Community Modding Discussion
Moderator: Vic
- Blind Sniper
- Posts: 862
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RE: Kharkov for WitE ready for final work and testing
Basically almost everything is moddable, this game has a great editor and you guys rocks! [:)]
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- Redmarkus5
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RE: Kharkov for WitE ready for final work and testing
ORIGINAL: Blind Sniper
Basically almost everything is moddable, this game has a great editor and you guys rocks! [:)]
Thanks. Yes, you can mod almost everything. Events are the main topic we really need to get to grips with - no scenario will work without the right event scripting...
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
RE: Kharkov for WitE ready for final work and testing
Okay..I have spent some time digging into the event scripts. I exported all the events from Case Blue into the logfiles, and I get each event as a text file labeled <event number>.txt
What I would like to be able to do is type up an event and import it into the editor, in other words, the reverse of what you allow in the editor. I do know that if you use the click click click editor, it will insert all the proper values in, but I would rather have them as a printed reference and type them in, then click them in.
Otherwise I think I will go mad having to click each individual piece to script an event.
I do like that you can import events from other scenarios, but alas....sometimes it is better to start with a clean slate.
“My logisticians are a humorless lot … they know if my campaign fails, they are the first ones I will slay.” – Alexander the Great
- Redmarkus5
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RE: Kharkov for WitE ready for final work and testing
ORIGINAL: LiquidSky
Okay..I have spent some time digging into the event scripts. I exported all the events from Case Blue into the logfiles, and I get each event as a text file labeled <event number>.txt
What I would like to be able to do is type up an event and import it into the editor, in other words, the reverse of what you allow in the editor. I do know that if you use the click click click editor, it will insert all the proper values in, but I would rather have them as a printed reference and type them in, then click them in.
Otherwise I think I will go mad having to click each individual piece to script an event.
I do like that you can import events from other scenarios, but alas....sometimes it is better to start with a clean slate.
It's a table, so it should be possible for Vic to support an import from .txt, .csv, .xls feature... I am guessing

If we could get a master events table in Excel (with a comment next to each event that explains what it does!) that would be a HUGE step.
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
RE: Kharkov for WitE ready for final work and testing
OK, I've been looking at adding required sftypes to go with my OOB/TO&E research, and I've figured out how to add new sftypes and mod existing ones ... so far all I've done is change the 105mm LeFH into the 105mm K18 sFH (the description is obviously not of the LeFH 18(m), which is what it is meant to be) with some mods to its anti-shipping value (it was, by 1942, in the process of being transferred to coastal artillery units, of which there are a number that should be in the Crimea) and making it a Heavy Artillery type for replacements (it was Medium, but at 3x the weight of the LeFH 18(m), I felt it was better modelled as a "heavy") ... and I've also added the LeFH 18(m) as sftype 126 (slightly reduced soft attack/defence, stacking of 1 (in between the 75mm IG and the k18), medium artillery replacements and a few other things).
I've figured out how to replace it in the underlaying Unit structures and, accidentally, how to replace it within an on-map unit, but (and there's always a 'but', isn't there?) ...
* Can you replace it in all units of the same type on the map without having to do it one unit at a time, switching between map view, selecting a new unit, and then switching to unit view and modding it? If so, how?
* For units that arrive as reinforcements, does the underlaying organisation that I have created automatically apply to them, and, if not, where do I find them and how do I mod them all (preferably at once, rather than individually) to the new underlaying organisation?
* Following on from the above, I presume if I create a new "empty" unit on map, it will follow the changed organisation that I have created when requesting replacements?
I'm sure there will be more to ask, but this will do for now.
(FYI, the 105mm K18 sFH is now only in independent Artillery Regiments (and may be removed from them entirely if/when I get around to modding and placing Coastal Artillery units) and the LeFH 18(m) is in Divisional Artillery, replacing it)
Thanks everyone!
Phil
I've figured out how to replace it in the underlaying Unit structures and, accidentally, how to replace it within an on-map unit, but (and there's always a 'but', isn't there?) ...
* Can you replace it in all units of the same type on the map without having to do it one unit at a time, switching between map view, selecting a new unit, and then switching to unit view and modding it? If so, how?
* For units that arrive as reinforcements, does the underlaying organisation that I have created automatically apply to them, and, if not, where do I find them and how do I mod them all (preferably at once, rather than individually) to the new underlaying organisation?
* Following on from the above, I presume if I create a new "empty" unit on map, it will follow the changed organisation that I have created when requesting replacements?
I'm sure there will be more to ask, but this will do for now.
(FYI, the 105mm K18 sFH is now only in independent Artillery Regiments (and may be removed from them entirely if/when I get around to modding and placing Coastal Artillery units) and the LeFH 18(m) is in Divisional Artillery, replacing it)
Thanks everyone!
Phil
Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
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Email: aspqrz@tpg.com.au
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Email: aspqrz@tpg.com.au
- Redmarkus5
- Posts: 4454
- Joined: Sat Dec 01, 2007 1:59 pm
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RE: Kharkov for WitE ready for final work and testing
If you go to the Hist screen and click the yellow = button called 'Set all to their type', with the desired MODEL type selected in the Hist units list, then all units on the map based on the selected MODEL will be updated automatically to their full TOE, as re-defined by you in the SFT and Pre-def Units lists.
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
- Redmarkus5
- Posts: 4454
- Joined: Sat Dec 01, 2007 1:59 pm
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RE: Kharkov for WitE ready for final work and testing
MODEL is the template that all units of that type are based on. Once they are on the map they no longer refer to the MODEL except when receiving replacements or if you click the button as above.
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
RE: Kharkov for WitE ready for final work and testing
Aha! Thanks. Will do asap!
Phil
Phil
Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
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Email: aspqrz@tpg.com.au
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Email: aspqrz@tpg.com.au
- Redmarkus5
- Posts: 4454
- Joined: Sat Dec 01, 2007 1:59 pm
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RE: Kharkov for WitE ready for final work and testing
You need to work in a sequence like this:
1. Create the graphics (if new ones are needed)
2. Create or edit the SFT type.
3. Create or update the Pre-def (sub) unit type, e.g. Artillery Regt to use the new SFT, if relevant.
4. Look at the relevant MODEL Hist Units and satisfy yourself that the new Pre-def sub units are present. (Changing the pre-def unit's name slightly is a good check.
5. Now 'Set all to their type' for the selected MODEL type.
6. Look at the map to confirm that the change has worked.
7. SAVE NOW!!!!
1. Create the graphics (if new ones are needed)
2. Create or edit the SFT type.
3. Create or update the Pre-def (sub) unit type, e.g. Artillery Regt to use the new SFT, if relevant.
4. Look at the relevant MODEL Hist Units and satisfy yourself that the new Pre-def sub units are present. (Changing the pre-def unit's name slightly is a good check.
5. Now 'Set all to their type' for the selected MODEL type.
6. Look at the map to confirm that the change has worked.
7. SAVE NOW!!!!

WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
RE: Kharkov for WitE ready for final work and testing
ORIGINAL: redmarkus4
You need to work in a sequence like this:
1. Create the graphics (if new ones are needed)
2. Create or edit the SFT type.
3. Create or update the Pre-def (sub) unit type, e.g. Artillery Regt to use the new SFT, if relevant.
4. Look at the relevant MODEL Hist Units and satisfy yourself that the new Pre-def sub units are present. (Changing the pre-def unit's name slightly is a good check.
5. Now 'Set all to their type' for the selected MODEL type.
6. Look at the map to confirm that the change has worked.
7. SAVE NOW!!!!![]()
Actually, I've been saving between each step. Call me paranoid, but when the first screen of an Editor tells you its buggy and to save often, I pay attention! [:D]
Actually, I have a question about Step #1 that I was going to leave till later ... I am using the Historical Photo mod because I figure I have a better chance of finding photos of some of the obscure weapons etc. than I have of drawing them (as I tell my students when I am drawing diagrams or maps, "I have trouble drawing stick figures!") ... but which folder in which file are these photos? I'd like to keep my added ones in the same folder, if possible.
Likewise, do I need to use a photo manipulation program to reduce them to a particular size? Pixel x Pixel and kb?
I've seen more appropriate pictures for the two field guns I've done, and for some of the other sftypes that I have looked at the historical data for, but haven't actually added them yet.
Phil
Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
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Email: aspqrz@tpg.com.au
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Email: aspqrz@tpg.com.au
- Redmarkus5
- Posts: 4454
- Joined: Sat Dec 01, 2007 1:59 pm
- Location: 0.00
RE: Kharkov for WitE ready for final work and testing
The unit photos are stored in graphics/DC2/Eskubi
The best way to ensure that the size is correct is to:
1. Open an existing photo using a free program like paint.net (which is the one I use). Free to download and use, all open source.
2. Open the new image you plan to use, also in Paint.net.
3. Select the area of the new image you actually want to use buy pressing 'S' and then dragging the mouse.
4. Copy the selected area Ctrl+C or 'Copy' from the menu.
5. Paste the copied image on top of the existing one that you opened earlier.
6. When Pain.net asks if you want to resize of keep the existing size, choose 'Keep existing...'
7. Hold SHIFT and drag the corners of the pasted selection until it fits reasonably closely to the original. Don't worry if a portion remains outside the area of the original - when you save this will automatically be cropped off.
8. 'Save as' if you are creating a new SFT or just 'Save' with the original name is you are replacing the graphics on the existing SFT image.
Now go to your SFT and point it at the edited image, if it's not already pointing there.
Restart the game to see the edited or new image on the units on-map.
The best way to ensure that the size is correct is to:
1. Open an existing photo using a free program like paint.net (which is the one I use). Free to download and use, all open source.
2. Open the new image you plan to use, also in Paint.net.
3. Select the area of the new image you actually want to use buy pressing 'S' and then dragging the mouse.
4. Copy the selected area Ctrl+C or 'Copy' from the menu.
5. Paste the copied image on top of the existing one that you opened earlier.
6. When Pain.net asks if you want to resize of keep the existing size, choose 'Keep existing...'
7. Hold SHIFT and drag the corners of the pasted selection until it fits reasonably closely to the original. Don't worry if a portion remains outside the area of the original - when you save this will automatically be cropped off.
8. 'Save as' if you are creating a new SFT or just 'Save' with the original name is you are replacing the graphics on the existing SFT image.
Now go to your SFT and point it at the edited image, if it's not already pointing there.
Restart the game to see the edited or new image on the units on-map.
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
RE: Community Modding Discussion
OK. I am now more or less finished adding Axis sftypes and am in the process of adding Units and Historical Units ... and I have a problem ... two, actually, which may be related.
1) <edit> figured most of this <edit>
2) I have, likewise, modded the Slovak Fast Division ... from 2 Mechanised Regiments to a single Motorised Regiment, an Armoured Regiment and an Artillery Regiment. I now have the problem, and it seems to switch between one and the other, randomly, that either all three Regiments show up with the Slovak Fast Division NATO symbol, but all with a #1 at the side (i.e. Regiment #1 for all of them) or they show white silhouettes rather than NATO symbols for the Artillery and Armoured Regiments.
I cannot figure out how to get Regiment I, Regiment II, Regiment III.
What am I missing?
And here I thought I was doing nicely (the Jager, Mountain, and Infantry Divisions worked well because the number of Regiments remained the same, I guess).
[:(] HELP!! [X(]
Phil
1) <edit> figured most of this <edit>
2) I have, likewise, modded the Slovak Fast Division ... from 2 Mechanised Regiments to a single Motorised Regiment, an Armoured Regiment and an Artillery Regiment. I now have the problem, and it seems to switch between one and the other, randomly, that either all three Regiments show up with the Slovak Fast Division NATO symbol, but all with a #1 at the side (i.e. Regiment #1 for all of them) or they show white silhouettes rather than NATO symbols for the Artillery and Armoured Regiments.
I cannot figure out how to get Regiment I, Regiment II, Regiment III.
What am I missing?
And here I thought I was doing nicely (the Jager, Mountain, and Infantry Divisions worked well because the number of Regiments remained the same, I guess).
[:(] HELP!! [X(]
Phil
Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
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Email: aspqrz@tpg.com.au
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Email: aspqrz@tpg.com.au
RE: Community Modding Discussion
OK, I've figured out how to do the Nato Symbols for #1 of my previous post (by accident, of course [8|]) ... but now I have this other problem, the Slovak Fast Division shows as its Nato counter (Mech Infantry) with the little Slovak symbol below and to the right ... but, above, I'd like to put "Slovak" ... as it is currently blank ... how to do?
And I'm still stumped on how to show them as Regiments I, II, and III rather than all as I.
Additionally, how can you show the three different Regiments as the three different Nato symbols, Motorised, Armour, Artillery, rather than all as Mech Infantry?
Phil
And I'm still stumped on how to show them as Regiments I, II, and III rather than all as I.
Additionally, how can you show the three different Regiments as the three different Nato symbols, Motorised, Armour, Artillery, rather than all as Mech Infantry?
Phil
Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
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Email: aspqrz@tpg.com.au
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Email: aspqrz@tpg.com.au
- Redmarkus5
- Posts: 4454
- Joined: Sat Dec 01, 2007 1:59 pm
- Location: 0.00
RE: Community Modding Discussion
Troy Ritter will be better able to answer as I have only dabbled with this - suggest you PM him.
Here's what I know:
1. There are separate NATO graphic files for the different Regt numbers, so these are clearly used in conjunction with the main NATO image. They must be specified as a target somewhere, so look up the graphic numbers and see if you can spot them anywhere in the editor associated with an un-modded unit that's working.
2. There is a 'Sh' button at the top right area of the Hist window. Find the Division in your historical units list and then click 'Sh' to define the short name you want to see on the unit.
3. There are several other naming and counter buttons towards the botton of the screen. Click on a Div sub-unit (pre-def) in the Hist window and play around with those. Remember that MODEL only affects the template...
As I say, Troy knows a heck of lot more that I do about this area.
Here's what I know:
1. There are separate NATO graphic files for the different Regt numbers, so these are clearly used in conjunction with the main NATO image. They must be specified as a target somewhere, so look up the graphic numbers and see if you can spot them anywhere in the editor associated with an un-modded unit that's working.
2. There is a 'Sh' button at the top right area of the Hist window. Find the Division in your historical units list and then click 'Sh' to define the short name you want to see on the unit.
3. There are several other naming and counter buttons towards the botton of the screen. Click on a Div sub-unit (pre-def) in the Hist window and play around with those. Remember that MODEL only affects the template...
As I say, Troy knows a heck of lot more that I do about this area.
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
RE: Community Modding Discussion
Yep. Tried all that. None of it works/helps as far as I can tell.
And I'm still getting changed Regiments appearing with silhouttes rather than NATO symbols ... where they aren't just big orange oblongs about 3x the width of a regular counter. And there appears to be no way of changing this.
I'll try contacting Troy [&:]
Phil
And I'm still getting changed Regiments appearing with silhouttes rather than NATO symbols ... where they aren't just big orange oblongs about 3x the width of a regular counter. And there appears to be no way of changing this.
I'll try contacting Troy [&:]
Phil
Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
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Email: aspqrz@tpg.com.au
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Email: aspqrz@tpg.com.au
- Redmarkus5
- Posts: 4454
- Joined: Sat Dec 01, 2007 1:59 pm
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RE: Community Modding Discussion
Can you post a screenshot? I have added SFTs and unit types (even created some Civil War units) and I didn't have any orange blobs issues, even though my efforts weren't 100% successful.
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
RE: Community Modding Discussion
Screenshot (trimmed) attached.
I have PM'ed Troy, and am awaiting a response!
Phil

I have PM'ed Troy, and am awaiting a response!
Phil

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- Screenshot..ectangle.jpg (151.25 KiB) Viewed 1023 times
Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
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Email: aspqrz@tpg.com.au
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Email: aspqrz@tpg.com.au
RE: Community Modding Discussion
OK, I've managed (by accident, again [8|]) to work out how to get around the orange oblongs (involves a -1 input somewhere ... nowhere actually documented, of course [8|]) ...
Even worked out how to get "Fast" above the Nato Symbol.
But now I still can't get units to display the correct Regiment numbers if I've included new regiment types ... I can get all with no Regiment # (another -1 input), or all as Regiment I ... but even using the numerical codes that work in unchanged units (13, 14, 15 etc.) makes no difference whatsoever to the Regimental Number displays ... they all show as Regiment I.
Likewise, I still cannot get different subunits to show anything but the main unit Nato symbol ... all Slovak Fast Division units are currently Motorised Infantry ... I can't get the Tank unit to show as Tanks nor the Artillery to show as Artillery.
Any ideas? I'm stumped (unless I accidentally stumble onto something ... but that takes hours and I've got about five other things that are becoming more urgent ...
[:(]
Phil
Even worked out how to get "Fast" above the Nato Symbol.
But now I still can't get units to display the correct Regiment numbers if I've included new regiment types ... I can get all with no Regiment # (another -1 input), or all as Regiment I ... but even using the numerical codes that work in unchanged units (13, 14, 15 etc.) makes no difference whatsoever to the Regimental Number displays ... they all show as Regiment I.
Likewise, I still cannot get different subunits to show anything but the main unit Nato symbol ... all Slovak Fast Division units are currently Motorised Infantry ... I can't get the Tank unit to show as Tanks nor the Artillery to show as Artillery.
Any ideas? I'm stumped (unless I accidentally stumble onto something ... but that takes hours and I've got about five other things that are becoming more urgent ...
[:(]
Phil
Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
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Email: aspqrz@tpg.com.au
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Email: aspqrz@tpg.com.au
- Redmarkus5
- Posts: 4454
- Joined: Sat Dec 01, 2007 1:59 pm
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RE: Community Modding Discussion
I know what it is! The number circled in red here refers to the additional graphic file (inside the NATO graphics folder) that has the appropriate Regt number bar. So, in this example, 13 points to the 1 bar graphic, 14 to 2 bars, 15 to 3 bars and 11 to the artillery 'dot'.
So, if you want a 4th Regt you need to add a new graphic with 4 bars and give it a number (e.g. 183) then point your 4th Regt at that graphic when you add it to the OOB.
You can't edit those settings directly for existing Regts. You need to first delete the sub-unit in the screen shown - remove it from the MODEL division (which I am foolishly not showing but I am rushed at the moment) NOT FROM THE ON MAP UNIT. The add the sub-unit again, making sure that you noted down the parameters you need to re-inserted sub unit to have, including the Regt graphic assignment value.
Play around with that and it should do the trick.

So, if you want a 4th Regt you need to add a new graphic with 4 bars and give it a number (e.g. 183) then point your 4th Regt at that graphic when you add it to the OOB.
You can't edit those settings directly for existing Regts. You need to first delete the sub-unit in the screen shown - remove it from the MODEL division (which I am foolishly not showing but I am rushed at the moment) NOT FROM THE ON MAP UNIT. The add the sub-unit again, making sure that you noted down the parameters you need to re-inserted sub unit to have, including the Regt graphic assignment value.
Play around with that and it should do the trick.

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WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
- Redmarkus5
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RE: Community Modding Discussion
By the way, I did have those orange/red bars once very early on, but I can't recall why they showed up or how I got rid of them!
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2