Page 2 of 2

Re: "modding" Maps

Posted: Sun Oct 30, 2022 7:38 pm
by Hellway
Hello, I notice that the "mapsIcons" related to air, bombing and strategic actions do not remain permanently on the map once the corresponding menus are unselected. The actions are well recorded and executed but you can't see them anymore when you switch back to the movement map. Is this normal and intended (different in DW 1942)?

Thanks

Re: "modding" Maps

Posted: Mon Oct 31, 2022 3:42 am
by bcgames
Same in both WEGOWW2 games.

Re: "modding" Maps

Posted: Mon Oct 31, 2022 5:10 pm
by Hellway
In your orifinal files, the eng_100, eng_101, eng_102 units are "with horses" on the army0 forlder :

Capture d’écran (1059).png
Capture d’écran (1059).png (216.86 KiB) Viewed 1881 times

...but in the picsArmy0 not :

Capture d’écran (1060).png
Capture d’écran (1060).png (721.75 KiB) Viewed 1881 times

...So, I create the army "without horses" and the picsArmy to refer like :

Capture d’écran (1061).png
Capture d’écran (1061).png (633.35 KiB) Viewed 1881 times

Now I see that certain eng units sounds in the game like "foot units" (that's good and why I do this change) BUT there are eng units who sounds like "truck unit" (???).

Do you have any idea which eng 100-101 or 102 unit is considered "in truck" by the game?

Should I create a unit eng_102 in the "picsArmy0" folder (which does not exist even though this unit is present in the army0 folder - see my last question before).

eng units "with horses" are used by the OOB ?

SAME ISSUE in the "vanilla" game also have eng units with "horses" icons on the map and "truck" sound used...
--> (cf The morning road to Stalingras .scn)

Thank you for your availability and sorry for the stolen time, I'm doing my best.

Hellway

Re: "modding" Maps

Posted: Mon Oct 31, 2022 8:08 pm
by Hellway
... in other words, can you explain to me how the program links the icons in the unitsIcons/army folder with the images in the corresponding unitsIcons/picsArmy folder?

For the sake of clarity, here is a noted example in Road to Stalingrad .scn (30 turns):

384. Pioneer Bat (Mot) use eng_100 image and picImage + "truck" sound :

Capture d’écran (1062).png
Capture d’écran (1062).png (3.8 MiB) Viewed 1860 times

100. Pioneer Bat (foot) use enr_100 image and picImages BUT "foot sound" :

Capture d’écran (1063).png
Capture d’écran (1063).png (3.18 MiB) Viewed 1860 times


...sames images and picImages BUT different sound, thtat's what I don't understand and would to correct in my mod please.


Thanks a lot.

Re: "modding" Maps

Posted: Tue Nov 01, 2022 2:56 am
by bcgames
Image
Image
Sound files are assigned in the WEGOWW2 editor. However, this capability is not available in WEGOWW2: Desert War.

Re: "modding" Maps

Posted: Tue Nov 01, 2022 8:53 am
by Hellway
Superb, and I hope I can "import" the originals .scn data from the game and change it (I don't find the .csv files for originals scenarios) and upload a new file inside my mods. Sorry for my "newbee's" interventions... :-)

Hellway

Re: "modding" Maps

Posted: Wed Nov 02, 2022 10:07 am
by Hellway
How can I find the .csv files asked in the "import" option of the editor (with all data needed) from the original scenario list of the game please ?

Thanks

Re: "modding" Maps

Posted: Thu Nov 03, 2022 2:16 am
by bcgames
Launch the editor. Open the scenario in question. Go to the tab in question. Select Export. I normally create a folder called "CSV" in the My Games/Stalingrad or Desert War directory. Save the export there. Open, modify, import.

Re: "modding" Maps

Posted: Mon Nov 07, 2022 5:08 pm
by Hellway
Hello, are all the picsArmy images in this colour scheme Luftwaffe units or Yugoslav units please? Thank you.


Capture d’écran (1083).png
Capture d’écran (1083).png (415.71 KiB) Viewed 1791 times

Re: "modding" Maps

Posted: Tue Nov 08, 2022 12:20 am
by bcgames
Hellway wrote: Mon Nov 07, 2022 5:08 pm Hello, are all the picsArmy images in this colour scheme Luftwaffe units or Yugoslav units please? Thank you.



Capture d’écran (1083).png
Luftwaffe.