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Original WiTP Scenarios in AE
Posted: Thu Jul 30, 2009 6:27 am
by moonraker65
Would it be possible to re-do some of the original WiTP Scenarios for AE ? Or is it a mammoth task ?
RE: Original WiTP Scenarios in AE
Posted: Thu Jul 30, 2009 6:29 am
by DuckofTindalos
It makes a mammoth look quite small by comparison. But by all means, go ahead...[:D]
RE: Original WiTP Scenarios in AE
Posted: Thu Jul 30, 2009 5:59 pm
by moonraker65
I might do if I can find the time although I've never actually done any modding or scenario creation.
RE: Original WiTP Scenarios in AE
Posted: Thu Jul 30, 2009 6:25 pm
by DuckofTindalos
The main problem with porting over old scenarios is the new map, with all the extra bases.
RE: Original WiTP Scenarios in AE
Posted: Thu Jul 30, 2009 6:43 pm
by moonraker65
I can imagine. Would it be difficult to do or is it a really time consuming job ?
RE: Original WiTP Scenarios in AE
Posted: Thu Jul 30, 2009 6:53 pm
by DuckofTindalos
It's more time consuming than difficult. The data is there, but you have to be sure where you put it; does this unit in stock WitP go into that hex or that hex, sort of thing.
RE: Original WiTP Scenarios in AE
Posted: Thu Jul 30, 2009 10:43 pm
by Bearcat2
So; there will be no Coral Sea to the end of the war campaign? [:(]
RE: Original WiTP Scenarios in AE
Posted: Fri Aug 21, 2009 8:04 pm
by HerzKaraya
Terminus,
is there any utility/program/... that can assist moving data from the old WitP into AE? Even if you have to shuffle things around later or fill in the blanks (new values,...), it would be tremendous help to copy/paste whatever data there was from WitP into AE without having to retype everything from scratch!
I guess WitPEditorX and Michael Fleshman´s WitPExcel can´t help, or do they?
Thanks for the help! A WIR-AE Mod in the works......
RE: Original WiTP Scenarios in AE
Posted: Sat Aug 22, 2009 2:50 am
by jwilkerson
If I was going to try to "port" over a WITP scenario to AE - I would use the following process:
01 - Use WITPload to move the WITP scenario files, for the scenario in question to Excel.
02 - Use WITPloadAE to move the AE master scenario (scenario 001) files to Excel.
03 - Put the airgroup Excel files from WITP and AE side by side and manually adjust the AE excel files to reflect what I want to be reflected in the new AE scenario.
04 - Put the Ship Excel files from WITP and AE side by side and manually adjust the AE excel files to reflect what I want.
05 - Put the Location Excel files from WITP and AE side by side and manuall adjust the AE excel files to reflect what I want.
06 - I would not change the device, aircraft or class files as these files contain data that has been calibrated to work with the AE code.
07 - I might adjust the pilot or leader files if necessary.
08 - If I wanted to produce an AI version of my new AE scenario I would start from scratch and create my AI files.
09 - Then use WITPLoadAE to push the new scenario back into the scenario data file format.
Anyway, that is the high level process I would use. Note this might take days to months depending on the nature of the scenario I was trying to convert. One can use a lot of "cut and paste" in excel to accelerate the process - and I would do that as much as possible.
The AE Team currently has no plans to convert any WITP scenarios - so if someone has a "hankering" to do so - one need not be too worried that we are comming along behind you. Of course our plans might change one day - but as of today we have no plans - nor any discussions about plans - to port over any WITP scenarios. Our AE scenarios were all created from scratch and I suspect any new scenarios our team would do - would also be created from scratch, or at least be modifications of our master scenario (001). Since scenario 001 contains the entire OOB for the war it is the best place to start to create a new AE scenario. So if I wanted to make a new AE scenario, I would copy scenario 001 and get crankin' !!!
RE: Original WiTP Scenarios in AE
Posted: Sat Aug 22, 2009 2:53 am
by jwilkerson
ORIGINAL: Bubi Hartmann
I guess WitPEditorX and Michael Fleshman´s WitPExcel can´t help, or do they?
The game provided AE Editor is EditorX for AE - done by the same guy (BigJ62) - with plenty of enhancements!
RE: Original WiTP Scenarios in AE
Posted: Sat Aug 22, 2009 1:29 pm
by HerzKaraya
The game provided AE Editor is EditorX for AE - done by the same guy (BigJ62) - with plenty of enhancements!
Well, the AE Editor is great and has many new features, but has lost something in return......, the Tab called "VIEW PWHEX", which allowed you to tinker with hex info, roads, rivers,... Could we get that back???
Thank you jwilkerson for the "import" procedure, I will try it out. I thought you had used the data you already had from WitP and moved it into AE with some program, that´s why I asked. Man, you did a tremendous work!!!! [&o]
RE: Original WiTP Scenarios in AE
Posted: Sat Aug 22, 2009 4:17 pm
by BigJ62
Eventually but I am a little busy right now and there is a lot more going on in the new map data file.
ORIGINAL: Bubi Hartmann
The game provided AE Editor is EditorX for AE - done by the same guy (BigJ62) - with plenty of enhancements!
Well, the AE Editor is great and has many new features, but has lost something in return......, the Tab called "VIEW PWHEX", which allowed you to tinker with hex info, roads, rivers,... Could we get that back???
Thank you jwilkerson for the "import" procedure, I will try it out. I thought you had used the data you already had from WitP and moved it into AE with some program, that´s why I asked. Man, you did a tremendous work!!!! [&o]
RE: Original WiTP Scenarios in AE
Posted: Sun Aug 23, 2009 1:20 am
by Creeper
Unfortunately the mapeditor which was included in the normal WitP (activated with command line parameter -mew) has been removed in the AE Version. [&:]
I´m wondering why? jwilkerson can you say a few words about the reason?
RE: Original WiTP Scenarios in AE
Posted: Sun Aug 23, 2009 12:27 pm
by jwilkerson
ORIGINAL: BigJ62
Eventually but I am a little busy right now and there is a lot more going on in the new map data file.
We've said several times that we would bake "map editing" into the game supplied editor at some point - until then - if you are adventerous you are welcome to use a hexedit program to edit these files. Here is the one I use - I like it just fine - no complaints.
http://www.expertcomsoft.com/