New .png's - no sound (?)
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New .png's - no sound (?)
Just a question to all.
I'm working on a new mod, I've added a few new .png's, worked them into equipment and efx files.
When I test in-game, they have no movement or attack sounds.
Anyone?
I'm working on a new mod, I've added a few new .png's, worked them into equipment and efx files.
When I test in-game, they have no movement or attack sounds.
Anyone?
Re: New .png's - no sound (?)
You need to make entries for them in the efx.PZDAT file under "Graphics". VPaulus has done some serious modding there with his sound mod. You can also clone entries from stock gfx there, then edit them for your new png files.
edit: x-post
edit: x-post
Re: New .png's - no sound (?)
I did that. Everything LOOKS okbebro wrote:You need to make entries for them in the efx.PZDAT file under "Graphics". VPaulus has done some serious modding there with his sound mod. You can also clone entries from stock gfx there, then edit them for your new png files.
edit: x-post
New Units. It is a US Modern War modVPaulus wrote:It's only some new units or all new units?
In order to get the units to show up in the editor, I had to replace current units.
For example...the M-26 Pershing is now the M1A2 Abrams.
I edited the equipment file..line #1028 and changed the data to reflect an M1A2 tank, to include my new US_M1A2.png
I then opened the efx file and changed M26.png to US_M1A2.png
For example...the M-26 Pershing is now the M1A2 Abrams.
I edited the equipment file..line #1028 and changed the data to reflect an M1A2 tank, to include my new US_M1A2.png
I then opened the efx file and changed M26.png to US_M1A2.png
Did you edit those efx in a text editor, or in the eqp editor by MGarnett (never tried the latter for efx)?
I always use a text editor - maybe some tab(s) got edited out per accident?
Otherwise I'm running out of ideas...
edit: x-post again
I always use a text editor - maybe some tab(s) got edited out per accident?
Otherwise I'm running out of ideas...
edit: x-post again
Last edited by bebro on Mon Jan 16, 2012 2:41 pm, edited 1 time in total.
Mike, I'm not an expert in the editor, so I cannot be very helpful regarding that matter.
But maybe there's an issue with that equipment file and your custom units.
Have you seen this guide by Nico?
viewtopic.php?p=291176
And again, I would check the file with Mark Garnett's Editor.
But maybe there's an issue with that equipment file and your custom units.
Have you seen this guide by Nico?
viewtopic.php?p=291176
And again, I would check the file with Mark Garnett's Editor.
VPaulus,
Thanks for answering some of my questions.
I've done everything correct, and it seems that this will still not work.
I'm almost hesitant to continue my project, because it seems like the mod functionality for this game still needs much improvement. I'd prefer not to install 3rd party software (GME) in order to get my mod to work.
Thanks for answering some of my questions.
I've done everything correct, and it seems that this will still not work.
I'm almost hesitant to continue my project, because it seems like the mod functionality for this game still needs much improvement. I'd prefer not to install 3rd party software (GME) in order to get my mod to work.
I had the same prob, only got this done via GME. If my mod is active in GME, I can use the PzC's scn editor, and he's showing custom gfx of the active mod, whether it is units or something else.MikeAP wrote:Ok - If thats possible, then how do I use the scenario editor if my custom units don't appear in the editor?
It is still tricky though, since you have to be careful what is active in GME, and what you change/overwrite. I use a "working folder" set up under my games (like a campaign without GME). Then I have a "playing copy" of this under GME's mods folder.
Once I activate that, I can start the PzC editor and load stuff from my working copy in there to change it, showing the correct custom gfx. When the changes were made, I deactivate the mod in GME, copy the changes from the working older to the playing folder, and activate the now changed mod with GME again to play.
I'm not sure know if there is a simpler/better way (or whether I need that separate working folder at all). El Condoro seems to be most familiar with GME, I had never used it before PzC.
Yep....bebro wrote:I had the same prob, only got this done via GME. If my mod is active in GME, I can use the PzC's scn editor, and he's showing custom gfx of the active mod, whether it is units or something else.MikeAP wrote:Ok - If thats possible, then how do I use the scenario editor if my custom units don't appear in the editor?
It is still tricky though, since you have to be careful what is active in GME, and what you change/overwrite. I use a "working folder" set up under my games (like a campaign without GME). Then I have a "playing copy" of this under GME's mods folder.
Once I activate that, I can start the PzC editor and load stuff from my working copy in there to change it, showing the correct custom gfx. When the changes were made, I deactivate the mod in GME, copy the changes from the working older to the playing folder, and activate the now changed mod with GME again to play.
I'm not sure know if there is a simpler/better way (or whether I need that separate working folder at all). El Condoro seems to be most familiar with GME, I had never used it before PzC.
Doesn't seem like there's a simpler way.
Maybe in the future, the editor will have the option to search for a specific directory. A "set directory" example that pulls data from a specific location.
That's the way.bebro wrote:I had the same prob, only got this done via GME. If my mod is active in GME, I can use the PzC's scn editor, and he's showing custom gfx of the active mod, whether it is units or something else.
Without GME, only by replacing vanilla files. So the solution is always working with GME.bebro wrote:I'm not sure know if there is a simpler/better way (or whether I need that separate working folder at all). El Condoro seems to be most familiar with GME, I had never used it before PzC.
Last edited by VPaulus on Mon Jan 16, 2012 6:53 pm, edited 1 time in total.

