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RE: Tutorial '42 - Editor... Or how to create units for Bella Italia!
Posted: Mon Dec 18, 2017 11:15 am
by quertice
thank you for your very interesting tutorials, in particular this for me [:D]
RE: Tutorial '42 - Editor... Or how to create units for Bella Italia!
Posted: Mon Dec 18, 2017 11:39 am
by Oberst_Klink
ORIGINAL: quertice
thank you for your very interesting tutorials, in particular this for me [:D]
I am glad you liked it! Do forgive me though when some of my Italian descriptions weren't 100%, I tried my best (I do my research, you see?).
Now it's time for my Italian and other fellow TOAW 'groupies' to start building units and formations of their own.
Attached the OOB and very good TO&E of the Italian forces during the Gazala operation in May 1942.
German:
https://de.wikipedia.org/wiki/Unternehmen_Theseus
Italian:
https://it.wikipedia.org/wiki/Battaglia ... _el-Gazala
English:
https://en.wikipedia.org/wiki/Battle_of_Gazala
More feedback is of course appreciated!
Klink, Oberst
RE: Tutorial '42 - Editor... Or how to create units for Bella Italia!
Posted: Mon Dec 18, 2017 1:46 pm
by Oberst_Klink
Tutorial '41:
tm.asp?m=4382552
Tutorial '42:
tm.asp?m=4387818
Tutorial '42 - Editor:
tm.asp?m=4401098
Tutorial '43:
tm.asp?m=4390285
Tutorial '43 - Combat:
tm.asp?m=4394374
Tutorial '44:
tm.asp?m=4397183
OK peeps, that's the whole Tutorial 'xx series at present. Please do forgive me the countless typos in various 'speech bubbles'; I'll try to go through the whole slides (quite a few!!!) and correct them. The whole project is not finished yet, alas I do require direct feedback, positive or negative. Feel free to post your feedback in threads or PM/Email me. Thanks!
Klink, Oberst (GE)
Klinkovski, Polkovnik (SU)
Klinkoni, Col. (IT)
McKlinkock, Lt.Col. (UK)
RE: Tutorial '42 - Editor... Or how to create units for Bella Italia!
Posted: Mon Dec 18, 2017 4:58 pm
by cantona2
Klink, Oberst (GE)
Klinkovski, Polkovnik (SU)
Klinkoni, Col. (IT)
McKlinkock, Lt.Col. (UK)
[:D][:D][:D][:D]
RE: Tutorial '42 - Editor... Or how to create units for Bella Italia!
Posted: Mon Dec 18, 2017 5:44 pm
by Oberst_Klink
You do know we work in a team, don'cha?
Klink, Oberst (GE)
Klinkovski, Polkovnik (SU)
Klinkoni, Col. (IT)
McKlinkock, Lt.Col. (UK)
RE: Tutorial '42 - Editor... Or how to create units for Bella Italia!
Posted: Tue Jan 09, 2018 1:43 am
by Nicholas Bell
ORIGINAL: Oberst_Klink
Now... Can we modify, add, delete and so on our units and OOB without the editor at all? Sì possiamo!
Klinkoni, Col.
Herr Oberst, an explanation is requested as to how you jumped from editing in game to editing using Notepad++. When I save an OOB it saves as an OOL file which is binary, not a readable XML file. So there's a step missing on converting OOL to OOB perhaps?
Note that I have no problem editing the .gam XML file, but also ended up with a parsing error which you warned about.
Thank you.
RE: Tutorial '42 - Editor... Or how to create units for Bella Italia!
Posted: Tue Jan 09, 2018 11:21 am
by Oberst_Klink
ORIGINAL: Nicholas Bell
ORIGINAL: Oberst_Klink
Now... Can we modify, add, delete and so on our units and OOB without the editor at all? Sì possiamo!
Klinkoni, Col.
Herr Oberst, an explanation is requested as to how you jumped from editing in game to editing using Notepad++. When I save an OOB it saves as an OOL file which is binary, not a readable XML file. So there's a step missing on converting OOL to OOB perhaps?
Note that I have no problem editing the .gam XML file, but also ended up with a parsing error which you warned about.
Thank you.
Nick,
you need to save the OOB via the editor, e.g. when you edit your forces (see below).
Klink, Oberst

RE: Tutorial '42 - Editor... Or how to create units for Bella Italia!
Posted: Wed Jan 10, 2018 2:57 am
by Nicholas Bell
ORIGINAL: Oberst_Klink
you need to save the OOB via the editor, e.g. when you edit your forces (see below).
Klink, Oberst
Ah, yes. Thank you, sir! I would not have figured that out without your assistance, (or perhaps reading the manual - it is there, know that I know what to look for...)
But still, it doesn't make much sense to me to have this (and other critical scenario editing functions) only available when the force editor is open, looking like a modal window, but not. Must be a necessary code work-around dealing with the ancient Koger glypts.