HistWar

HistWar (international zone) => Communities => MODs => Discussion démarrée par: Ras le 09 mars 2010, 20:33:45 pm

Titre: to JMM: Modding questions
Posté par: Ras le 09 mars 2010, 20:33:45 pm
[..]After sending the Edition Napoleon and Grognard, I am going to write a manual for the Mods.
I think it's a big piece... and will need several weeks to finish it (I'll not work at 100% on this Mods' Guide)
So, the best is to build a list of priorities... Could you begin it. THX

JMM


I thought I start a new thread on this. We could collect questions and put them together in a list, with categories and priorities when they become to many.

1. Which (uniform) texture file is connected to which unit?
Titre: Re : to JMM: Modding questions
Posté par: spec10 le 11 mars 2010, 18:40:32 pm
A pretty simple one just came up for me: Where is HistWar\Graphics\Texture\infoClose.dds being used? I know infoOpen.dds is the F7 screen, but I haven't seen infoClose.dds yet
Titre: Re : to JMM: Modding questions
Posté par: spec10 le 18 mars 2010, 11:44:45 am
An explanation of all the options in Langage\initDiag.txt
Titre: Re : to JMM: Modding questions
Posté par: Hook le 18 mars 2010, 22:58:08 pm
initDiag.txt: Click on Default and it will change the French text to English (assuming you're running an English language version).  Most of the options are self-explanatory, and the others probably aren't used yet.  The only oddity is Windowed 2309:  Set to 0000 for full screen, 2309 for windowed mode. 

Hook
Titre: Re : Re : to JMM: Modding questions
Posté par: spec10 le 18 mars 2010, 23:08:05 pm
initDiag.txt: Click on Default and it will change the French text to English (assuming you're running an English language version).  Most of the options are self-explanatory, and the others probably aren't used yet.  The only oddity is Windowed 2309:  Set to 0000 for full screen, 2309 for windowed mode. 

Hook


Most of the options are self-explanatory indeed, but some value ranges are not, like with the two density values for example. That's why I thought I'd mention it here.
Titre: Re : to JMM: Modding questions
Posté par: Hook le 18 mars 2010, 23:18:36 pm
You can find out the different values by clicking on the different options and then reading the file to see how they change.  To find out what values of Low, Medium and High do, you'll have to examine the game directly to see the differences.

Hook


Titre: Re : to JMM: Modding questions
Posté par: spec10 le 19 mars 2010, 00:20:51 am
I did do that, I changed the values in the menu, clicked ok, came back to the menu, the value was still as I set it, ... but nothing changed in the file. I simply accepted it as a bug and went to set my game up the text file.

Now with your post indicating that it actually should work I found out what went wrong here. The setting only gets saved if you select it by mouseclick but what I did was selecting it with arrow keys and hitting return. Which is btw. the only way for me to select a resolution of 1680x1050 because the selection menu that pops up (or down actually) extends below the window bottom and I can't see / click the last few entries.
Titre: Re : to JMM: Modding questions
Posté par: Hook le 19 mars 2010, 19:26:44 pm
The possible densities for trees and grass are 0, 1, and 2.  Zero is the highest.  I believe both of these work, although I haven't experimented with the lowest density.  Shadows has the same settings.  Setting shadows high may increase the number of objects that cast shadows.

JMM has mentioned in other posts that Show AVI and Bumpmapping are not used.

LoD will be Level of Detail, and it defaults to high.  I haven't experimented with it.

Display will be the refresh rate for your monitor, but defaults to an odd value.  Width and height are the size of the display, and Windowed is 0000 for full screen, 2309 for windowed mode.

Musik is the number of music files listed.  This is probably best left alone.

The remainder of the values, I have no idea.  SDK usually means Software Development Kit. 

To get some of the values to change, you may have to hit OK and exit the program.

Hook


Titre: Re : to JMM: Modding questions
Posté par: spec10 le 19 mars 2010, 19:50:02 pm
We seem to be prone to misunderstand each other :) Thanks for the effort explaining everything, but I already had the chance to get all the values myself.

What I was explaining in the 2nd paragraph in my post above is:

The set up menu only saves values that are selected by mouseclick, i.e. you click the option you want to change, a dropdown shows up, you click on the item you want to select, you click ok, the value gets saved in the file.

... Now try clicking an option, dropdown shows up and instead of selecting what you want by mouseclick you use the arrow keys to scroll and hit enter to confirm. The value gets selected, everything seems fine. You hit ok, and ... the value doesn't get saved to the file.

That's what caused me to ask for an explanation of the value ranges, since changing values "my way" in the set up menu didn't result in any changes to the file. My assumption was: The set up menu is broken. When you, by explaining steps to me which I already thought of myself before I started asking here about the values, indicated that it actually should work, I gave it another try and found out what happened, and therefore, now everything (besides the 1680x1050 selection issue as mentioned above) works fine as long as I use mouseclicks instead of arrows + enter :).


(As mentioned on another occasion in the Montebello thread, I'm working on my Bachelor's degree in Medical Informatics, and besides that I went through 4 semesters of Applied Computer Science before I moved on to Medical stuff. I know my way around in the Computer world, sometimes I just run a bit too fast and hit a wall :D)


//edit: and please don't get me wrong. What I want to achieve with this post is to clear up what I think is a misunderstanding / misinterpretation of my questions that happened because I didn't make myself clear enough.
I totally appreciate every single answer I get to any question I have, so again: Thanks for the effort, I mean it. :)
Titre: Re : to JMM: Modding questions
Posté par: TC237 le 19 mars 2010, 22:27:37 pm
So...what are you trying to say... :p
Titre: Re : Re : to JMM: Modding questions
Posté par: spec10 le 20 mars 2010, 00:48:41 am
So...what are you trying to say... :p

:D
Titre: Re : to JMM: Modding questions
Posté par: Hook le 20 mars 2010, 01:15:17 am
No problems.  Mostly I was answering the original question, which took me maybe 10 minutes to figure out even before we had an English version of the file.  JMM recently posted that bumpmapping didn't do anything yet, so I figured I'd go ahead do a memory dump of everything I knew.

Hook
Titre: T_Sky
Posté par: MadRussian le 27 juin 2010, 02:20:13 am
Is it possible to be told which sky files from the (C:\HistWarGames\HistWar\Graphics\T_Sky) folder are actually being used. The folder contains 227 sky files, but a lot don’t seem to be used and I would like to use some in a terrain Mod but can’t see zipping up 114 megabit’s  worth if they are not all used. Thks
Titre: Re : to JMM: Modding questions
Posté par: JMM le 27 juin 2010, 02:37:03 am
All are used...It's a random process  ;)

JMM
Titre: Re : to JMM: Modding questions
Posté par: MadRussian le 27 juin 2010, 02:48:01 am
Ok thanks was afraid of that kind of answer.
Titre: Re : to JMM: Modding questions
Posté par: MadRussian le 29 juillet 2010, 22:53:54 pm
I want bigger trees on the 10K and up Maps, ??  is there a file the (C:\HistWarGames\HistWar\Constante ) folder that controls that, or is the size hard coded. 

thanks
Titre: Re : to JMM: Modding questions
Posté par: JMM le 30 juillet 2010, 00:39:15 am
Hard coded.
I can add a scale factor to modify the trees dimension.

JMM
Titre: Re : to JMM: Modding questions
Posté par: MadRussian le 02 août 2010, 00:17:14 am
Sorry for late response, don’t have 24/7 internet,  :shock:


That would be nice thanks. I Need to come up with a long list of questions and post.
Titre: Re : to JMM: Modding questions
Posté par: MadRussian le 30 août 2010, 02:45:04 am
I’m still trying to make a long question list but here 2 quick ones..

1.    Is it possible to change the underling color of the forest areas.

(http://i34.tinypic.com/25uld3b.jpg)

2.    Is possible to paint some grass color over the ( 00b.dds base grass file) on tiles next to water.  Currently it looks like no color is added so the raw color of the 00b.dss is only shown. I think those areas would look better with some color added.

(http://i36.tinypic.com/28mlqt.jpg)




Thanks
Titre: Re : to JMM: Modding questions
Posté par: JMM le 30 août 2010, 16:41:41 pm
Hi

Could you send the long question list because I am going to work on the ground during this month.
The present system was designed 8 years ago and I would like to modify a bit to get a better result.

If needed and possible, I can take account your different requests in order  to simplify the mods about the ground.

JMM

1) yes, it's possible but the algorithm is a bit complex; the best is to wait for a new implementation
2) not for this version... but it will be possible with the new design
Titre: Re : to JMM: Modding questions
Posté par: MadRussian le 17 septembre 2010, 02:21:50 am
Some ideas or questions or thoughts I had were based on the current map rendering system so not knowing the corrections you will adapt,  I will ask only some of them.

 * In game Mode I never see Crops, only see them in the map maker, can we fix.

 * Tree shadows are sometime on and sometimes off, anyway to have them always on .  When off tree look to be floating.

 * Is it possible to have the 03b.dds graphic randomly spin 0, 90, 180 or 270 before it renders on the map. This will break up any pattern effect.

 * Any plans to add some bush files.

 * Separate the reflection effects from rivers and lakes and have each render slightly different. Also with lakes maybe is it possible to render them similar to way streams are done. No gravel and high grass around the edges.

 * MaraisB.dds has 2 graphics but only 1 renders.



Last question for now deals with  battlefield map size. Each map renders the map differently, 6k Renders Bigger  graphics to smallest with campaign. Is there anyway to make all maps draw to the same the portion.  I think the campaign map renders the best over all scale (except for the small Forest tree size). Is there anyway to have a preference checkable box, so I can get all the maps (6k, 10k, 15k, campaign) to draw the same scale. Example would be so people who like the way the 6k map renders the graphics can check that as there preference and all the maps render to that scale. Or people like me can check the campaign size and all the maps sizes render to that scale.

.
Thanks
Titre: Re : to JMM: Modding questions
Posté par: Andrea le 13 novembre 2010, 18:41:12 pm
Just one thought about modding developement. I refer to modding as the possibility to influence a unit behaviour, now we have the Doctrine Editor, I ask if with the coming of the Brits Expansion there will be an addiction in the AI mechanics in order to realize new tactics such the Revers Slope... or the new unit behavior can be completely modeled using the Doctrine Editor.

Again thinking about the coming of new scenarios involving the Brits I think it would be great to model villages and fortifications, for example I think about an historical construction of Hougomont, is it possible to create an object with 3dmax studio and introduce it in the game with the Map Editor?

Another question about unit creation : is it possible to change the value ("poor", "good", etcetera) of a unit? And how can I decide the morale of a unit starting a battle?
A final thought about unit editing : what are the features that influence a unit quality? I understand that unit type and value are the features that make a unit better or worse than another

best regards
Andrea