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Author Topic: Where are helmets and hats located?  (Read 25897 times)
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Rod
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Posts: 117


« on: March 28, 2012, 06:23:26 AM »

Playing around with the game files and saw some screen shots of hats being substituted for helmets on Russian enlisted. What files do you mod?
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Flashburn
Generalfeldmarschall
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Posts: 2412



« Reply #1 on: March 28, 2012, 12:04:06 PM »

A simple sub is a vary easy config change.  Unpack tabs and find whatever nation human base.  They are in there.
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Rod
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Posts: 117


« Reply #2 on: March 29, 2012, 03:41:18 AM »

Ok-thanks.
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Rod
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« Reply #3 on: March 29, 2012, 09:45:25 AM »

Well it took all 15 minutes to find the tab file and unflatten and edit everything (putting Iraqi helmets on Russian enlisted infantry-it's already been done-this is just an exercise for me.)
Here I am 3 hours later trying to flatten-mkflat to see if it worked.

Flashburn- I have the following-and I'm using your suggestions in other mkflat posts

HELP!

I have my mkflat.cmd file in my ROOT File
in that mkflat cmd file I have the following

cd ..\..\..
starter.exe root\programs\mkflat.progpack,  users\modwork\my_addon.flatdata, users\modwork\my_addon.!flatlist


The following is the path to my user File

C:\Program Files\Steel Armor\users


in user is my modfolder File <---------------do I need this modfolder folder? Can I just go from 'user' to 'modwork'?

C:\Program Files\Steel Armor\users\modfolder



in that is my modwork File

C:\Program Files\Steel Armor\users\modfolder\modwork

in my modwork File
There are 59 files.
-One is my my_addon Folder -which contains nothing
and the following misc files
-my_addon.!flatlist
-my_addon.engcfg2
-my_addon.engcfg2.txt
-about 55 unflattened config files (only one of which I edited)

The flatlist was produced when I unflattened the files.

I click on mkflat.cmd in ROOT and it opens and closes for about a second.... Nothing gets flattened. No flattened file is created.

It really shouldn't be this hard.  Cry  Am I missing something? I got all the patches. If my paths are correct there must be something I didn't do right inside the engcfg2 files.
I'm using forum searches and the SABoW manual on editing as a source.

« Last Edit: March 29, 2012, 10:06:44 AM by Rod » Logged
Flashburn
Generalfeldmarschall
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Posts: 2412



« Reply #4 on: March 29, 2012, 10:51:32 AM »

did you run pd2cfg on the files?  AND you dont need to repackage everything back up, just the file you modified. open flatlist and get rid of everything but the fiile you modified.

You can change the path to whatever you want BUT the bat/cmd file for mkflat has to reflect that.  In game root folder of course. 


Oh wait I see where you went wrong  Wink

C:\Program Files\Steel Armor\users\modfolder\modwork

Code:
starter.exe root\programs\mkflat.progpack,  users\modfolder\modwork\my_addon.flatdata, users\modfolder\modwork\my_addon.!flatlist

that *should* work, your path was not set up for folder modfolder............
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Rod
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Posts: 117


« Reply #5 on: March 30, 2012, 06:10:28 AM »

I made the suggested changes. But I'm watching a movie tonight. My brain isn't into it. Fried. HAHAHA
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Rod
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Posts: 117


« Reply #6 on: April 04, 2012, 07:26:33 AM »

OK 2 questions-to help resolve my makeflt issue. (Spent the last couple of days enjoying the game)


1) Does my flatlist for my helmet mod file contain a list of all the files  that were unflattened OR do I only leave the unflattened file name I edited on the on the list and delete the rest?


2) My addon installation template reads as follows (is it correct)?


Code:
i_updater:updater=()
{
//path to addon
path[s] =my_addon;<--------------per my mkflat destination
//addon name
desc[s] = helmetmod;<----------description name
//addon author(s)
authors[s] = Rod;,<-------------my name
//addon version
version[u] = 1.0;<----------Version number
//addon type
//CAMP - camps/training ranges,
//RES - resourse upgrade,
ADDN – addon  <------ I deleted the // marks before ADDN
type[*] = RES;
//delete previous addon version
//it is recommended to assign true
clear_prev[b] = true;
//the game version, on which the addon is installed (in hexadecimal notation)
//if a flag 0x80000000 is installed – installed
//only on the specified version
eng_ver[u] = 0x0000050b;
//path to system files
//(to leave void for the user addons)
sys_path[s] = ;
//the file being used to save replaceable files
//to leave void
recover[s] = ;
}



My mod isn't showing up-but something happens to the game because I always have the music turned off-but when something is added on in the game music is re-enable.
But my helmet mod doesn't show-but the music gets re-enabled.
« Last Edit: April 14, 2012, 07:33:31 AM by Rod » Logged
Flashburn
Generalfeldmarschall
*****
Posts: 2412



« Reply #7 on: April 04, 2012, 04:12:07 PM »

1.  With the addpack file, delete out unedited (files of tabs) lines of .flatlist.  Also you want make sure your using tabs from the march beta.  This will ensure it is compatible with current patch.  So ya, leave only the unflattened name you edited. 

2. to my eyes your addpack file looks good.  Now you are running pd2cfg and renaming the extention .addpack?  It will then show up in the updater. 
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Rod
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Posts: 117


« Reply #8 on: April 06, 2012, 08:27:05 AM »

The mkflat is not working?  Angry

Step 7 is the only step I can't get through as described in the mod handbook. No FLATDATA file is created. I can create all the other files-but not flat data. Can I send you the my Modfolder and cmd file and can you see if you what the problem is? Geez I'm starting to hate this.

It's just a stupid helmet mod on Soviet enlisted infantry
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Flashburn
Generalfeldmarschall
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Posts: 2412



« Reply #9 on: April 07, 2012, 04:13:31 AM »

Sure, just send me a pm with the file link.

And I know how you feel.  2 weeks and a zillion hours stuck on a m2hb model.  Or I should say, having it correctly displayed. 
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Rod
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Posts: 117


« Reply #10 on: April 07, 2012, 08:27:36 AM »

As i was gathering everything to send you I fiddled with it some more and generated what I wanted. I'm getting 001 error crash in Quick Battle though once everything starts moving. Anyway.....

 Grin

Officers keep soft hats and enlisted get the pot. Man what an exercise-I'm still not sure what I did. Tongue
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Flashburn
Generalfeldmarschall
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Posts: 2412



« Reply #11 on: April 07, 2012, 11:42:44 PM »

want to see a real pain in the arse?  check out the last 3 pages of this....at least I laugh when it does something funky. http://simhq.com/forum/ubbthreads.php/topics/3522122/SABOW_FlashBurns_crazy_wierd_p.html#Post3522122
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Rod
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Posts: 117


« Reply #12 on: April 08, 2012, 04:31:54 AM »

Oh believe me I read that and have been there with Silent Hunter 4. You can get so into a game after awhile you don't even want to play it. At least they gave us some tools here. Though repacking the mods is a bit of a 'puzzle palace'.

Last night I got my flat file created-but I don't recall my mkflat cmd file being in the root file when I did this. Huh? Really.
I'm having 001 errors now so I'm just going to repatch the game again and see if that takes care of it.

You think it could be the chipset can effect mod/editing tools? Just thinking out loud here.
« Last Edit: April 08, 2012, 04:45:26 AM by Rod » Logged
Rod
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Posts: 117


« Reply #13 on: April 08, 2012, 06:57:36 PM »

Flashburn-Can you think of any reason why I would keep getting a Critical Error 001-failure to initialize with this simple mod? If I disable it or remove it the crash doesn't happen. I got the game patched up. Crashes in both quick battle and campaign.

Hmmm wondering if I need to extract the Iraqi helmet and copy that object and put it in as a Soviet helmet. Same helmet with  2 different names rather then 2 different soldiers sharing the same helmet.
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Flashburn
Generalfeldmarschall
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Posts: 2412



« Reply #14 on: April 08, 2012, 11:53:58 PM »

I had to do this with iraq to unita funky french beetnic hat.  But you only need to rename and bring it in if you retexture it and dont want to change the original.  Probably something simple like missing ; at the end of the line or something.  Ask me how I know that  Grin.

you can always send it my way.  Should take little time to figure it out.  Or better still (so that others after us have an easier time of it) post the code to forum thread.  Have no clue why some folks are all secret squiral with a mod for a game.  Not like you will ever make money or fame off it.  Just says, Hi, I can't work with others....  Sorry pet peeve.   Tongue  I want super kick butt mods already for sabow   Grin
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Rod
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Posts: 117


« Reply #15 on: April 09, 2012, 07:09:27 AM »

I used my only copy for the CORE file HAHAHAHA Let me rebuild it-if it doesn't work I'll send it tomorrow.
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Flashburn
Generalfeldmarschall
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Posts: 2412



« Reply #16 on: April 09, 2012, 07:47:45 AM »

LOL, I did that once as well..........  Tongue  Thats why I have 2 installs now.  Royal pita. 
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Rod
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Posts: 117


« Reply #17 on: April 11, 2012, 07:56:14 AM »

Flashburn-I PM'd you. Below is a body of the edit.  I uploaded a CORE folder I made. Updates okay into the game-you see the mod (Iraqi helmets on Russian enlisted)then in 2 minutes the dreaded oo1 error. Everyone gets helmets except tankers and officers.


Code:
//Cfgp2Pd auto converter

sa_tank_crew=()
{
type[*] = INF;
mesh[s] = sa_tankman;
mass[f] = 80;
effect[f] = 1;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;

weapons[su]()
{
AKM, 0;
RGD5, 0;

} //endof weapons

shells[su]()
{
762_AP, 60;
RGD5, 2;

} //endof shells

addins[ssb]()
{
SA_THELMET, head2, false;
HAMMER, 2hands_shell, true;

} //endof addins

} //endof sa_tank_crew

sa_inf_officer=()
{
type[*] = COM;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 5;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
hum_params[v] = 1.5, 0, 0, 0;
voices[u] = 8;
radio[b] = true;

weapons[su]()
{
AKM, 0;
RGD5, 0;

} //endof weapons

shells[su]()
{
762_AP, 120;
RGD5, 1;

} //endof shells

addins[ssb]()
{
SA_CAP, head2, false;

} //endof addins

} //endof sa_inf_officer

sa_inf_agunner=()
{
type[*] = INF;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 1;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;

weapons[su]()
{
AKM, 0;
RGD5, 0;

} //endof weapons

shells[su]()
{
762_AP, 120;
RGD5, 1;

} //endof shells

addins[ssb]()
{
IQ_HELMET, head2, false;
R_SHOVEL, shovel, false;
R_FLASK, flask, false;

} //endof addins

} //endof sa_inf_agunner

sa_inf_mgunner=()
{
type[*] = HINF;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 5;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 4, 7, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;

weapons[su]()
{
RPK, 0;
RGD5, 0;

} //endof weapons

shells[su]()
{
762_AP, 160;
RGD5, 1;

} //endof shells

addins[ssb]()
{
IQ_HELMET, head2, false;
R_FLASK, flask, false;

} //endof addins

} //endof sa_inf_mgunner

sa_inf_rpg=()
{
type[*] = ATR;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 7;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_rpg;
command[f] = 10;
speeds[v] = 4, 7, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;

weapons[su]()
{
RPG7, 0;

} //endof weapons

shells[su]()
{
PG7, 6;

} //endof shells

addins[ssb]()
{
IQ_HELMET, head2, false;
R_FLASK, flask, false;

} //endof addins

} //endof sa_inf_rpg

sa_inf_sniper=()
{
type[*] = HINF;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 3;
vis_factor[f] = 0.25;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;
hum_params[v] = 1.3, 0, 0, 0.4;
radio[b] = true;

weapons[su]()
{
SVD, 0;

} //endof weapons

shells[su]()
{
762_APP, 30;

} //endof shells

addins[ssb]()
{
IQ_HELMET, head2, false;

} //endof addins

} //endof sa_inf_sniper

sa_pilot1=()
{
type[*] = INF;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 1;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;

weapons[su]()
{
TT33, 0;

} //endof weapons

shells[su]()
{
762_AP, 14;

} //endof shells

addins[ssb]()
{
SAR_THELMET, head2, false;
R_PGLASS, glasses, false;

} //endof addins

} //endof sa_pilot1
« Last Edit: April 11, 2012, 08:52:14 AM by Rod » Logged
Flashburn
Generalfeldmarschall
*****
Posts: 2412



« Reply #18 on: April 11, 2012, 09:31:28 AM »

Ill take a look, but probably around 18 hours from now.    Cry
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Flashburn
Generalfeldmarschall
*****
Posts: 2412



« Reply #19 on: April 11, 2012, 09:50:34 AM »

Oh, nearly forgot to ask....are you runnning vanilla game or with mods.  If mods it can cause conflicts with stuff. 


Man I must be tired.  I see the problem.  Starting in March beta 1 patch Andrey changed weapon rounds from everything being 7.62ap to more specific types.  For Soviets in post war times it is of course 7.62 x 39 mm until late 70s/80s when replaced.  Why am I writing that crap.  TIRED.

ok, you need to get the same file out of dev updates tabs.  it will have all the changes.  IE the right ammo after march beta  Grin.  That is why it is crashing.  Just copy paste your changes to new file and you should be good.
« Last Edit: April 11, 2012, 09:56:21 AM by Flashburn » Logged

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