RE: Setting character portraits for randomly generated officers

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PopeDoritos
Posts: 2
Joined: Sat Apr 08, 2023 10:39 am

RE: Setting character portraits for randomly generated officers

Post by PopeDoritos »

Hi all, I've recently started delving into the scenario editor, and I love the flexibility and the scenario creation possibilities.

I've been mainly studying the other scenarios to help familiarise myself with the editor and understand how the event editor works. However, I can't figure out how to link custom leader portraits to newly created officers.

I understand the directory and links to the portraits are defined in the string list, but am I missing a button (like the one linking to the appropriate officer pool string) or an event that connects the custom portraits and newly created leaders? I've been studying the New Dawn and Ancient Europe Masterfiles and can't seem to figure it out yet.

Appreciate any answers!
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ernieschwitz
Posts: 4565
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Location: Denmark

Re: RE: Setting character portraits for randomly generated officers

Post by ernieschwitz »

This is how it is done:

First you need to set the regimes officer autogeneration algorithm. This is done in Regime under statistics.
Officer1.jpg
Officer1.jpg (95.9 KiB) Viewed 783 times
Then you need to locate the algorithm with that name (obviously it has been made before you can link it). This is done in stringlists.
Officer2.jpg
Officer2.jpg (164.53 KiB) Viewed 783 times
You'll here see a pretty crowded "spreadsheet" where the data is. For now let us ignore all but the three I've outlined. The ones with the values 54 and 55 are the numbers that refer to the stringlist that holds these values. That is lists of the possible outcomes. The same goes for the portrait list, which is located in stringlist number 53.
Officer3.jpg
Officer3.jpg (176.14 KiB) Viewed 783 times
This is it. Notice how the Stringlist number and its placement in the list differ. The value is the one we are looking for, not the placement in the list. I've outlined the Stringlist number in a purple square.

In the Blue square the 1st portrait picture is linked. You have to type in manually the location of the file. This 1st portrait picture will aside from being a monochrome picture that is later to be colored in the regime color, be the one that determines the dimensions of the officer picture.

In the Red square are the 2nd portrait pictures. These are not colorized, and have to be colorized by the graphics designer, that is in the picture itself. They are overdrawn the 1st picture. Both of these pictures are png files with transparencies.
Officer4.jpg
Officer4.jpg (277.73 KiB) Viewed 783 times
As you can see from the above picture (windows 10), they are located in your install path (which could easily differ from mine), in the subdirector graphics. Here the rest of the path is what is to be put into the stringlist for each picture.

I can post how I did it in the Ancient Europe Scenario (which is not a random generation masterfile, so it will not work for that purpose).
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ernieschwitz
Posts: 4565
Joined: Tue Sep 15, 2009 3:46 pm
Location: Denmark

Re: RE: Setting character portraits for randomly generated officers

Post by ernieschwitz »

Oh, and I made this very explicit, so that others might get an idea about it too. So sorry if I included stuff you knew.

I am really thrilled that you are going into the editor and learning things this way. :)
Creator of High Quality Scenarios for:
  • Advanced Tactics Gold
    DC: Warsaw to Paris
    DC: Community Project.
Try this Global WW2 Scenario: https://www.vrdesigns.net/scenario.php?nr=280
PopeDoritos
Posts: 2
Joined: Sat Apr 08, 2023 10:39 am

Re: RE: Setting character portraits for randomly generated officers

Post by PopeDoritos »

Ah Amazing, thanks! I noticed the officer algorithm but I must have overlooked it. I'm glad I asked because I thought I was missing something in the event editor!
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