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Post by p220fhf on Jun 12, 2021 16:01:07 GMT
Arthur Currie , the results will be weird. some of the contents can be found in here.
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Post by Arthur Currie on Jun 13, 2021 12:44:55 GMT
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Post by ππ³π°π΅π΄π¬πΊ on Jun 13, 2021 14:41:56 GMT
Thank you Arthur Currie. I am changing the UI right now, so I am very interrested what guide nr 7 has to tell. The modell modding guides 1, 3 and 4 seem to explain things, we don't find here in the board. For me it was amazing how many files of the different MT-games can be used vice versa with minimal changes, but I have to do it with try-and-error. That .fnt files are just binary xml, and how to change them, I just learned. Guide 8 seems to explain it. If you can download nr 7 ithis will be great. I tried it by myself, but I did not find a download link, and the pages are not translated by the browsers I have (SmartCoocie, Privacy, (Opera)). I took time to understand that he greyed-button is the input field for the code, but after this, on the next page, I donΒ΄t know where to click to get the file.
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Post by Arthur Currie on Jun 13, 2021 15:13:18 GMT
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Post by p220fhf on Jun 13, 2021 15:43:04 GMT
Tutorial 1&4 are about unit modelling.
The tutorials are explaining the use of def_motion.xml.
Below is the USSR Super Tank taken from WC4, the formats of WC4, EW4 and WC3 are quite similar.
<Unit name="θθ―θΆ
η΄ε¦ε
" res="unit_panzer" strike="tank strike 4" dir="-1" x="0" y="15" scale="0.8">
<Motion name="θθε¦ε
5εΎ
ζΊε¨η»" type="standby"/>
<Motion name="θθε¦ε
5θ‘ε¨ε¨η» " type="move" effect="sfx_tank.wav"/>
<Motion name="θθε¦ε
5ζ»ε»ε¨η» " type="attack" at="0.72" effect="panzer4"/>
<Motion name="θθε¦ε
5ζ»δΊ‘ε¨η» " type="die"/>
</Unit>
The unit name in red must match the one in armysettings.json (WC4). "res" (blue one) means the resource of the motion, the "unit_panzer" .bin, .xml and .png.
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Post by p220fhf on Jun 13, 2021 15:48:23 GMT
Thank you Arthur Currie . I am changing the UI right now, so I am very interrested what guide nr 7 has to tell. The modell modding guides 1, 3 and 4 seem to explain things, we don't find here in the board. For me it was amazing how many files of the different MT-games can be used vice versa with minimal changes, but I have to do it with try-and-error. That .fnt files are just binary xml, and how to change them, I just learned. Guide 8 seems to explain it. If you can download nr 7 ithis will be great. I tried it by myself, but I did not find a download link, and the pages are not translated by the browsers I have (SmartCoocie, Privacy, (Opera)). I took time to understand that he greyed-button is the input field for the code, but after this, on the next page, I donΒ΄t know where to click to get the file. Guide 3 explains how to add generals
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Post by ππ³π°π΅π΄π¬πΊ on Jun 13, 2021 16:53:34 GMT
I didn't start .btl editing, because I had to understand first the maps. IΒ΄ve seen your alien modding, do you create new btl - files? Can you add additional units and fortifications? (change filesize) I don't have the tools on my android PC (no touch anymore). I understand the files quite a lot, if you need help or informations ask me please. I usually update my references, but was without device for a whileAll my basic searching came from the need to create NEW .btl files. Once this, we even should be able to use other maps (3k for example). I believe the border part of an blt-file must 100% match the map. I can't move the map-position of an btl, so I believe setting an owner to a water tile causes crahing. BJ's maps don't use the first row. The Vanilla apk has a, just for fun translated, version of anim_fire.bin
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Post by ππ³π°π΅π΄π¬πΊ on Jun 13, 2021 17:16:46 GMT
Tutorial 1&4 are about unit modelling. The tutorials are explaining the use of def_motion.xml. Below is the USSR Super Tank taken from WC4, the formats of WC4, EW4 and WC3 are quite similar. <Unit name=" θθ―θΆ
η΄ε¦ε
" res="unit_panzer" strike="tank strike 4" dir="-1" x="0" y="15" scale="0.8"> <Motion name="θθε¦ε
5εΎ
ζΊε¨η»" type="standby"/> <Motion name="θθε¦ε
5θ‘ε¨ε¨η» " type="move" effect="sfx_tank.wav"/> <Motion name="θθε¦ε
5ζ»ε»ε¨η» " type="attack" at="0.72" effect="panzer4"/> <Motion name="θθε¦ε
5ζ»δΊ‘ε¨η» " type="die"/> </Unit> The unit name in red must match the one in armysettings.json (WC4). "res" (blue one) means the resource of the motion, the "unit_panzer" .bin, .xml and .png. Yes 100% correct - armies that are not name here are not used and can be deleted. For my .1 modding I move all armies in a folder and change this setting. Are there more details? And now: Thank you a lot p220fhf for your help! - this is the power of the EFC I don't know how big the guides are, do you think we should start an extra thread? I even think about a new ew4 modding library...
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Post by Arthur Currie on Jun 13, 2021 17:48:46 GMT
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Post by p220fhf on Jun 13, 2021 18:21:30 GMT
Tutorial 1&4 are about unit modelling. The tutorials are explaining the use of def_motion.xml. Below is the USSR Super Tank taken from WC4, the formats of WC4, EW4 and WC3 are quite similar. <Unit name=" θθ―θΆ
η΄ε¦ε
" res="unit_panzer" strike="tank strike 4" dir="-1" x="0" y="15" scale="0.8"> <Motion name="θθε¦ε
5εΎ
ζΊε¨η»" type="standby"/> <Motion name="θθε¦ε
5θ‘ε¨ε¨η» " type="move" effect="sfx_tank.wav"/> <Motion name="θθε¦ε
5ζ»ε»ε¨η» " type="attack" at="0.72" effect="panzer4"/> <Motion name="θθε¦ε
5ζ»δΊ‘ε¨η» " type="die"/> </Unit> The unit name in red must match the one in armysettings.json (WC4). "res" (blue one) means the resource of the motion, the "unit_panzer" .bin, .xml and .png. Yes 100% correct - armies that are not name here are not used and can be deleted. For my .1 modding I move all armies in a folder and change this setting. Are there more details? And now: Thank you a lot p220fhf for your help! - this is the power of the EFC I don't know how big the guides are, do you think we should start an extra thread? I even think about a new ew4 modding library... Or you could add units to use those unused models. In my mod, I simply added tanks in armysettings and in def_motion for WC4. Since some countries use the same model, and I made different tanks use its model for more diversity.
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Post by ππ³π°π΅π΄π¬πΊ on Jun 13, 2021 18:22:22 GMT
We just have 2 maps: europe.bin/map1.bin/map1_x.pvr america.bin/map2.bin/map2_x.pvr _@ 2 = hd texture In the header of a btl-file, the map, position and size is defined. If I remember correct the WWII mod even has maps using the first row compared to WWI. The china map fromm 3K is the same struct as EW4, wc maps are not usable, because they have the N-S interlace not W E like EW4
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Post by Arthur Currie on Jun 13, 2021 19:14:13 GMT
ππ³π°π΅π΄π¬πΊ,i have confirmed that the peninsula war campaign france is also the spanish civil war map for the axis mission but reduced
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Post by ππ³π°π΅π΄π¬πΊ on Jun 13, 2021 22:35:57 GMT
ππ³π°π΅π΄π¬πΊ,i have confirmed that the peninsula war campaign france is also the spanish civil war map for the axis mission but reduced You can find out the map by checking the Btl-file: &H0000 = 02 00 00 00 -> EW4 &H0004 is the id of the map, defined in def_map.xml &H0008 left edge (x) &H000C top row (y) &H0010 width of the map &H0014 height of the map The european campaigs/conquests share all the same MAP. Hills, trees etc. are always at the same position. Often a city etc covers them, but the terrain-evasion ads to the defense bonus, but you can't see the value anymore. same for America
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Post by ππ³π°π΅π΄π¬πΊ on Jun 13, 2021 22:58:27 GMT
Yes 100% correct - armies that are not name here are not used and can be deleted. For my .1 modding I move all armies in a folder and change this setting. Are there more details? And now: Thank you a lot p220fhf for your help! - this is the power of the EFC I don't know how big the guides are, do you think we should start an extra thread? I even think about a new ew4 modding library... Or you could add units to use those unused models. In my mod, I simply added tanks in armysettings and in def_motion for WC4. Since some countries use the same model, and I made different tanks use its model for more diversity. I just know EW4, but I looked also inside the WC apk. I am interrested if the guides contain more details. I.E: strike="" (WC-specific) where is the strike defined ? effect="Effect_Name" is linking to two <EffectsAnimation name="" (+ li + re) elements, in def_effectsanim.xml (ew4). (and from there to the effect_xxx.xml) Iirc the EffectsAnimation (left/right) must be declared, otherwhise anr.
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Post by Arthur Currie on Jun 13, 2021 23:15:00 GMT
ππ³π°π΅π΄π¬πΊ,with this new knowledge we might be able to create new maps with Conquests regions..like reduce it to only italy
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