Page 1 of 4
Editor Q&A
Posted: Tue Jul 24, 2012 6:59 am
by Vic
List of Q&A episodes so far:
1. how to script an event to cause German winter losses:
http://www.vrdesigns.nl/?p=354
2. how to create an airfield location type:
http://www.vrdesigns.nl/?p=368
3. how the weather and seasons system works:
http://www.vrdesigns.nl/?p=373
4. how to add a new historical unit model with a new nato counter graphic
http://www.vrdesigns.nl/?p=386
RE: Editor Q&A
Posted: Tue Jul 24, 2012 11:41 am
by Redmarkus5
Fantastic Vic!
For me the next topics are:
1. How to create new terrain types and location types.
2. How to configure the AI for an AI offensive scenario.
Thanks.
RE: Editor Q&A
Posted: Tue Jul 24, 2012 12:42 pm
by Vic
Ohhh en 2nd installment on how to create an airfield location type:
http://www.vrdesigns.nl/?p=368
I will try to do 1 or 2 a week of these very short tutorials.
best,
Vic
RE: Editor Q&A
Posted: Tue Jul 24, 2012 3:43 pm
by Redmarkus5
Thanks Vic. That really explains it and I see what I was doing wrong now.
I'll test this tonight.
RE: Editor Q&A
Posted: Tue Jul 24, 2012 6:07 pm
by Redmarkus5
Here it is - Large Airfields beside each city and a few small 'Forward Airfields' (really just for flavor because now we also have more towns).

RE: Editor Q&A
Posted: Tue Jul 24, 2012 7:55 pm
by Redmarkus5
Better airbase images...

RE: Editor Q&A
Posted: Wed Jul 25, 2012 11:07 am
by Redmarkus5
Vic. The Import Map function worked great for Case Blue Full, Short and also Trappenjagd.
When I imported my map into Uranus, snow weather was gone and front line had moved to Case Blue front line. German units were still sitting in Uranus locations...
RE: Editor Q&A
Posted: Wed Jul 25, 2012 11:18 am
by Redmarkus5
Actually, I opened Trappenjagd again and it has the same problem...
RE: Editor Q&A
Posted: Wed Jul 25, 2012 1:02 pm
by Vic
There is a number of events that controll weather. When you start the game isnt the weather reset to the correct hexes. This event could also be executed while in editor.
When importing the map you can chose to not import owners (and thus keep your current frontline)
Hope this helps
best
Vic
RE: Editor Q&A
Posted: Wed Jul 25, 2012 4:07 pm
by Redmarkus5
ORIGINAL: Vic
There is a number of events that controll weather. When you start the game isnt the weather reset to the correct hexes. This event could also be executed while in editor.
When importing the map you can chose to not import owners (and thus keep your current frontline)
Hope this helps
best
Vic
Yes, importing the owners was one problem. I will retest. Thanks.
RE: Editor Q&A
Posted: Wed Jul 25, 2012 7:57 pm
by Redmarkus5
OK, I have placed the new image inside the 2nd Kharkov scenario successfully and it opens up fine.
Questions:
1. Best way to hide Stock rivers is to create a new graphic and draw them as transparent?
2. How can I delete the existing DCCB rivers and roads from the map? Using 'Plains' draw selection doesn't work.

RE: Editor Q&A
Posted: Thu Jul 26, 2012 1:30 am
by Redmarkus5
'Import Units' in Settings onto a new 20x20 map, selecting the Kharkov scenario as a source gives this crash every time.

RE: Editor Q&A
Posted: Thu Jul 26, 2012 8:39 am
by Vic
Hi,
1. Landscape Types, Rivers and Roads have a Transparent setting button in their respective editor windows.
2. You can draw or remove rivers by right clicking a hex and then left clicking on a neighbour hex.
3. The editor is really rough with the input errors. sorry. Basically it doesnt work because the units from Kharkov can have X,Y coordinates larger then 20x20.
best,
Vic
RE: Editor Q&A
Posted: Thu Jul 26, 2012 9:15 am
by Redmarkus5
ORIGINAL: Vic
Hi,
1. Landscape Types, Rivers and Roads have a Transparent setting button in their respective editor windows.
2. You can draw or remove rivers by right clicking a hex and then left clicking on a neighbour hex.
3. The editor is really rough with the input errors. sorry. Basically it doesnt work because the units from Kharkov can have X,Y coordinates larger then 20x20.
best,
Vic
Nice - thanks! Rivers, here I come!
Would be nice if the OOB import could be limited to just bringing in the OOB and not putting the units on the map. So all the SFT, Pre-def and HIST are in the new scenario, but the x-y coordinates are ignored.
I figure another option is for me to:
1. Crop the Kharkov scenario to 20x20 hexes (the size of the WitE map)
2. Save that and then import from it.
Should work?
RE: Editor Q&A
Posted: Thu Jul 26, 2012 9:18 am
by Redmarkus5
Or just make sure that my new mod has the same x-y as the intended OOB source!!! Doh...
RE: Editor Q&A
Posted: Thu Jul 26, 2012 9:39 am
by Redmarkus5
ORIGINAL: redmarkus4
Or just make sure that my new mod has the same x-y as the intended OOB source!!! Doh...
Nope - reported 'Import Successful' then crashed when I clicked the Map button...
New map was set at 24wx28h
I just opened up Kharkov and inserted the new map there, then started to edit the map graphics. Easiest route I have found.
RE: Editor Q&A
Posted: Thu Jul 26, 2012 9:56 am
by Redmarkus5
ORIGINAL: Vic
Hi,
1. Landscape Types, Rivers and Roads have a Transparent setting button in their respective editor windows.
2. You can draw or remove rivers by right clicking a hex and then left clicking on a neighbour hex.
3. The editor is really rough with the input errors. sorry. Basically it doesnt work because the units from Kharkov can have X,Y coordinates larger then 20x20.
best,
Vic
OK, have started deleting the vanilla rivers (roads next). Then I will re-draw them over the map (as close as possible) and turn them to transparent.
Hopefully it will work in play terms.

RE: Editor Q&A
Posted: Thu Jul 26, 2012 11:44 am
by krupp_88mm
ORIGINAL: redmarkus4
OK, have started deleting the vanilla rivers (roads next). Then I will re-draw them over the map (as close as possible) and turn them to transparent.
Hopefully it will work in play terms.
Pretty cool, have you given any thought to taking your map image in photoshop, importing in the hex grid over it, and then editing the map in photoshop via warps or edits so it fits onto the hex grid? I could probably do that quickly for you if you want.
Also can someone please tell me where the game editor is, i can't find it.
Looks very interesting
Posted: Thu Jul 26, 2012 12:00 pm
by Templer_12
Looks very interesting.
The names of the smaller towns and villages are too dominant.
RE: Editor Q&A
Posted: Thu Jul 26, 2012 1:31 pm
by Redmarkus5
ORIGINAL: krupp_88mm
ORIGINAL: redmarkus4
OK, have started deleting the vanilla rivers (roads next). Then I will re-draw them over the map (as close as possible) and turn them to transparent.
Hopefully it will work in play terms.
Pretty cool, have you given any thought to taking your map image in photoshop, importing in the hex grid over it, and then editing the map in photoshop via warps or edits so it fits onto the hex grid? I could probably do that quickly for you if you want.
Also can someone please tell me where the game editor is, i can't find it.
That would be excellent. Here's a link to the map file I'm using:
https://dl.dropbox.com/u/29184871/Kharkov1.jpg. I will hold on implementing the rivers and roads until you're done.