Matrix Games Forums

To End All Wars: Mountain InfantryPandora: Eclipse of Nashira Announced! Deal of the Week: Command Ops goes half price!New Fronts are opening up for Commander: The Great WarCharacters of World War 1Sign of for the Pike and Shot Beta!More Games are Coming to Steam! Return to the Moon on October 31st! Commander: The Great War iPad Wallpapers Generals of the Great War
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

modding the map

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> WW2: Time of Wrath >> Scenarios and Mods >> modding the map Page: [1]
Login
Message << Older Topic   Newer Topic >>
modding the map - 11/7/2009 9:46:50 PM   
gwgardner

 

Posts: 3375
Joined: 4/7/2006
Status: offline
obviously it can be done, but I can't figure out how.

the ed.exe in the editor folder doesn't work for me. And there's nothing in the modding tutorial about changing the map.

How is it done? Thx for any help.

I want to mod the standard map to make the Qatar Depression as difficult to move through as mountains.
Post #: 1
RE: modding the map - 11/7/2009 9:54:27 PM   
Uxbridge


Posts: 836
Joined: 2/8/2004
From: Uppsala, Sweden
Status: offline
No, you can't do that. That's why I made it totally impassable. The editor included in the game is only for changing coastal areas, hex ownership and fortifications.

(in reply to gwgardner)
Post #: 2
RE: modding the map - 11/8/2009 4:11:12 PM   
gwgardner

 

Posts: 3375
Joined: 4/7/2006
Status: offline
How did you do that? I'd like the same for the regular map.

(in reply to Uxbridge)
Post #: 3
RE: modding the map - 11/8/2009 8:05:37 PM   
Uxbridge


Posts: 836
Joined: 2/8/2004
From: Uppsala, Sweden
Status: offline
Do this:

Go to "countries" and find some nice nation to use. I think I took number 73. Rename this nation "impassable" or whatever else you can think of. If you like it really simple, just open ETO and copy this line. Paste it into the same place in your scenario.

Then you go to editor and open the appropriate map. You have 3 tabs: ownership, fortifications and coastal hexes (or areas). Chose ownership. Then use the dropdown menu to locate country impassable. Now, by clicking on the map, you change whatever hex you chose to country impassable. Move around it by holding left ctrl down and moving mouse. Bit odd, but after a while it works. Make sure not to have ToW running in the background. That will make movements slow and hard to calculate.

When you have made the changes, save the map again and exit. That's it! Now no units can enter hexes belonging to Impassable and since this country won't show up on the diplomatic map, no one can declare war against it.

(in reply to gwgardner)
Post #: 4
RE: modding the map - 11/8/2009 10:47:18 PM   
gwgardner

 

Posts: 3375
Joined: 4/7/2006
Status: offline
How very clever.

However, any time I run ed.exe, I get an error from the OS saying ed.exe has stopped functioning. I've never been able to run it. I'm on a Vista system.

(in reply to Uxbridge)
Post #: 5
RE: modding the map - 11/9/2009 5:32:42 AM   
Uxbridge


Posts: 836
Joined: 2/8/2004
From: Uppsala, Sweden
Status: offline
You don't have ToW running simultaniously?

Send me copies of countries and map and I fix it. I have to know the identity of the hexes in question.

(in reply to gwgardner)
Post #: 6
RE: modding the map - 12/13/2009 10:37:53 PM   
Harbinger


Posts: 144
Joined: 12/20/2008
From: Ohio
Status: offline
Okay, time for me to expose how dumb i am.

How does one mod the actual terrain changes? I have a basic understanding of how the ed.exe works with the ownership and stuff.

For example;
How does one modify the current Forest hex graphic from the standard to a different look?
How does one then assign that new graphic to a map coordinate?

These seem simple and basic questions but I ain't figgered it out.
I have no experience of this type.



_____________________________

Assume nothing.

(in reply to Uxbridge)
Post #: 7
RE: modding the map - 12/14/2009 11:34:09 PM   
Harbinger


Posts: 144
Joined: 12/20/2008
From: Ohio
Status: offline
Is it possible to create an entirely new map?

_____________________________

Assume nothing.

(in reply to Harbinger)
Post #: 8
RE: modding the map - 12/15/2009 6:27:11 AM   
Uxbridge


Posts: 836
Joined: 2/8/2004
From: Uppsala, Sweden
Status: offline
No, you can't do that unless WI release the larger version of the map editor. As it is now, they like to keep it to themselves. The exact reason for that, I don't know. One would surmise that if this was made available, us modders would create a lot of smaller scenarios, and the general interest for the game would most likely rise. But maybe they like the option to create and sell more such scenarios in the future themselves, and don't want an already diluted market.

(in reply to Harbinger)
Post #: 9
RE: modding the map - 12/15/2009 8:55:07 AM   
doomtrader


Posts: 5320
Joined: 7/22/2008
From: Poland
Status: offline
quote:

For example;
How does one modify the current Forest hex graphic from the standard to a different look?
How does one then assign that new graphic to a map coordinate?

These seem simple and basic questions but I ain't figgered it out.
I have no experience of this type.


There are two files responsible for what you see on the map.
I'll try to explain that on normal map as example which is located at:
World War 2 Time of Wrath\data\gfx\[MapSkin]Normal\

Please remember that name of the folder is also name of the map.

You can find there three gfx files:
eyecandies.png
others.png
terrain.png


In terrain.png there are six images for every type of terrain in good, rainy or snowy weather. Those are placed randomly by the game engine, so if you would like to have a specific look of forest at specific hex it would be better to use eyecandies.png

Here is only a theory, I'm not a artist or programmer but I'll try to explain as good as I can.
You should use some advanced program for editing gfx (GIMP which is free will do). all images should be placed in rows and columns. The center of the image is a center of the hex. If you place a new image there, you will be able to point where it should be placed on the map.
To do so open eyecandies.csv file in the scenario folder.
I think that the description placed in there will be enough.

#Eyecandies - sprites for hex customization		
#Eyecandie coordinates are (ex,ey). Both ex and ey are in range 0...11. In file eyecandies.png of map skin top-left eyecandy is (0,0), bottom-right is (11,11)		
#Format description:		
#First and second column: hex coordinates (x	y) of eyecandy	
#Third column: eyecandy level of depth (range 0...39, see sprites_depth.csv for more info)		
#Fourth and fifth column: eyecandy coordinates (ex,ey) for "good" weather		
#Sixth and seventh column: eyecandy coordinates (ex,ey) for "snow" weather		
#Eight and nineth column: eyecandy coordinates (ex,ey) for "mud" weather




(in reply to Uxbridge)
Post #: 10
RE: modding the map - 12/15/2009 12:37:05 PM   
Harbinger


Posts: 144
Joined: 12/20/2008
From: Ohio
Status: offline
Thank you Uxbridge and doomtrader for these answers.

I was slowly realizing these things as the only file I could find with actual hex coordinates for graphics was the eyecandies.csv. Since it is not possible to create new maps, it is fortunate the developers have provided 3 maps to use.

_____________________________

Assume nothing.

(in reply to doomtrader)
Post #: 11
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> WW2: Time of Wrath >> Scenarios and Mods >> modding the map Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.078