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Author Topic: Steel Armor Mod questions  (Read 74903 times)
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Kyth
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« Reply #40 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.
« Last Edit: April 10, 2012, 04:37:14 PM by Kyth » Logged

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andrey12345
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Jerk developer


« Reply #41 on: April 10, 2012, 05:36:21 PM »

Unpack and change latest texture with icons (from latest patch), not from original game.
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whukid
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« Reply #42 on: April 10, 2012, 09:22:18 PM »

Thanks guys Grin it worked Smiley

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;
« Last Edit: April 10, 2012, 09:36:38 PM by whukid » Logged

Kyth
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« Reply #43 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'.
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whukid
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« Reply #44 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.
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« Reply #45 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.   Grin

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. 
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whukid
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« Reply #46 on: April 11, 2012, 02:04:47 AM »

I'm using the "div_units" thing from your mod so I can play both Tongue

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?
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« Reply #47 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.   Grin
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whukid
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« Reply #48 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.   Grin

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

There you go Tongue 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.
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« Reply #49 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. 
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whukid
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« Reply #50 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
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« Reply #51 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.



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whukid
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« Reply #52 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 Tongue
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« Reply #53 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.   Grin

When you do custom missions I would clean it up and make it less crude.  BUT for a start this is good.
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whukid
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« Reply #54 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.   Grin

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


It worked Cheesy

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. 
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whukid
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« Reply #55 on: April 11, 2012, 05:30:24 AM »

Okay guys, I got a beta out Smiley enjoy!

Now comes my next challenge; making custom missions
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« Reply #56 on: April 12, 2012, 12:20:15 AM »

These are MY default (lol) files for angola missions.  Ok slightly modified extracted from default campaign.   Grin

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


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« Reply #57 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.   Cheesy   Just something to think about.

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whukid
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Posts: 1016



« Reply #58 on: April 12, 2012, 01:08:11 AM »

THANK YOU SO MUCH  Grin The mission editor was beginning to kick my ass


« Last Edit: April 12, 2012, 02:15:18 AM by whukid » Logged

whukid
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Posts: 1016



« Reply #59 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?
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