Graviteam

English-speaking community => Steel Armor: Blaze of War => Topic started by: whukid on April 08, 2012, 10:14:40 PM



Title: Steel Armor Mod questions
Post by: whukid on April 08, 2012, 10:14:40 PM
Hello again,

I am going to try and make a mod that adds Israel to the fray, complete with M60A1 and Centurion (re-skinned Olifant) tanks. What all would I need to edit and how do you use the mkflat.cmd thing? Basically, what is required in making a mod for this game?



Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 09, 2012, 12:11:40 AM
Reskin only?  Just a good image editing program.  Photoshop is gawd of course, but hmmmm $$$$$.  Other than that all tools are in game.  i spent alot of time figuring how most of em work, so ask el questionOs. 

unflat is easy and I know you know how to use that  ;D
mkflat requires a path to files and a .flatlist.  The flatlist is generated when you unpack something.  just modify what you need to pack back up.

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


Vary genaric windows .cmd file.  Just copy paste and change names around to fit.  Make sure the path in command line is same as your folder structure or no workie. Oh notepad ++ is awesome if you have not messed around with it.....and freeware.  Vary handy for sabow/apos editing.

Then you will want to use text changer....vary simular to mkflat cmd line

Code:
cd ..\..\..
 starter.exe tex_changer,  users\modwork2\m2hb_fb.loc_def.mesh, m2hbfb_dift, m2hbfb_norsp
bit of REF.  basicly stick the mesh (model) into folder (modwork2 in this case) along with normal map and defuse map.  You probably will only need defuse map and can reuse normal map. 

dds to  atf.  This program converts .dds format to game usable.  (texture must be saved as a dds file with mipmap generated......or modified i guess)  Does not need a cmd line thank gawd. 

Not in any order but that should clear up things left out or simply not clear from documents files.


Title: Re: Steel Armor Mod questions
Post by: whukid on April 09, 2012, 01:58:23 AM
Thanks! Do you know what to edit to add a new nationality? And how about campaigns or map-making?


EDIT:

ehh... can you give alittle bit more comprehensive tutorial on the use of mkflat.cmd? I can't seem to make the mkflat thing find the "flatlist" .


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 09, 2012, 04:00:13 AM
No map making utilities  :'(.  But Andrey as said its quite complicated and as like 1 custom map ever came out of K42 probably will never happen for sabow.   :'(  Bet I could figure it out with lots of cursing.   :P

Nationalities appear to be hard coded.  But many are not used such as US, Britian, Japan (at least yet), France.  For Sabow I would pick one thats off the wall and not likly to get used by any mod.  US and Britian are natural candidates for something sometime, as they both have models of tanks in game (m60 US, mk5 and centurian UK).

Also what war/time frame for Arab Isreali conflict?  73 war makes most sense as it could have gone either way.  Egypt did a kick butt job on the crossing of Suez and excellant use of light figther rpg and at3 teams at the beginning.  Syria........ugh, executing prisoners of war and torture don't sit well with me........so F em.  But that is off topic.  War is truelly a horrid affair, but systematic murder after the battle is over?  Well it would pretty much have to be the 73 war cause of m60\t62  :P.

let me look about for the mkfalt deal,.... 



Title: Re: Steel Armor Mod questions
Post by: whukid on April 09, 2012, 04:30:28 AM
yea, probably 1973 ish, since we don't have any Super Sherman's or T-34-85's. I guess since the Centurion's aren't playable, there won't be much to do with an IDF force besides blow it up, which is a bummer :P I personally haven't studied Egyptian or Syrian accounts of the war too much, since I'm more of an Israeli fan, myself.

That's too bad they didn't include a mapmaker.  :-\ For now I plan on just overwriting the Iranian insignia's. I don't know of too many people on here who can speak hebrew, so the Farsi commands will suffice :)


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 09, 2012, 04:31:56 AM
So mkflat has to be run from the root folder.  Its default location is fine and what I do.  Just copy the windows .cmd file (mkflat) and paste it.  Edit it with notepad.  Stick this in there
Code:
starter.exe  root\programs\mkflat.progpack,  users\modwork\my_addon.flatdata, users\modwork\my_addon.!flatlist 
.  this is pretty much what Andrey was saying in tutorial.

Create a modwork folder under users......CALL IT MODWORK  .....in this case.  Does not have to be, but follows directions from documents and should not cause any crazy problems if your like me and looking at many referances at once  :P.

Either find a !flatlist file or simply unpack something and grab whatever you unpacked.  You will have to change file names this way but provides a template to follow.  NAME the .!flatlist file my_addon.

Now it *should* create a file named my_addon.flatdata if you used that bit above.  You can of course rename the my_addon.flatdata file flashburn_has_nice_pants.flatdata or whatever (you get the idea) and it should make a data file named that.  Just make sure the .!flatlist file in the line of code above is the same name as the flatlist file.  


OH dont save anything it as a txt file!  will not work.  It is looking for .flatlist or if at step 1........and windows .cmd or .bat file to run.  default notepad sometimes has a mind of its own (ok user error) and is why I prefer notepad ++.  Just alot easier to give wierdo extentions to files.



Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 09, 2012, 04:46:12 AM
Super Shermans are uber neato do it yourself tanks.  Did shockingly well against newer tanks.  Of course they had better tankers in them..........  But Egypts crazy shermans with amx13 turrets where neato too.  Just alot less armor. 

If I ever get there my Saladin Armored car model is based off Israels (no idea if they bought or captured them).  Not designed with interior in mind, but it is hollow on inside and some half arsed playable deal could probably be none.  Could be interesting........ Just saying.   It needs some more optimizing, LOD's, and textures.  But I did unwrap it and started normal map on it over a year ago on some rainy weekend. 

On another random note........  i have wondered in APOS maps could be brought over too sabow.  Now if all the trees and vegitation where dumped and retextured map along with added in vegitation closer to mid east.................   ALOT of work, but I bet it could work as more sudo mid east stuff.   


Title: Re: Steel Armor Mod questions
Post by: whukid on April 09, 2012, 05:05:50 AM
This "Mkflat" stuff is complicated, especially since I'm a visual learner. :(

Basically, I'm going to do the following;

1. make a new folder "Modwork" in Steel Armor/user/
(http://i1141.photobucket.com/albums/n585/whukid/Tutorial1.jpg)

2.copy a folder (in this case "tex_misc") and paste in "Modwork" and then in "my_addon" (?)
[I'm not sure if you're supposed to re-name it or paste into the "my addon" folder, so I'll try both]
(http://i1141.photobucket.com/albums/n585/whukid/Tutorial2.jpg)

3.create a .cmd file
(http://i1141.photobucket.com/albums/n585/whukid/Tutorial3.jpg)

4.Edit the .cmd file using Notepad++
(http://i1141.photobucket.com/albums/n585/whukid/Tutorial4.jpg)

5.Paste that line of stuff you posted to the .cmd file
(http://i1141.photobucket.com/albums/n585/whukid/Tutorial5.jpg)

6.Rename "tex_misc.!flatlist" to "my_addon.!flatlist"
(http://i1141.photobucket.com/albums/n585/whukid/Tutorial6.jpg)

7. Move to "Go" and collect $200?
(http://i1141.photobucket.com/albums/n585/whukid/Tutorial7.jpg)

 ??? ??? :( No change  ???





Title: Re: Steel Armor Mod questions
Post by: whukid on April 09, 2012, 05:11:17 AM
Yea, I'd really like to eventually add them into the game, AMX 13 turret versions too. Maybe they're copy-able from SFK 1942? Lockie and Donken were able to roll out a whole line of US vehicles for it, and I'd like to think that it wouldn't be TOO hard to import them into another game. Who knows :P

Anyways, I'm relatively new at modding. Any and all help will be appreciated :)


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 09, 2012, 05:27:26 AM
AHHHHHHHHHH a folder in there now I see.  Easy way.  copy paste out all files out of folders directly into modwork folder (no folders).  that sould do it.  How many files are in there, lol?

Hmmmm also have a somewhat crappy amx13 model.  that was another 7 hour rainy day wonder model for the heck of it. (not much care done in modeling).  But as something to shoot should be good enough, particularly the turret.  Also a french VCI apc, it needs uber help but could be a decent target.  Funnny how I made all this crap and now im like huh.  Obviously the amx13 and vci need help bad.  Thats what happens when you make something for the hell of it just cause with no plans to even texture or play around with it.  M113 is stalled but in progress.  Road wheels just for ref until I see how many polygons I have to play with.  Saladin needs LODS and texture works with a few itty bitty fixes here and there.   

Here I like pictures...........

(http://img526.imageshack.us/img526/8703/nolovevci.jpg)
By z2e (http://profile.imageshack.us/user/z2e) at 2012-04-08

(http://img850.imageshack.us/img850/5853/noloveamx13.jpg)
By z2e (http://profile.imageshack.us/user/z2e) at 2012-04-08

(http://img848.imageshack.us/img848/3585/gettinglovem113.jpg)
By z2e (http://profile.imageshack.us/user/z2e) at 2012-04-08

(http://img3.imageshack.us/img3/9255/somelovesaladin.jpg)
By z2e (http://profile.imageshack.us/user/z2e) at 2012-04-08


Title: Re: Steel Armor Mod questions
Post by: whukid on April 09, 2012, 05:38:50 AM
AHHHHHHHHHH a folder in there now I see.  Easy way.  copy paste out all files out of folders directly into modwork folder (no folders).  that sould do it.  How many files are in there, lol?

Hmmmm also have a somewhat crappy amx13 model.  that was another 7 hour rainy day wonder model for the heck of it. (not much care done in modeling).  But as something to shoot should be good enough, particularly the turret.  Also a french VCI apc, it needs uber help but could be a decent target.  Funnny how I made all this crap and now im like huh. 

alot :P

so it should look like this?

(http://i1141.photobucket.com/albums/n585/whukid/Tutorial11.jpg)

(http://i1141.photobucket.com/albums/n585/whukid/Tutorial12.jpg)


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 09, 2012, 06:03:24 AM
Yes..........see if worked yet?


Title: Re: Steel Armor Mod questions
Post by: whukid on April 09, 2012, 06:08:38 AM
Yes..........see if worked yet?


nope :( Would it work if I did the whole directory? like C:\Desktop\Game Folders\Steel Armor\root\programs\mkflat.progpack?


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 09, 2012, 06:27:47 AM
Ugh, everything looks right from you screens.....   Sure you dont have a my_addon.flatdata somewhere in there?   :P


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 09, 2012, 06:37:08 AM
Ok, the only advice I can think of giving is the way I have mine set up.  I am running 64bit win 7.

My sabow folder is under C:graviteam
I run my mkflat.cmd from C:graviteam\docs\modwork\flatwork  ........I am sure it would run elsewhere in game folder, just never bothered =)
lastly, Andrey loves to use VOODOO on people when they try and mod (JOKE)..........ha, i made a crappy funny.


Title: Re: Steel Armor Mod questions
Post by: whukid on April 09, 2012, 06:46:10 AM
Ok, the only advice I can think of giving is the way I have mine set up.  I am running 64bit win 7.

My sabow folder is under C:graviteam
I run my mkflat.cmd from C:graviteam\docs\modwork\flatwork  ........I am sure it would run elsewhere in game folder, just never bothered =)
lastly, Andrey loves to use VOODOO on people when they try and mod (JOKE)..........ha, i made a crappy funny.

bleh :( nope. no ".flatdata" files anywhere. Maybe he relayed the information wrong?


Title: Re: Steel Armor Mod questions
Post by: Rod on April 09, 2012, 07:31:44 AM
I spent DAYS running the mkflkat cmd from the root folder and nothing. I put my mkflat cmd file INSIDE your test_pack folder? I know- I know that's not where the manual says to put it. But I produced a flatdata file by putting that mkflatcmd somewhere other then root. I tried it tonight again and lo and behold I produced a flatdata file in modwork folder the mkflatcmd in test_pack file -The file that is suppose to be empty! Go figure. ??? ??? ???

The code in my mkflat is
Code:
cd ..\..\..
starter.exe  root\programs\mkflat.progpack,  users\modwork\test_pack.flatdata, users\modwork\test_pack.!flatlist

Looking at your file setup try putting the mkflat cmd file in your my_addon folder and run it from there. What do you got to lose?


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 09, 2012, 07:46:32 AM
VOOODOOOO I say! ::)

Ok this is a pointless post.   :-X  but if it works, who cares if its "right".

So with that I bid the world a good night, or in Europes case, good morning. 


Title: Re: Steel Armor Mod questions
Post by: whukid on April 09, 2012, 07:47:14 AM
nope :( no dice. It's not recognizing something as a "batch" file or whatever. With Windows 7, the little command window thing fades so quickly it's impossible to read.


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 09, 2012, 07:50:34 AM
Hmmmm thats odd, silly random thought.  Run it as admin?  Oh and check to see if a .txt got in there (in file name), geeez another thought.  Save the thing in unicode. 

Fine now Ill go to sleep.......... ;D


Title: Re: Steel Armor Mod questions
Post by: Kyth on April 09, 2012, 08:26:41 AM
Hi everyone,

You're overlooking the significance of the "cd ..\..\.." line.

Each ".." is to bring you up one level to the next higher directory (or folder, in newspeak). So that the batch file can find the "Starter.exe" executable, which resides in the game's main folder.

If your cmd batch file is in the main folder already, skip the "cd" line.

If your cmd file is one level down, use "cd .."

Two levels down, use "cd ..\.."

Three levels, "cd ..\..\.."

Not voodoo, just basic Dos commands  ;D



Title: Re: Steel Armor Mod questions
Post by: Rod on April 09, 2012, 09:45:32 AM
Thanks Kyth-that did the trick for me as getting the mkflat cmd to work from the root folder.  ;D

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


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 09, 2012, 03:41:07 PM
DOS is voodoo!   :-X  Good catch btw.  Don't forget your way back hat!


Title: Re: Steel Armor Mod questions
Post by: whukid on April 09, 2012, 05:35:34 PM
I just stuff this in my "Packed_data" folder?


Nevermind :P

(http://i1141.photobucket.com/albums/n585/whukid/Tutorial21.jpg)

The flags are still Iranian though. How do I change those?


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 09, 2012, 05:50:18 PM
Best way is to add via an addpack file thru games updater.   if you are just trying to if it works and ALL files are there......I guess you could replace origianl.  Just back up first. 
There is an addpack template somewhere in doc folder I think now.  This one can be followed in how too docs with out much problem. 


Title: Re: Steel Armor Mod questions
Post by: whukid on April 09, 2012, 09:37:48 PM
Best way is to add via an addpack file thru games updater.   if you are just trying to if it works and ALL files are there......I guess you could replace origianl.  Just back up first. 
There is an addpack template somewhere in doc folder I think now.  This one can be followed in how too docs with out much problem. 

I'm working on making an ".addpack" file now.


what all do I add? So far, it looks like this;
Code:

i_updater:updater=()
{
//ïóòü ê äîïîëíåíèþ
path[s] = <IDF_Mod>;
//íàçâàíèå äîïîëíåíèÿ
desc[s] = <IDF addon>;
//àâòîð(û) äîïîëíåíèÿ
authors[s] = <Whukid>;
//âåðñèÿ äîïîëíåíèÿ
version[u] = 100;
//òèï äîïîëíåíèÿ
//CAMP - êàìïàíèè/ïîëèãîíû,
//RES - îáíîâëåíèå ðåñóðñîâ,
//ADDN - àääîí
type[*] =  RES;
//óäàëÿòü ïåðäûäóùóþ âåðñèþ äîïîëíåíèÿ
//ðåêîìåíäóåòñÿ ñòàâèòü true
clear_prev[b] = true;
//âåðñèÿ èãðû íà êîòîðóþ ñòàâèòñÿ äîïîëíåíèå (â 16-ðè÷íîé ñèñòåìå)
//åñëè óñòàíîâëåí ôëàã 0x80000000 – ñòàâèòñÿ òîëüêî íà óêàçàííóþ âåðñèþ
eng_ver[u] = 0x0000050b;
//ïóòü ê ñèñòåìíûì ôàéëàì (äëÿ ïîëüçîâàòåëüñêèõ äîïîëíåíèé îñòàâëÿòü ïóñòûì)
sys_path[s] = ;
//ôàéë èñïîëüçóåìûé äëÿ ñîõðàíåíèÿ çàìåíÿåìûõ ôàéëîâ (îñòàâëÿòü ïóñòûì)
recover[s] = ;

}


Like what do I put for the "sys_paths" and "recovers"?


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 10, 2012, 03:32:08 AM
No idea... You are doing stuff no one other than graviteam has touched (that I know of).   ;D  But post screenies!  Might be able to help if you need it.  I have messed a little bit with the text files so I may be able to help there.  In the next few days I will try and create a down and dirty retexture of an Iraqi bmp1.  Found a pretty good picture of a bmp1 from iran/iraq war.  Only 2 sides are shown, but I can make educated guesses.  When I go thru files I keep your project in mind.   ;D


Title: Re: Steel Armor Mod questions
Post by: whukid on April 10, 2012, 03:36:47 AM
No idea... You are doing stuff no one other than graviteam has touched (that I know of).   ;D

How did you do your desc.addpack though? It's really too bad this game didn't use a JSGME type system where it's easy to over-write files :(


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 10, 2012, 04:02:46 AM
Under DOC/modwork/stencil there is an example addpack file.  Of course I just checked it and the commented bits are in RUSSIAN....lol.  ok new plan....


Code:
//Cfgp2Pd auto converter

i_updater:updater=()
{
path[s] = FlashBurn_addon_V1.4;
desc[s] = Mini_mod_V1.4;                   best I can tell is a basic discription of mod that appears in updater
authors[s] = FlashBurn;
version[u] = 104;                       3 digit version number  this ends up meaning 1.04 in updater......  Numbers are what you pick
type[*] = ADDON;                                   this is somewhat explained in docs.   Does a better job than I would
clear_prev[b] = true;                            erases older addon of same name if yes......ie updated mod/files
eng_ver[u] = 1357;                            this is supose to be in HEX code?  Never bothered changing.....if it does not work with current build of sabow user should read the the readme....
sys_path[s] = ;                                          No clue, not needed
recover[s] = ;                                             ditto.

} //endof i_updater:updater


This is an old addpack file I made for my little minimod and missions deal.

Ok.  that is all to the meat of the addpack file.
1. save as a desc.engcfg2 in unicode (what i usually use)  Better still use the example tempate and ignore the crazy crap.   
2. run pd2cfg on file
3. It should now say desc.config.  Open with notepad++ and save as desc.addpack.

That part is now done.


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 10, 2012, 04:16:58 AM
The easy way to figure out the rest is download someone else mod and take a look at structure........  I highly recommend flashburns mini mod and missions V1.5.  LOL :D  http://www.mediafire.com/?7v2k11bkil29shf

Ok, heres the deal.  The file locations are VARY important in mod structure.  You need to recreate file structure of game.  What it does is like the old k42 mod installer.  It does not over right original files but uses them over originals.  Hope that makes sense.  File structure has to duplicate!  However, NEVER overwrite dev updates!  You can use files from dev updates.......in fact you want too for a mod that will work with newest versions BUT DON"T EVER TAKE A PATH OF DEV UPDATES! 

Also dev updates always needs to be at bottom of updater list.  Otherwise it will over write your mod. 

Oh forgot a couple things.  That crazy text is Russian.  to see what it says......in notepad++ go to encoding>character sets>windows 1251.  Does not always seem to work.......but sometimes it does.  GO figure. 

The other is that sometimes graviteam and other sights like sukhoi.ru see to go down for prolonged periods of time........at least for us in the West.  Its weird.......feels like big brother is being a bastard, lol :P  But if this board is down you can PM me on SIM HQ .

 


Title: Re: Steel Armor Mod questions
Post by: whukid on April 10, 2012, 04:26:44 AM
wow! Thanks! ;D IT WORKS :D :D :D

I understand the BASIC basics of modding ;) all this .cmd/.addpack/.flatlist/al;dkfjal;fkja;sdlf stuff has my noob head spinning :(


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 10, 2012, 04:35:50 AM
 ;D

Honestly, at first I was like WTF is this stuff.  Then had to get by way back hat on and was like......OH.


Title: Re: Steel Armor Mod questions
Post by: whukid on April 10, 2012, 04:53:31 AM
;D

Honestly, at first I was like WTF is this stuff.  Then had to get by way back hat on and was like......OH.

That's more or less my situation :P Right now, I'm knee deep in figuring out where to put the flags and then I have to find a way to put the Centurion (formerly "Olifant") in the IDF roster

EDIT: It's not so much really where to put the flags as to where to put them so that all the icons in the game don't go haywire :(


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 10, 2012, 05:03:41 AM
That is not vary hard at all.  I added in a t62 to unita with a high speed tank commander.  Let me find code for what I did....lol forgot already. 


this is under squads of div_units_misc.loc_def

Code:
un_t62_FB, sq_tank, txt_ce_cub_t62, TANK, 1000, 2, 0, 0, TECH, STR, TANK, 3, 2, 0, 0, sau_t62, 1, un_crew_t62_t55_FB, 1, , 0, , 0, , 0, , 0;

Doing something simple like that would bring the tank over to whatever side you want.  However.....of course there is a however, with custom textures you will need to create a custom vehicle with imported model with texture paths. 

Under addins of common_res_mod will point to mesh and texture files.....some of mine from my ever expanding mod.
Code:
	ENERGA_FB, energa_fb, sh_object, false, false, 0.2, energafb_dift, energafb_norsp, , 0, 0, 0, 0, 0, 0, 0, 0, 0;
R1M1_FB,  energa_fb, sh_object, false, false, 0.2, energafb_dift, energafb_norsp, , 0, 0, 0, 0, 0, 0, 0, 0, 0;
UN_CAPFB, un_kepkafb, sh_object, false, false, 0.3, hats1fb_dift, hats1fb_norsp, , 0, 0, 0, 0, 0, -0.01, 0, 0, 0;
M2HB_FB, m2hb_fb, sh_object, false, false, 0.3, m2hbfb_dift, m2hbfb_norsp, , 0, 0, 0, 0, 0, 0, 0, 0, 0;

LOL just figured out why my texture is not working on my .50cal.   ;D  Got to fix that. 


OOPS should probably explain that.

     M2HB_FB,<--name of object> m2hb_fb,<--name of mesh> sh_object,<--no clue right now> false, false, 0.3, m2hbfb_dift, m2hbfb_norsp, , 0, 0, 0, 0, 0, 0, 0, 0, 0

dift (this is texture) norsp ( this is normal map)  you probably got that down already.   Not sure what ALL of 0's do, but some of them are position away from models pivot point. 


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 10, 2012, 05:30:12 AM
;D

Honestly, at first I was like WTF is this stuff.  Then had to get by way back hat on and was like......OH.

That's more or less my situation :P Right now, I'm knee deep in figuring out where to put the flags and then I have to find a way to put the Centurion (formerly "Olifant") in the IDF roster

EDIT: It's not so much really where to put the flags as to where to put them so that all the icons in the game don't go haywire :(

You mean country flags?  Just saw a bit of code that looks like to decals.....do not know if this will help or if you have seen this.
this is under techn_base_mtc80 and m60 model.   I am guessing numbers are once again possition off of pivot point.
Code:
mslots[sssffff]()
{
num2, s_mark_01f, s_mark_01, 0.7, 0, 0.007, 0.17;
num2, s_mark_02f, s_mark_02, 0.7, 0, 0.007, 0.17;
markc, s_mark_03, , 1.5, 0, 0.007, 0;
markr, s_mark_04, , 0.5, 0, 0.02, 0;
markr, s_mark_05, , 0.5, 0, 0.01, 0;
markr, s_mark_06, , 0.5, 0, 0.01, 0;
num_veh, s_mark_07f, s_mark_07, 0.4, 180, 0.007, 0.12;

} //endof mslots


Title: Re: Steel Armor Mod questions
Post by: whukid on April 10, 2012, 05:45:12 AM
;D

Honestly, at first I was like WTF is this stuff.  Then had to get by way back hat on and was like......OH.

That's more or less my situation :P Right now, I'm knee deep in figuring out where to put the flags and then I have to find a way to put the Centurion (formerly "Olifant") in the IDF roster

EDIT: It's not so much really where to put the flags as to where to put them so that all the icons in the game don't go haywire :(

You mean country flags?  Just saw a bit of code that looks like to decals.....do not know if this will help or if you have seen this.
this is under techn_base_mtc80 and m60 model.   I am guessing numbers are once again possition off of pivot point.
Code:
mslots[sssffff]()
{
num2, s_mark_01f, s_mark_01, 0.7, 0, 0.007, 0.17;
num2, s_mark_02f, s_mark_02, 0.7, 0, 0.007, 0.17;
markc, s_mark_03, , 1.5, 0, 0.007, 0;
markr, s_mark_04, , 0.5, 0, 0.02, 0;
markr, s_mark_05, , 0.5, 0, 0.01, 0;
markr, s_mark_06, , 0.5, 0, 0.01, 0;
num_veh, s_mark_07f, s_mark_07, 0.4, 180, 0.007, 0.12;

} //endof mslots

Oh no. Let me show you my pain.

These are the BEFORE pictures;
(http://i1141.photobucket.com/albums/n585/whukid/Tutorial1-1.jpg)
(http://i1141.photobucket.com/albums/n585/whukid/IDFproblems2.jpg)
(http://i1141.photobucket.com/albums/n585/whukid/IDFproblems3.jpg)

Then I do this;
(http://i1141.photobucket.com/albums/n585/whukid/IDFPROBLEMSCAUSE.jpg)

and then this
(http://i1141.photobucket.com/albums/n585/whukid/IDFproblems4.jpg)

And now I have this; :(
(http://i1141.photobucket.com/albums/n585/whukid/IDFproblems5.jpg)
(http://i1141.photobucket.com/albums/n585/whukid/IDFproblems6.jpg)
(http://i1141.photobucket.com/albums/n585/whukid/IDFproblems7.jpg)

(THose things are tanks)


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 10, 2012, 06:02:55 AM
OMG.  Thats screwed up  :P  You are most certainly gone where noone other than graviteam has been...............

But the squares are telling.  What version are your source files from?  Are they from first version or newest patch?  Or even after they changed movement map?


Title: Re: Steel Armor Mod questions
Post by: whukid on April 10, 2012, 06:10:14 AM
OMG.  Thats screwed up  :P  You are most certainly gone where noone other than graviteam has been...............

But the squares are telling.  What version are your source files from?  Are they from first version or newest patch?  Or even after they changed movement map?


I used the files in the March update. I think I'm overlapping the files somehow, but I have no clue what I've done. if I get rid of the "tex_misc.flatdata", the Iranian insignia's for the quick battle map become the Star of David, which is good, however everything else stays messed up. :(


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 10, 2012, 06:19:15 AM
Oh man.....can't help on this one.  No idea  :'(.


Title: Re: Steel Armor Mod questions
Post by: whukid on April 10, 2012, 07:07:08 AM
Oh man.....can't help on this one.  No idea  :'(.

oh well :P I combined the files into a relatively small download. I think I've hit a wall with this flag fiasco though, as have I with getting the IDF their Centurions :(

If anyone wants to take a look; the download link is here http://www.mediafire.com/?8jd53595sskx1u4


Anyways, I'm out for the night :P


Title: Re: Steel Armor Mod questions
Post by: Kyth on April 10, 2012, 04:31:22 PM
I think you used the old .dds to do your edit, overwriting the latest version. If I remember correctly, there was a previous patch that updated the map and interface graphics.

Likely the interface config is set to the coordinates of the new, patched .dds file instead of the old one.


Title: Re: Steel Armor Mod questions
Post by: andrey12345 on April 10, 2012, 05:36:21 PM
Unpack and change latest texture with icons (from latest patch), not from original game.


Title: Re: Steel Armor Mod questions
Post by: whukid on April 10, 2012, 09:22:18 PM
Thanks guys ;D it worked :)

Now I'm working on getting that Olifant to the Israeli's and creating a mission

EDIT:

I still can't seem to get the Olifant to the IDF. This is what my div_units_ thing looks like:

Code:
       	ir_crew_olifant, sq_crew, txt_ce_squad_unk, CREW, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, iru_tank_com, 1, iru_tank_agun, 3, , 0, , 0, , 0, , 0;
ir_crew_olifant_com, sq_crew, txt_ce_squad_unk, CREW, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, iru_tank_pcom, 1, iru_tank_agun, 3, , 0, , 0, , 0, , 0;
ir_crew_m60, sq_crew, txt_ce_squad_unk, CREW, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, iru_tank_com, 1, iru_tank_agun, 3, , 0, , 0, , 0, , 0;
ir_crew_chief, sq_crew, txt_ce_squad_unk, CREW, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, iru_tank_com, 1, iru_tank_agun, 3, , 0, , 0, , 0, , 0;
ir_crew_m60_com, sq_crew, txt_ce_squad_unk, CREW, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, iru_tank_pcom, 1, iru_tank_agun, 3, , 0, , 0, , 0, , 0;
ir_crew_chief_com, sq_crew, txt_ce_squad_unk, CREW, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, iru_tank_pcom, 1, iru_tank_agun, 3, , 0, , 0, , 0, , 0;


        ir_m60a1, sq_tank, txt_ce_ir_m60a1, TANK, 1000, 2, 0, 0, TECH, STR, TANK, 3, 2, 0, 0, iru_m60a1, 1, ir_crew_m60, 1, , 0, , 0, , 0, , 0;
ir_chief_mk5, sq_tank, txt_ce_ir_chief_mk5, TANK, 1200, 2, 0, 0, TECH, STR, TANK, 3, 2.5, 0, 0, iru_chief_mk5, 1, ir_crew_chief, 1, , 0, , 0, , 0, , 0;
ir_m60a1_com, sq_tank, txt_ce_ir_m60a1_com, COM, 1100, 3, 0, 0, TECH, STR, TANK, 3, 2, 0, 0, iru_m60a1, 1, ir_crew_m60_com, 1, , 0, , 0, , 0, , 0;
ir_chief_mk5_com, sq_tank, txt_ce_ir_chief_mk5_com, COM, 1200, 3, 0, 0, TECH, STR, TANK, 3, 2.5, 0, 0, iru_chief_mk5, 1, ir_crew_chief_com, 1, , 0, , 0, , 0, , 0;
ir_olifant, sq_tank, txt_ce_ir_olifant, TANK, 900, 2, 0, 0, TECH, STR, TANK, 4, 3, 0, 0, saru_olifant, 1, ir_crew_olifant, 1, , 0, , 0, , 0, , 0;
ir_olifant_com, sq_tank, txt_ce_ir_olifant_com, COM, 1000, 3, 0, 0, TECH, STR, TANK, 4, 3, 0, 0, saru_olifant, 1, ir_crew_olifant_com, 1, , 0, , 0, , 0, , 0;


Title: Re: Steel Armor Mod questions
Post by: Kyth on April 10, 2012, 11:41:12 PM
I don't think you can mix and match a 'saru_olifant' and a 'ir_crew' in the div units.

Likely there needs to be a new config line somewhere to define a 'ir_olifant'.


Title: Re: Steel Armor Mod questions
Post by: whukid on April 11, 2012, 12:03:37 AM
I don't think you can mix and match a 'saru_olifant' and a 'ir_crew' in the div units.

Likely there needs to be a new config line somewhere to define a 'ir_olifant'.

I'm not so sure, because the Iraqi squads() section uses the following;

Code:
        iq_t62, sq_tank, txt_ce_iq_t62, TANK, 1000, 2, 0, 0, TECH, STR, TANK, 3, 2, 0, 0, sau_t62, 1, iq_crew_t62_t55, 1, , 0, , 0, , 0, , 0;
iq_t55, sq_tank, txt_ce_iq_t55, TANK, 800, 2, 0, 0, TECH, STR, TANK, 3, 2, 0, 0, sau_t55, 1, iq_crew_t62_t55, 1, , 0, , 0, , 0, , 0;
iq_t62_com, sq_tank, txt_ce_iq_t62_com, COM, 1100, 3, 0, 0, TECH, STR, TANK, 3, 2, 0, 0, sau_t62, 1, iq_crew_t62_t55_com, 1, , 0, , 0, , 0, , 0;
iq_t55_com, sq_tank, txt_ce_iq_t55_com, COM, 900, 3, 0, 0, TECH, STR, TANK, 3, 2, 0, 0, sau_t55, 1, iq_crew_t62_t55_com, 1, , 0, , 0, , 0, , 0;
iq_b10, sq_gun, txt_ce_iq_b10, ATG, 350, 2, 0, 0, ART, SUP, GUNL, 0, 1.75, 0, 0, sau_b10, 1, iq_crew_b10, 1, , 0, , 0, , 0, , 0;
iq_mt82, sq_mortar, txt_ce_iq_mt82, MT, 150, 2, 0, 0, ART, SUP, MORT, 0, 1.75, 0, 0, sau_mt82, 1, iq_crew_mt82, 1, , 0, , 0, , 0, , 0;

I wonder what would happen though if I created an entirely new unit.


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 11, 2012, 01:56:46 AM
You can mix and match without errors.  IE. one long standing bug has iraqi troops mixed in with an iran supply unit.  I screwed up on my test case .50 cal config and have unita and iran guys mixed together.   ;D

Have you taken a look at my minimod 1.5?  Look at the unita t62 section.........everything that has an FB at the end is what I added.  But default game does not have t62 on unita side. 


Title: Re: Steel Armor Mod questions
Post by: whukid on April 11, 2012, 02:04:47 AM
I'm using the "div_units" thing from your mod so I can play both :P

What am i adding that's wrong though? Like do I have to make the name "<tank>_IDF" or something for it to recognize it?


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 11, 2012, 02:28:01 AM
OK so you are trying to do a direct swap of Iran side for IDF?  ANd you want to add in the oliphant as a make shift centurian right?  IF thats what your after you will want to leave side as IRAN.  There are 2 tags sabow uses at different levels of config........  Hmm can you just post the WHOLE config, or send it to me.  I'll fire out a config for cent in a few minutes.   ;D


Title: Re: Steel Armor Mod questions
Post by: whukid on April 11, 2012, 02:33:35 AM
OK so you are trying to do a direct swap of Iran side for IDF?  ANd you want to add in the oliphant as a make shift centurian right?  IF thats what your after you will want to leave side as IRAN.  There are 2 tags sabow uses at different levels of config........  Hmm can you just post the WHOLE config, or send it to me.  I'll fire out a config for cent in a few minutes.   ;D

http://www.mediafire.com/?zrfq05x1oqure3a

There you go :P The only thing that's changed with "Iran" and "Israel" is that Iran now appears as Israel. All I've done is change the "loc_eng" files to show Iran's forces as Israels, as well as the insignia's.


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 11, 2012, 02:44:44 AM
OK, got it.  Now do you want a swap of chieftan to cent or a totally new entry?  Going chieftan to centurian means you would not have to mod missions in order to use. 


Title: Re: Steel Armor Mod questions
Post by: whukid on April 11, 2012, 02:50:58 AM
OK, got it.  Now do you want a swap of chieftan to cent or a totally new entry?  Going chieftan to centurian means you would not have to mod missions in order to use. 

That sounds good. I plan on making brand new missions anyway, but the Israeli's never got their hands on any Chieftains so removing them makes more sense


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 11, 2012, 02:56:48 AM
Iraq captured quite a few during iran iraq war.  Cant remember where I took this.  Either Talil or Taji.  Went so many places I cant remember all there names.

(http://img88.imageshack.us/img88/2326/cheiftaniniraq2008.jpg) (http://imageshack.us/photo/my-images/88/cheiftaniniraq2008.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)


Title: Re: Steel Armor Mod questions
Post by: whukid on April 11, 2012, 03:00:58 AM
Yea, I read about that somewhere too. I also heard they all "bought it" during the 1st Gulf War :P


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 11, 2012, 03:11:16 AM
I cant remember how many where in thie tank graveyard.  Think it was 5 or 6.  But alot of blown up shit was there as well.  All the mk5 looked fine except no love.  I'm guessing iraq had no spare parts to use them. 

Ok looking thru your file, it looks like all you are missing is entry under units at top. 

Code:
	iru_chief_mk5, i_techn, tabs\techn_base_mtc80.cfgpack, olifant, 4, 12, 0, 0, 0, 0, , , , , false, ;

Try that for quick and dirty.  Just put it at bottom of units and erase or comment out the other iru_cheif_mk5 entry.  You look to be vary close to it working.   ;D

When you do custom missions I would clean it up and make it less crude.  BUT for a start this is good.


Title: Re: Steel Armor Mod questions
Post by: whukid on April 11, 2012, 03:32:37 AM
I cant remember how many where in thie tank graveyard.  Think it was 5 or 6.  But alot of blown up shit was there as well.  All the mk5 looked fine except no love.  I'm guessing iraq had no spare parts to use them. 

Ok looking thru your file, it looks like all you are missing is entry under units at top. 

Code:
	iru_chief_mk5, i_techn, tabs\techn_base_mtc80.cfgpack, olifant, 4, 12, 0, 0, 0, 0, , , , , false, ;

Try that for quick and dirty.  Just put it at bottom of units and erase or comment out the other iru_cheif_mk5 entry.  You look to be vary close to it working.   ;D

When you do custom missions I would clean it up and make it less crude.  BUT for a start this is good.


It worked :D

I'm not quite to custom missions yet. Now I need to repeat my flags thing and replace Iraq with Syria and USSR with Egypt. 


Title: Re: Steel Armor Mod questions
Post by: whukid on April 11, 2012, 05:30:24 AM
Okay guys, I got a beta out :) enjoy!

Now comes my next challenge; making custom missions


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 12, 2012, 12:20:15 AM
These are MY default (lol) files for angola missions.  Ok slightly modified extracted from default campaign.   ;D

this is for all the text.  In editor goes in scr folder.

Code:
//Text2Pd auto converter

loc_eng()
{
txt_spec_syms_freq[s]()
{
0123456789!"#$%^&*()_+|$t=-~`[]${$}:$;"'<>,.?/ ¹ABCDEFGHIJKLMNOPQRSTUVWXYZ;
abcdefghijklmnopqrstuvwxyz;

} //endof txt_spec_syms_freq

txt_op_name[s]() { Cuito Cuanavale, 25-26 February 1988$n50th TD, 21th Inf. Bde.; }
txt_op_chap[s]() { OPERATION "HOOPPER"$nJanuary 13-26 February 1988$nSAR (UNITA) - Angola; }
txt_op_canvas[s]()
{
The Government troops attacked a UNITA base in Mavinga (Cuando Cubango province) but failed. UNITA, who, after  Modular operation, is supported by SAR, is getting close to our base in Cuito Cuanavale…;
Two exhausted infantry brigades still keeping bridgeheads at the left bank of the Cuanavale river, but their defeat is just a question of time. Your task: to cover the brigades' retreat to Tumpo and never let the enemy cross the Cuanavale and get to Cuito Cuanavale suburbs.;
;
To the East from Tumpo, SAR troops are detected: one heavy motorized batallion. Fight off enemy attack and keep the left-bank bridgehead. Counterattack whenever you can!;
;
;
;
;
Despite the defeat of the 25 Infantry Bde, the Angolan army in conjunction with the Cuban volunteers managed to defend the bridge over the river Cuanavale. As a result of stubborn resistance the enemy suffered heavy losses and was forced to retreat ...;
SAR troops attacked the town constatntly. On March 23 of 1988, continuing their Packer operation, SAR set on the final assault. It didn't work: even heavy armored vehicles could not break through the Cuito Cuanavale defenses.;

} //endof txt_op_canvas

txt_opb_3_unita_bn[s]() { 3 Inf. Bn UNITA; }
txt_opb_4_unita_bn[s]() { 4 Inf. Bn UNITA; }
txt_opb_61_mechbn[s]() { 61th Mot. Bn; }
txt_opb_art_queb[s]() { Arty Bat. "Quebec"; }
txt_opb_25_inf_bde[s]() { 25 Inf. Bde; }
txt_opb_50_div_tnkcoy[s]() { 50 TD, 1st tnk. coy; }
txt_opb_tumpo[s]() { Tumpo; }
txt_opb_bridge[s]() { bridge; }
txt_op_cubp_50td[s]() { 50 TD (Cuban); }
txt_op_cubp_25ibr[s]() { 25 Inf. Bde; }
txt_op_sarp_61mbat[s]() { 61th Mot. Bn; }
txt_op_unp_3ibn[s]() { 3 Inf. Bn UNITA; }
txt_op_unp_4ibn[s]() { 4 Inf. Bn UNITA; }
txt_op_cubanpl_50td_1c_1p[s]() { 1 tnk coy, 1 plat; }
txt_op_cubanpl_50td_1c_2p[s]() { 1 tnk coy, 2 plat; }
txt_op_cubanpl_50td_1c_3p[s]() { 1 tnk coy, 3 plat; }
txt_op_cubanpl_50td_recon_pl[s]() { recon plat; }
txt_op_cubanpl_50td_spam[s]() { recover plat; }
txt_op_cubanpl_50td_3c_1p[s]() { 3 tnk coy, 1 plat; }
txt_op_cubanpl_50td_3c_2p[s]() { 3 tnk coy, 2 plat; }
txt_op_anpl_25ibr_com_bat_1[s]() { 1 battalion, cmd; }
txt_op_anpl_25ibr_1c_1p[s]() { 1 coy, 1 plat; }
txt_op_anpl_25ibr_1c_2p[s]() { 1 coy, 2 plat; }
txt_op_anpl_25ibr_1c_3p[s]() { 1 coy, 3 plat; }
txt_op_anpl_25ibr_2c_1p[s]() { 2 coy, 1 plat; }
txt_op_anpl_25ibr_2c_2p[s]() { 2 coy, 2 plat; }
txt_op_anpl_25ibr_2c_3p[s]() { 2 coy, 3 plat; }
txt_op_anpl_25ibr_3c_1p[s]() { 3 coy, 1 plat; }
txt_op_anpl_25ibr_3c_2p[s]() { 3 coy, 2 plat; }
txt_op_anpl_25ibr_3c_3p[s]() { 3 coy, 3 plat; }
txt_op_anpl_25ibr_com_bat_2[s]() { 2 battalion, cmd; }
txt_op_anpl_25ibr_4c_1p[s]() { 4 coy, 1 plat; }
txt_op_anpl_25ibr_4c_2p[s]() { 4 coy, 2 plat; }
txt_op_anpl_25ibr_4c_3p[s]() { 4 coy, 3 plat; }
txt_op_anpl_25ibr_5c_1p[s]() { 5 coy, 1 plat; }
txt_op_anpl_25ibr_5c_2p[s]() { 5 coy, 2 plat; }
txt_op_anpl_25ibr_cons_1[s]() { conscript coy, 1 plat; }
txt_op_anpl_25ibr_cons_2[s]() { conscript coy, 2 plat; }
txt_op_anpl_25ibr_sup[s]() { supply platoon; }
txt_op_sarpl_61mbat_com_bat[s]() { 61 battalion, cmd; }
txt_op_sarpl_61mbat_tank_01[s]() { sqdr "Echo", 1 tnk plat; }
txt_op_sarpl_61mbat_tank_02[s]() { sqdr "Echo", 2 tnk plat; }
txt_op_sarpl_61mbat_tank_03[s]() { sqdr "Echo", 3 tnk plat; }
txt_op_sarpl_61mbat_al_1p[s]() { sqdr "Alpha", 1 plat; }
txt_op_sarpl_61mbat_al_2p[s]() { sqdr "Alpha", 2 plat; }
txt_op_sarpl_61mbat_br_1p[s]() { sqdr "Bravo", 1 plat; }
txt_op_sarpl_61mbat_br_2p[s]() { sqdr "Bravo", 2 plat; }
txt_op_sarpl_61mbat_ch_1p[s]() { sqdr "Charlie" 1 fire sup plat; }
txt_op_sarpl_61mbat_ch_2p[s]() { sqdr "Charlie" 2 fire sup plat; }
txt_op_sarpl_61mbat_at1[s]() { AT plat, 1 team; }
txt_op_unpl_3ibn_com_bat[s]() { 3 battalion, cmd; }
txt_op_unpl_3ibn_sup[s]() { supply platoon; }
txt_op_unpl_3ibn_7c_1p[s]() { 7 coy, 1 plat; }
txt_op_unpl_3ibn_7c_2p[s]() { 7 coy, 2 plat; }
txt_op_unpl_3ibn_7c_3p[s]() { 7 coy, 3 plat; }
txt_op_unpl_3ibn_8c_1p[s]() { 8 coy, 1 plat; }
txt_op_unpl_3ibn_8c_2p[s]() { 8 coy, 2 plat; }
txt_op_unpl_3ibn_8c_3p[s]() { 8 coy, 3 plat; }
txt_op_unpl_4ibn_com_bat[s]() { 4 battalion, cmd; }
txt_op_unpl_4ibn_sup[s]() { supply platoon; }
txt_op_unpl_4ibn_10c_1p[s]() { 10 coy, 1 plat; }
txt_op_unpl_4ibn_10c_2p[s]() { 10 coy, 2 plat; }
txt_op_unpl_4ibn_10c_3p[s]() { 10 coy, 3 plat; }
txt_op_unpl_4ibn_11c_1p[s]() { 11 coy, 1 plat; }
txt_op_unpl_4ibn_11c_2p[s]() { 11 coy, 2 plat; }
txt_op_unpl_4ibn_11c_3p[s]() { 11 coy, 3 plat; }
txt_op_tm_tumpo[s]() { Tumpo; }
txt_op_tm_cross[s]() { Crossroads; }
txt_op_tm_saray[s]() { Barn; }
txt_op_tm_ford[s]() { Ford; }
txt_op_tm_road2cuito[s]() { to Cuito Cuanavale; }
txt_op_tm_settlement[s]() { Settlement; }
txt_op_tm_habitation[s]() { Habitation; }

} //endof loc_eng




Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 12, 2012, 12:25:27 AM
OK OPPs..............way exceeded 20000 characters lol. Best thing to do is unflatten a mission  to get its DIV POOL cfg file.  Then bring it into your mission editer folder (what ever you made it) .  Better still just copy paste what you need and modify as needed..   WAY easier and faster than creating from scratch.



Then of course the initial editor settings files.

Code:
//GRAVITECH2 operation build system ver.1.0
i_campgen:campgen=()
{
//chapter name
chap_id[s] = 1984_02_03_User;
//path to area files
polygon[s] = polygons\C_Cuanavale\C_Cuanavale.cfgpack;
//area size
camp_area[a] = 2, 1, 4, 6;
//Player side: USSR or GER
user_side[*] = ANG;
//Enemy side: USSR or GER
enemy_side[*] = SAR;
//starting date 0xYYYYMMDD
date_beg[u] = 0x19840201;
//starting time 0x××ÌÌ
time_beg[u] = 0x0700;
//number of turns
turns[u] = 3;

//hours per turn
hours_per_turn[u] = 4;
//unit data base
div_units_base[s] = tabs\div_units_misc.cfgpack;
//markers on vehicles
markers[s] = tabs\markers_01.cfgpack;
//player's and enemy's winning points (start)
score_bonus[a] = 0, 0;
//calculating score (weights): empty area, active platoon, key points (multiplier), encircling (multiplier)
score_wei_base[v] = 0.0, 0.0, 2.0, 0.1;
//calculating score (add.): winning battle (multiplier), for active unused reinforcements, seizure of a key point, active enemy platoons
score_wei_ext_01[v] = 1.0, 20.0, 5.0, 0.0;
//calculating score (add.): lost men, enemies killed, lost vehicles, enemy vehicles destroyed
score_wei_ext_02[v] =  -0.1, 0.1, -0.5, 0.5;

}// end of i_campgen:campgen



So basicly you need 3 files.  There are no GUI tastic ways to set up squads.  It all has to be done in text file div pool BUT are placed in editor.  Basicly you need some sort of plan of what you want to do before you start.  Takes me about a week to produce a half way decent mission, and another 2 or 3 to perfect it.  Crescent is my far my best.  The other 2 where SUPPOSE to be somewhat easier in that you just needed to jump into 1 or 2 tanks to deal with.  Ie Safari was suppose to go, just worry about YOUR squad with light command other guys if you wanted too, then get more to worry about as it went along.  That was the plan at least.  But it was made by ME, a VET with real work experience/sim freak/tactical style game guy.  To me it was pretty easy, others who dont know how to use combined arms and think about the bigger picture........well it kicked there butts.   :D   Just something to think about.



Title: Re: Steel Armor Mod questions
Post by: whukid on April 12, 2012, 01:08:11 AM
THANK YOU SO MUCH  ;D The mission editor was beginning to kick my ass




Title: Re: Steel Armor Mod questions
Post by: whukid on April 12, 2012, 02:15:23 AM
 say, how do you open other campaigns? I was trying to look around for a copy of a <mission>_div_pool and I can't figure out how to open them?


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 12, 2012, 03:21:03 AM
Use unflat........set to all files when looking about.  It works vary well on the missions files.


Title: Re: Steel Armor Mod questions
Post by: whukid on April 12, 2012, 03:37:02 AM
very cool. What do I set as the sprite for my "centurion" units? Right now I have them set as "pl_tank_chief". Would that work? I can't find the sprite designations anywhere


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 12, 2012, 03:55:46 AM
Wow, good question.  I will see if I can spot something. 


Code:
pl_olifant;

Well geee, that was obvious lol.   ::)


Title: Re: Steel Armor Mod questions
Post by: whukid on April 12, 2012, 04:09:27 AM
Thanks :) One more question though; as I'm creating platoons in "div_pool", does each one have to have a specific platoon code?

like, this is the code for the battalion;
Code:
	//unique code for battalion
code[u] = 0x11;

and this is the code for the platoon or battalion? Can I give other units this designation?

Code:

//platoon unique code
code[u] = 0x11;

and, lastly, does the "numbers" spot in the platoon section mean the number of vehicles of that type? or is it like an individual unit designation?

EDIT: what will this give me?

Code:
 
//name, number, surname, commander's name, historical unit (0x1), support
iq_t62_com, 1, 0, 0, 0, ;
iq_t62, 1, 0, 0, 0, ;
iq_t55, 4, 0, 0, 0, ;



Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 12, 2012, 05:10:33 AM
2nd part of question..........yes number of vehicles......or squads/teams if infantry.  Up to a max of 8.
1st part of question.......Im rusty on this.  Each unit has to have a unique number.  Honestly its best just to cut N paste them.  I have had really wierd things happen when I attempt to write my own.  Sometimes its fine, others it goes nuts.  Just easier to modify that crap as honestly I don't quite understand how it works.  You notice how the numbers seem to jump about by LARGE amounts?  Well its important for some reason.  Hex code?  Not sure.


Title: Re: Steel Armor Mod questions
Post by: andrey12345 on April 12, 2012, 09:25:50 PM
"and this is the code for the platoon or battalion? Can I give other units this designation?"
0xABC

A - battalion number in hex (optional)
B - company number in hex
C - platoon number in hex

0x11 - 1st platoon of the 1st company


Title: Re: Steel Armor Mod questions
Post by: whukid on April 12, 2012, 11:21:08 PM
"and this is the code for the platoon or battalion? Can I give other units this designation?"
0xABC

A - battalion number in hex (optional)
B - company number in hex
C - platoon number in hex

0x11 - 1st platoon of the 1st company

thanks! I have another problem though; my units only show up as "? ? ?" in the roster, same with the divisions.


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 12, 2012, 11:48:32 PM
Youre unit text file is wrong. 

squad name .........drop letters/characters on the end.  Can help a little more latter on.


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 13, 2012, 12:23:08 AM
UGH didnt read that all the way thru.  OOPS. 

What I said is for named flags.  DUH!

Squads name not appearing is something wrong with either text file (you DO want the extra letters and characters in THAT file)

OR they have something wrong div pool under text file spot. 


Title: Re: Steel Armor Mod questions
Post by: whukid on April 13, 2012, 12:58:34 AM
UGH didnt read that all the way thru.  OOPS. 

What I said is for named flags.  DUH!

Squads name not appearing is something wrong with either text file (you DO want the extra letters and characters in THAT file)

OR they have something wrong div pool under text file spot. 


Code:

loc_eng()
{
//name of the operation
txt_op_name[s]() { Fight for Nafah, October 7th 1973$n$7th Brigade of the 36th Armored Division; }
//name of the campaign (chapter)
txt_op_chap[s]() { Yom Kippur$n$October 6th-10th 1973$n$4Israeli Defense Force; }
txt_op_canvas[s]()
{
T-55's and T-62's of the Syrian army are flooding into our ad-hoc defenses to the North, and are being stopped by steadfast resistance of the 7th Battalion. In the south, an armored contingent overran our defenses and is pushing hard on Nafah.;
Halt the Syrian advance by any means possible!;
Make sure Nafah stays in Israeli possession!;
The Syrian assault has been halted in the Northern Golan and in the Southern sector. Assault the retreating forces and push into Syria!;
On October 9th, 1973, Israeli Armored Contingents pushed past Syrian resistance and deep into Syrian soil. By October 10th, Damascus was well within Israeli Artillery Range, and Syria capitulated.;
}

//text of the briefing
txt_opb_82_btn_7_bgd[s]() { 82nd Btn, 7th Bgd; }
txt_opb_3_ad[s]() { 3 AD; }
txt_opb_75_id[s]() { 75 Inf. DIV.; }

//names of divisions
txt_op_irp_82_btn[s]() {82nd Arm. Btn.; }
txt_op_iqp_3_ad[s]() { 3 Armored Div.; }
txt_op_iqp_75_id[s]() { 75 Inf. DIV.; }

//names of platoons
txt_op_irpl_82_btn_1c_1p[s]() { 1 tnk coy, 1 plat; }
txt_op_irpl_82_btn_1c_2p[s]() { 1 tnk coy, 2 plat; }
txt_op_irpl_82_btn_2c_1p[s]() { 2 tnk coy, 1 plat; }
txt_op_irpl_82_btn_2c_2p[s]() { 2 tnk coy, 2 plat; }
txt_op_irpl_82_btn_3c_1p[s]() { 3 tnk coy, 1 plat; }
txt_op_irpl_82_btn_3c_2p[s]() { 3 tnk coy, 2 plat; }
txt_op_irpl_82_btn_depot[s]() { depot; }
txt_op_irpl_82_btn_spam[s]() { recovery platoon; }

txt_op_iqpl_3_ad_1c_1p[s]() { 1 tnk coy, 1 plat; }
txt_op_iqpl_3_ad_1c_2p[s]() { 1 tnk coy, 2 plat; }
txt_op_iqpl_3_ad_2c_1p[s]() { 2 tnk coy, 1 plat; }
txt_op_iqpl_3_ad_2c_2p[s]() { 2 tnk coy, 2 plat; }
txt_op_iqpl_3_ad_3c_1p[s]() { 3 tnk coy, 1 plat; }
txt_op_iqpl_3_ad_3c_2p[s]() { 3 tnk coy, 2 plat; }

txt_op_iqpl_75_id_1c_1p[s]() { 1 coy, 1 plat; }
txt_op_iqpl_75_id_1c_2p[s]() { 1 coy, 2 plat; }
txt_op_iqpl_75_id_1c_3p[s]() { 1 coy, 3 plat; }
txt_op_iqpl_75_id_1c_4p[s]() { 1 coy, 4 plat; }



//names of key points
txt_op_tm_key_point[s]() { Nafah Crossroads; }
txt_op_tm_key_point[s]() { To Jerusalem; }
txt_op_tm_key_point[s]() { To Syria; }

}// end of loc_eng


I'm fairly sure it's in the text_loc file because all the units are showing up on the map, just without their names.


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 13, 2012, 02:48:20 AM
Hmmm dont see anything wrong with that.  Div pool?


Title: Re: Steel Armor Mod questions
Post by: whukid on April 13, 2012, 03:10:30 AM
Hmmm dont see anything wrong with that.  Div pool?

meh :/ I'll check that in a bit. Right now I have a bigger problem; I keep getting a "Critical Error : 011 Cannot Find unit description"

EDIT: I found the issue. It's in my ir_hum_dift thing. I guess we can't have Helmets :(

Although, I must say that the IDF uniforms with Hats DO look pretty badass ;)


Title: Re: Steel Armor Mod questions
Post by: Flashburn on April 13, 2012, 05:52:50 AM
Somebody needs to make a genaric US style steel pot helmet.  Covers just about every western/western supplied nation with a few big exceptions.


Title: Re: Steel Armor Mod questions
Post by: whukid on April 13, 2012, 06:20:52 AM
Somebody needs to make a genaric US style steel pot helmet.  Covers just about every western/western supplied nation with a few big exceptions.

Yea, that and sideskirts for the Olifant :P

Edit: here are my div_units file:

http://www.mediafire.com/?u5w4fbimq59j37v