How to modify PWHEX file
Moderators: wdolson, Don Bowen, mogami
- ny59giants
- Posts: 9902
- Joined: Mon Jan 10, 2005 12:02 pm
How to modify PWHEX file
I want to move Big B's mod into RHS 6 maps and add a small shipping channel. How do you change the pwhex and what program do you use to do it??
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el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: How to modify PWHEX file
It is a pain. You probably can use the Level 6 pwhex files just fine. Match them with your art - no issue. Match them with your location file - maybe some issues.
You use WITPEdit or Editor X.
WITP Edit has a list of the communication codes.
You have to define every hex type, every hex side, every communications code - not worth the work. PWhex is always a modification of an existing one - never from scratch.
You use WITPEdit or Editor X.
WITP Edit has a list of the communication codes.
You have to define every hex type, every hex side, every communications code - not worth the work. PWhex is always a modification of an existing one - never from scratch.
- ny59giants
- Posts: 9902
- Joined: Mon Jan 10, 2005 12:02 pm
RE: How to modify PWHEX file
You use WITPEdit or Editor X.
WITP Edit has a list of the communication codes.
Where can I get either one of these??
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[/center]- HerzKaraya
- Posts: 195
- Joined: Wed Jan 19, 2005 3:26 pm
- Location: Madrid, Spain
RE: How to modify PWHEX file
As "el cid again" has pointed out, doing a map from scratch is a pain. For the WIR Mod I have completely redone an are of 40x55 hexes (a small corner in the SE part of the map) - several times - and I remember having better eyeview and hair on my head before doing it!
It is really advisable to use an existing map if you just want to add/remove something.
You have an editor v1.0 within the game, a v6.0 editor from the Matrix Member´s Area and then WitP editor X - just Google it or send me a PM and I´ll send it over.
From Spooky´s website you also have WitP excel editor, a great tool if you plan to edit a lot of things as cutting and pasting is much easier, but beware, it has small bugs and you have to recheck and save the data frecuently.
About editing the .exe - you can use any hexadecimal editor but you have to leave everything in the exact same position or it won´t work afterwards. You can swap names for example, but they have to fit in the exact position they were, not longer, not shorter. And then you can´t share the modified .exe as it is an infringement of the EULA, unless you get permission, of course.
It is really advisable to use an existing map if you just want to add/remove something.
You have an editor v1.0 within the game, a v6.0 editor from the Matrix Member´s Area and then WitP editor X - just Google it or send me a PM and I´ll send it over.
From Spooky´s website you also have WitP excel editor, a great tool if you plan to edit a lot of things as cutting and pasting is much easier, but beware, it has small bugs and you have to recheck and save the data frecuently.
About editing the .exe - you can use any hexadecimal editor but you have to leave everything in the exact same position or it won´t work afterwards. You can swap names for example, but they have to fit in the exact position they were, not longer, not shorter. And then you can´t share the modified .exe as it is an infringement of the EULA, unless you get permission, of course.
Vista, suerte y al toro!
RE: How to modify PWHEX file
I think if I were going to modify the scenario for the RHS level 6 map, I would start by doing a normal install for said map - then turn on the game with the scenario.
At that point I would check to see what is lined properly and what isn't. If the RHS Level 6 Map is pretty much identical to AB's Extended Map as far as locations go - then any minor adjustment can easily be made with the WitP Editor.
If everything is different I'm not sure where you would start other than changing the location of all units/bases with the editor.
At that point I would check to see what is lined properly and what isn't. If the RHS Level 6 Map is pretty much identical to AB's Extended Map as far as locations go - then any minor adjustment can easily be made with the WitP Editor.
If everything is different I'm not sure where you would start other than changing the location of all units/bases with the editor.
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el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: How to modify PWHEX file
RHS Level 5 is more or less identical with Andrew Brown's Extended Map System. Level 6 is identical with a map edge ship track added.
Only minor differences will occur - if you want a base in a different place - etc. A few hexes redefined where land it - and no map system has this perfectly- the high arctic has never been right. Since it is unused - machts nichts.
Only minor differences will occur - if you want a base in a different place - etc. A few hexes redefined where land it - and no map system has this perfectly- the high arctic has never been right. Since it is unused - machts nichts.
RE: How to modify PWHEX file
So essentially then, the Level 6 Map and PWHex file would work with a valid AB Extended Map scenario...with the possible exception of defining a base or two along the map edge ship track?
ORIGINAL: el cid again
RHS Level 5 is more or less identical with Andrew Brown's Extended Map System. Level 6 is identical with a map edge ship track added.
Only minor differences will occur - if you want a base in a different place - etc. A few hexes redefined where land it - and no map system has this perfectly- the high arctic has never been right. Since it is unused - machts nichts.
- ny59giants
- Posts: 9902
- Joined: Mon Jan 10, 2005 12:02 pm
RE: How to modify PWHEX file
My plan is to copy my stock/big B install into another folder and relabel it.
Then, move the RHS 6 maps and pwhex files over (Replace Andrew's extended map with RHS 6).
I will check to see what bases need to be added or deleted and make changes.
I hope to be able to learn how to do a small modification of the pwhex file to add a small shipping channel from the SW corner back towards NZ and have it open up below Tasmania.
Finally, send a copy of the whole thing over to Brian since this is really his mod to review.
Then, move the RHS 6 maps and pwhex files over (Replace Andrew's extended map with RHS 6).
I will check to see what bases need to be added or deleted and make changes.
I hope to be able to learn how to do a small modification of the pwhex file to add a small shipping channel from the SW corner back towards NZ and have it open up below Tasmania.
Finally, send a copy of the whole thing over to Brian since this is really his mod to review.
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[/center]RE: How to modify PWHEX file
How is this working Michael? Have you made any progress?

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
RE: How to modify PWHEX file
He contacted me - we are going to work it out (he did most of the work already it appears [:)])
ORIGINAL: John 3rd
How is this working Michael? Have you made any progress?
RE: How to modify PWHEX file
I think ny59giants has done it![:)]
I'm sure he will be posting soon![:D]
Way to go ny59giants![;)]
B
I'm sure he will be posting soon![:D]
Way to go ny59giants![;)]
B
- ny59giants
- Posts: 9902
- Joined: Mon Jan 10, 2005 12:02 pm
RE: How to modify PWHEX file
I'm "almost" there. I'm still looking for the correct editor to modify pwhex to add my one small shipping channel to southern Australia and Nz. Once that's done, I'll send it over to Spooky's website.
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[/center]RE: How to modify PWHEX file
Well ny59giants, as far as I can see - you are now an official "modder"!
Good luck to all of your future endeavors!
B
EDIT: Aint it a pain? (but satisfying)[:D]
Good luck to all of your future endeavors!
B
EDIT: Aint it a pain? (but satisfying)[:D]
ORIGINAL: ny59giants
I'm "almost" there. I'm still looking for the correct editor to modify pwhex to add my one small shipping channel to southern Australia and Nz. Once that's done, I'll send it over to Spooky's website.
- jwilkerson
- Posts: 8251
- Joined: Sun Sep 15, 2002 4:02 am
- Location: Kansas
- Contact:
RE: How to modify PWHEX file
hexedit is pretty good - I've been using it for years ...
http://www.physics.ohio-state.edu/~prewett/hexedit/
http://www.physics.ohio-state.edu/~prewett/hexedit/
WITP Admiral's Edition - Project Lead
War In Spain - Project Lead
War In Spain - Project Lead
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el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: How to modify PWHEX file
ORIGINAL: ny59giants
My plan is to copy my stock/big B install into another folder and relabel it.
Then, move the RHS 6 maps and pwhex files over (Replace Andrew's extended map with RHS 6).
I will check to see what bases need to be added or deleted and make changes.
I hope to be able to learn how to do a small modification of the pwhex file to add a small shipping channel from the SW corner back towards NZ and have it open up below Tasmania.
Finally, send a copy of the whole thing over to Brian since this is really his mod to review.
I can supply a pwhex to do that if you wish. I can do pwhex very fast - after far too much practice. But I have not done it in a long time - so am no longer sick of it.
- ny59giants
- Posts: 9902
- Joined: Mon Jan 10, 2005 12:02 pm
RE: How to modify PWHEX file
I can supply a pwhex to do that if you wish. I can do pwhex very fast - after far too much practice. But I have not done it in a long time - so am no longer sick of it.
I sent you a PM since I'm on the RHS mailing list with more details.
Thanks!!
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el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: How to modify PWHEX file
A modified pwhex from RHS level 6 was supplied.
The great circle distance from Capetown to Dunedin New Zealand was used. The track separates at Capetown and proceeds to the SW map corner - where it exits. From there players may go to any destination by picking their course - from due North to due East. It produces correct ranges within the errors of the map projection to all destinations on the map. It is a very simple modification - and does not require much map space.
The concept is good enough we would use it if Level 6 were current. For an RHS AE variation - we might use it - as it seems likelly we will use a simple map edge track like Level 6 for AE. It is reasonable to assume one might choose to sail East from Capetown.
Note that one presently sales NE from Capetown - not North. The map is wrong along its West edge - and the distance to points in the Arabian Sea are too great - so there was no way to make a map edge track work for them. Level 6 and 7 tracks exit you in the central Indian Ocean - not up by India. Map edge tracks have the unusual feature of being range correct: they do not suffer from projection distortion like other map features do. For this reason, transit of a track is always perfectly calculated, for any given speed you get the right transit time between points.
The great circle distance from Capetown to Dunedin New Zealand was used. The track separates at Capetown and proceeds to the SW map corner - where it exits. From there players may go to any destination by picking their course - from due North to due East. It produces correct ranges within the errors of the map projection to all destinations on the map. It is a very simple modification - and does not require much map space.
The concept is good enough we would use it if Level 6 were current. For an RHS AE variation - we might use it - as it seems likelly we will use a simple map edge track like Level 6 for AE. It is reasonable to assume one might choose to sail East from Capetown.
Note that one presently sales NE from Capetown - not North. The map is wrong along its West edge - and the distance to points in the Arabian Sea are too great - so there was no way to make a map edge track work for them. Level 6 and 7 tracks exit you in the central Indian Ocean - not up by India. Map edge tracks have the unusual feature of being range correct: they do not suffer from projection distortion like other map features do. For this reason, transit of a track is always perfectly calculated, for any given speed you get the right transit time between points.
- ny59giants
- Posts: 9902
- Joined: Mon Jan 10, 2005 12:02 pm
RE: How to modify PWHEX file
Thanks Cid!! [&o][&o]
I have sent the new PwhexSPECIAL file, SCEN files (in WinZip), and installation instructions to a potential opponent. If it works out as advertised, I will post my mod on Spooky's.
I have sent the new PwhexSPECIAL file, SCEN files (in WinZip), and installation instructions to a potential opponent. If it works out as advertised, I will post my mod on Spooky's.
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