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Post by marco77 on Sept 21, 2021 3:04:37 GMT
Hello, I would like to know how to modify the appearances of the units in EW4, I have searched a lot in the forum but I can not find anything about this, sorry for my English, I speak Spanish
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Post by ππ³π°π΅π΄π¬πΊ on Sept 21, 2021 23:14:07 GMT
Hello, I would like to know how to modify the appearances of the units in EW4, I have searched a lot in the forum but I can not find anything about this, sorry for my English, I speak Spanish Hola marco77, You see the army_*.* files - they contain all graphics and animations for the different units. I don't know how to change the movements in the army_*.bin files, but You can change the apperance of units by modifying the army_*.png (and army_*.xml). Nice that you asked in english, thats our board language. If something is not clear, just ask again. Enjoy the board!
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Post by marco77 on Sept 22, 2021 1:07:36 GMT
Hello, I would like to know how to modify the appearances of the units in EW4, I have searched a lot in the forum but I can not find anything about this, sorry for my English, I speak Spanish Hola marco77, You see the army_*.* files - they contain all graphics and animations for the different units. I don't know how to change the movements in the army_*.bin files, but You can change the apperance of units by modifying the army_*.png (and army_*.xml). Nice that you asked in english, thats our board language. If something is not clear, just ask again. Enjoy the board! Thanks you have helped me, I only want to make minor changes but who knows and maybe I will make a complete mod, in the same way thanks
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Post by marco77 on Sept 23, 2021 21:45:07 GMT
Hello, I would like to know how to modify the appearances of the units in EW4, I have searched a lot in the forum but I can not find anything about this, sorry for my English, I speak Spanish Hola marco77, You see the army_*.* files - they contain all graphics and animations for the different units. I don't know how to change the movements in the army_*.bin files, but You can change the apperance of units by modifying the army_*.png (and army_*.xml). Nice that you asked in english, thats our board language. If something is not clear, just ask again. Enjoy the board! Hello again, sorry for the question, but do you know how to position generals and units on a conquest map?
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Post by ππ³π°π΅π΄π¬πΊ on Sept 23, 2021 23:18:52 GMT
Hello again, sorry for the question, but do you know how to position generals and units on a conquest map? For the six conquests, they are defined in the conquest*.btl files. You have to edit battlefiles (.btl) binary, with a hex-editor. Here you find the .btl file-structure as much I know. The Hex-ID's are always the same for an field in europa or america. I am not so good in explaining. Have first a look at my post and then exammine a few btl-files. If you can work with an hex-editor, I can give you then more detailed informations on request.
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Post by marco77 on Sept 24, 2021 0:37:45 GMT
Hello again, sorry for the question, but do you know how to position generals and units on a conquest map? For the six conquests, they are defined in the conquest*.btl files. You have to edit battlefiles (.btl) binary, with a hex-editor. Here you find the .btl file-structure as much I know. The Hex-ID's are always the same for an field in europa or america. I am not so good in explaining. Have first a look at my post and then exammine a few btl-files. If you can work with an hex-editor, I can give you then more detailed informations on request. Thanks
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Post by marco77 on Sept 24, 2021 2:49:49 GMT
Hello again, sorry for the question, but do you know how to position generals and units on a conquest map? For the six conquests, they are defined in the conquest*.btl files. You have to edit battlefiles (.btl) binary, with a hex-editor. Here you find the .btl file-structure as much I know. The Hex-ID's are always the same for an field in europa or america. I am not so good in explaining. Have first a look at my post and then exammine a few btl-files. If you can work with an hex-editor, I can give you then more detailed informations on request. Hello there I was reviewing the publication and I found an editor but I don't really understand yet, but I have gotten the hexadecimals for the different units, but I still don't know how to change their position, could you explain to me? My disagreements if I am not so clear, it is something difficult
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Post by ππ³π°π΅π΄π¬πΊ on Sept 24, 2021 3:56:11 GMT
For the six conquests, they are defined in the conquest*.btl files. You have to edit battlefiles (.btl) binary, with a hex-editor. Here you find the .btl file-structure as much I know. The Hex-ID's are always the same for an field in europa or america. I am not so good in explaining. Have first a look at my post and then exammine a few btl-files. If you can work with an hex-editor, I can give you then more detailed informations on request. Hello there I was reviewing the publication and I found an editor but I don't really understand yet, but I have gotten the hexadecimals for the different units, but I still don't know how to change their position, could you explain to me? My disagreements if I am not so clear, it is something difficult It is somehow difficult - lets look as example at campaign1_2.btl open it with your hex-editor. First comes the header with map,size the amount of units etc. (4Β½-lines, when you see 16 bytes in a row) 0000 : 02 00 00 00 01 00 00 00 15 00 00 00 1D 00 00 00 EW4, Europe, 21 left, 29 top 0010 : 14 00 00 00 14 00 00 00 06 00 00 00 34 00 00 00 4 20 width, 20 height, 6 countries, 52 elements 0020 : 2B 00 00 00 04 00 00 00 02 00 00 00 00 00 00 00 + 43 units, 4, 2, 0 0030 : 1E 00 00 00 0C 00 00 00 00 00 00 00 2E 00 00 00 30 victory, 12 great v, 0, 46 0040 : 00 00 00 00 00 00 00 00 0, 0
The europe map has 79 hex in one row. From the header we know: We start with top-row 29: first HexId of row 29 is (29 * 79) = 2291 (HexId dec) + a left offset of 21 = 2312 (HexId dec) Is our first field - every row down starts with ID+79 Scrolling down are comming the countries: fra (0), koi (1), pie (2), aus (3), che (4) gbr (5). At 0x 0480 starts the border-section (one byte per hex on the battlefield. The battlefield is 20*20 hex big (0x14), so I arrange 400 Bytes in rows of 20 bytes 2312 - 2332 00 00 00 00 00 00 00 00 00 00 00 00 03 03 03 03 03 03 03 03 2391 - 2410 00 00 00 00 00 00 00 00 00 00 04 04 04 04 03 03 03 03 03 03 2470 - 2489 00 00 00 00 00 00 00 00 00 04 04 04 04 04 03 03 03 03 03 03 2549 - 2568 00 00 00 00 00 00 00 00 00 04 04 04 04 04 04 03 03 03 03 03 2628 - 2647 00 00 00 00 00 00 00 00 00 04 04 04 04 04 03 03 03 03 03 03 2707 - 2726 00 00 00 00 00 00 00 00 00 02 02 02 03 03 03 03 03 03 03 03 2786 - 2799 00 00 00 00 00 00 00 00 02 02 02 02 03 03 03 03 FF 03 03 03 2847 - 2866 00 00 00 00 00 00 00 00 02 02 02 02 02 03 03 03 FF FF 03 FF 2926 - 2945 00 00 00 00 00 00 00 02 02 02 02 02 03 03 03 03 FF FF FF FF 3005 - 3024 00 00 00 00 00 00 00 00 02 02 02 02 03 03 03 03 FF FF FF FF 3084 - 3103 00 00 00 FF 00 00 00 00 02 02 FF FF 03 03 03 01 01 FF FF FF 3163 - 3182 00 00 00 FF FF FF 00 00 FF FF FF FF FF 01 01 01 01 01 FF FF 3242 - 3261 00 00 FF FF FF FF 00 FF FF FF FF FF FF 01 01 01 01 01 FF FF 3321 - 2240 00 00 00 FF FF FF FF FF FF FF FF 00 FF FF FF 01 01 01 01 FF 3400 - 3419 FF FF FF FF FF FF FF FF FF FF 00 00 FF FF FF 01 01 01 01 FF 3479 - 3498 FF FF FF FF FF FF FF FF FF FF FF 00 FF FF FF 01 01 01 01 01 3558 - 3577 FF FF FF FF 05 FF FF FF FF FF FF FF FF FF FF FF FF 01 01 01 3637 - 3656 FF FF FF 05 FF FF 05 FF FF FF FF 02 02 FF FF FF FF FF FF 01 3716 - 3735 05 FF 05 FF 05 FF FF FF FF FF 02 02 FF FF FF FF FF FF FF FF 3795 - 3813 FF FF FF FF FF FF FF FF FF FF FF 02 02 FF FF FF FF FF FF FF
0610 : 10 09 FF FF FF 00 00 00 FF 01 00 FF 00 00 00 00 2320 fence (01) 0620 : 5E 09 FF FF 04 02 00 03 FF FF 00 FF 00 00 00 00 2398 farm 02 0630 : 62 09 FF FF 04 02 00 01 FF FF 00 FF 00 00 00 00 2402 farm 02 0640 : 68 09 FF FF 04 02 00 01 FF FF 00 FF 00 00 00 00 2408 farm 02 0650 : 69 09 FF FF 04 03 00 03 FF FF 00 FF 00 00 00 00 2409 farm 03 0660 : A7 09 FF FF 04 02 00 01 FF FF 00 FF 00 00 00 00 2471 farm 02 0670 : AC 09 FF FF 00 01 00 01 FF FF 00 FF 00 00 00 00 2476 city 01 0680 : B1 09 16 00 00 03 00 01 FF FF 00 FF 00 00 00 00 2481 Name Zurich (16h) , city 03 0690 : B5 09 3E 00 00 06 00 01 FF FF 00 FF 00 00 00 00 2485 Name Munich (3Eh) 06a0 : F6 09 FF FF 04 02 00 04 FF FF 00 FF 00 00 00 00 2550 farm 02 06b0 : F7 09 14 00 00 05 00 01 FF FF 00 FF 00 00 00 00 2551 Name Clermont (14h) 06c0 : F9 09 FF FF FF 00 00 00 FF 00 00 FF 00 00 00 00 2553 trench (00)
At 0x 0610 start the elements (city,stable,trench etc) everyone take 16 Byte, it starts with 10 09. Data is saved with low byte first, so it means: Hex:0910 = 2320 (HexId decimal) this is the HexId of the first element. The next element (+16bytes) 0x 0620: 5E 09 => 0x095E = 2398 (HexId decimal) second element 0x 0640: 62 09 => 0x0962 = 2402 (HexId decimal) third element If you use MT you can use the inspector to easy see the values in decimal. Scroll down to 0x 0950 Here starts the unit section (32 Bytes per unit) First two bytes = position: 0x 0950: 63 09 => 0x0962 = 2403 (HexId decimal) position first unit Scroll down to 0x9F0 0x 09f0 : B1 09 06 01 B3 00 B3 00 00 00 00 00 00 0A 00 00 0x 0a00 : 71 49 00 00 00 00 00 01 00 01 FF 00 00 00 00 00 This is the first unit with an general. At HexId 2481 (dec) we have commander 18801 (71 49 => 18801 = Bachmann def_commander.xml) on Light Cav (06) double formation(01) with 179/179 HP (B3 00 / B3 00) You can move him by changing the HexId-position, but HexId must be on de battlefield.
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Post by marco77 on Sept 24, 2021 5:34:21 GMT
Hello there I was reviewing the publication and I found an editor but I don't really understand yet, but I have gotten the hexadecimals for the different units, but I still don't know how to change their position, could you explain to me? My disagreements if I am not so clear, it is something difficult It is somehow difficult - lets look as example at campaign1_2.btl open it with your hex-editor. First comes the header with map,size the amount of units etc. (4Β½-lines, when you see 16 bytes in a row) 0000 : 02 00 00 00 01 00 00 00 15 00 00 00 1D 00 00 00 0010 : 14 00 00 00 14 00 00 00 06 00 00 00 34 00 00 00 4 0020 : 2B 00 00 00 04 00 00 00 02 00 00 00 00 00 00 00 + 0030 : 1E 00 00 00 0C 00 00 00 00 00 00 00 2E 00 00 00 0040 : 00 00 00 00 00 00 00 00
Scrolling down are comming the countries fra, ... untill gbr. At 0x 0480 starts the border-section (one byte per hex on the battlefield. The battlefield is 20*20 hex big (0x14), so I arrange 400 Bytes in rows of 20 bytes
00 00 00 00 00 00 00 00 00 00 00 00 03 03 03 03 03 03 03 03 00 00 00 00 00 00 00 00 00 00 04 04 04 04 03 03 03 03 03 03 00 00 00 00 00 00 00 00 00 04 04 04 04 04 03 03 03 03 03 03 00 00 00 00 00 00 00 00 00 04 04 04 04 04 04 03 03 03 03 03 00 00 00 00 00 00 00 00 00 04 04 04 04 04 03 03 03 03 03 03 00 00 00 00 00 00 00 00 00 02 02 02 03 03 03 03 03 03 03 03 00 00 00 00 00 00 00 00 02 02 02 02 03 03 03 03 FF 03 03 03 00 00 00 00 00 00 00 00 02 02 02 02 02 03 03 03 FF FF 03 FF 00 00 00 00 00 00 00 02 02 02 02 02 03 03 03 03 FF FF FF FF 00 00 00 00 00 00 00 00 02 02 02 02 03 03 03 03 FF FF FF FF 00 00 00 FF 00 00 00 00 02 02 FF FF 03 03 03 01 01 FF FF FF 00 00 00 FF FF FF 00 00 FF FF FF FF FF 01 01 01 01 01 FF FF 00 00 FF FF FF FF 00 FF FF FF FF FF FF 01 01 01 01 01 FF FF 00 00 00 FF FF FF FF FF FF FF FF 00 FF FF FF 01 01 01 01 FF FF FF FF FF FF FF FF FF FF FF 00 00 FF FF FF 01 01 01 01 FF FF FF FF FF FF FF FF FF FF FF FF 00 FF FF FF 01 01 01 01 01 FF FF FF FF 05 FF FF FF FF FF FF FF FF FF FF FF FF 01 01 01 FF FF FF 05 FF FF 05 FF FF FF FF 02 02 FF FF FF FF FF FF 01 05 FF 05 FF 05 FF FF FF FF FF 02 02 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 02 02 FF FF FF FF FF FF FF
At 0x 0610 start the elements (city,stable,trench etc) everyone take 16 Byte, it starts with 10 09. Data is saved with low byte first, so it means: Hex:0910 = 2320 (HexId decimal) this is the HexId of the first element. The next element (+16bytes) 0x 0620: 5E 09 => 0x095E = 2398 (HexId decimal) second element 0x 0640: 62 09 => 0x0962 = 2402 (HexId decimal) third element If you use MT you can use the inspector to easy see the values in decimal. Scroll down to 0x 0950 Here starts the unit section (32 Bytes per unit) First two bytes = position: 0x 0950: 63 09 => 0x0962 = 2403 (HexId decimal) position first unit Scroll down to 0x9F0 0x 09f0 : B1 09 06 01 B3 00 B3 00 00 00 00 00 00 0A 00 00 0x 0a00 : 71 49 00 00 00 00 00 01 00 01 FF 00 00 00 00 00 This is the first unit with an general. At HexId 2461 (dec) we have commander 18801 (71 49 => 18801 = Bachmann def_commander.xml) on Light Cav (06) double formation(01) with 179/179 HP (B3 00 / B3 00) You can move him by changing the HexId-position, but HexId must be on de battlefield. Thank you very much, you have helped me a lot, really thank you
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