitherine
Correct. NEVER edit files in the main game. Just drop your new version into your local DATA\BATTLE\SCRIPTS directory and it will find it their first.
Cheers
Pip
Posted: Sun Aug 08, 2010 8:57 pm
by junk2drive
Everything I have done is save as... to the new folder in My Games.
Posted: Mon Aug 09, 2010 3:25 am
by junk2drive
I made progress but can't get the game to use the UNITICONS.dds in the Core folder.
Posted: Mon Aug 09, 2010 2:56 pm
by pipfromslitherine
It needs to live in the root campaign directory (with the squads file and campaign.txt for example) - some are not quite as well placed as I would like. There is no campaign mirror for the core directory.
Cheers
Pip
Posted: Tue Aug 10, 2010 12:32 am
by junk2drive
I you all would have invited me here earlier,
I would have told you to get rid of the 50 state flag
I would have written docs for you
None of this is as easy as you say, evidenced by posts in the public forums.
EDIT and stop calling it PBEM
Posted: Tue Aug 10, 2010 3:44 am
by junk2drive
I edited the cvs and added Japanese_infantry by copy and paste italian_infantry. I changed the morale to 100 from 75.
If I rename the assetfilename to Japanese, the game can't find it. If I edit the icon id, it still shows italian in the editor.
I suppose this means I need to copy the bits and pieces that make up italian infantry scattered about the many folders and paste them somewhere into my campaign folder.
Posted: Tue Aug 10, 2010 4:09 am
by pipfromslitherine
It can't find the asset because the asset doesn't exist?
Assuming you want to reuse an existing asset, your best bet would be just over-riding the texture. I seem to recall describing this in another thread, or am I mistaken? Nonetheless, just create a DATA\BATTLE\UNITTEXTURES folder and then you can rework any of the textures (copied as you say from the original install folder of the same name).
The texture names generally match up with the assets, so if you want to reuse the italian inf asset (I dount they show up a lot in the Pacific war?) then you could redraw it as Japanese infantry.
Not sure what you mean about the icon id - I'll take a look to remind me how that hooks up when I get into the office.
Cheers
Pip
Posted: Tue Aug 10, 2010 4:22 am
by junk2drive
Rather than create a new tank 3D model I thought to use the caro armato M13 as a substitute for the Ha Go
http://www3.plala.or.jp/takihome/ha-go.htm
and the Italian infantry uniform is close enough at this view level for IJA uniform.
I hate to keep being a pest but I have never seen so many folders in a game. And don't call them directories, Windows has been around a while and people see folders in Explorer. This isn't Unix.
Posted: Tue Aug 10, 2010 4:35 am
by junk2drive
I copied the caro dds and the destroyed dds and the infantry dds to the same folder in my campaign then renamed them. Then I changed my cvs names. Open editor, still shows them as caro and italian, select and place on map, can't find asset and CTD.
Posted: Tue Aug 10, 2010 4:47 am
by junk2drive
Now that I've figured out OO and cvs, I changed the ID number to 100 and 101 since they are after 99. Is there a two digit limit?
In the editor they are listed as missing_IDS_unit and trying to place them gives CTD.
Posted: Tue Aug 10, 2010 5:01 am
by junk2drive
I found the IDS in the Data\Text folder and now I can place them without a crash but it still lists them as
Missing_IDS_Unitname
Edit found the second entry and it still says as above. I can't find anything else.
Posted: Tue Aug 10, 2010 1:43 pm
by junk2drive
Found out that I missed a comma at the end of the second entry on text1. There is no space in the first entry but there is in the second.
If I put the Data\Text text1.txt file in the main folder, the units are correct in the editor. But the campaign fails because it needs the text1.txt with the campaign info. If I put it in Data\Text, I get missing_ids_unitname in the battle.
I also had to copy and rename data\ui\textures\icons to have ui icons.
Posted: Tue Aug 10, 2010 2:03 pm
by junk2drive
I copied and pasted the text1 from data\test to the end of text1 in the main folder
SUCCESS
Posting a shot at Matrix
Now to try and remember all of this to write a doc...
Posted: Tue Aug 10, 2010 3:01 pm
by pipfromslitherine
Sorry you had text file issues - the placement and syntax for text files is explained in the engine docs on the modding portal.
When using assets, the asset name refers to the 3D graphics file that the unit will use - this graphics file then references the texture, so renaming the textures won't work. You'll need to work on them using the original names.
Hope that helps
Pip