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Question on the editor and maps for FPG2

 
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Question on the editor and maps for FPG2 - 4/3/2013 1:02:33 PM   
CarnageINC


Posts: 1973
Joined: 2/28/2005
From: Rapid City SD
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I have gathered that the new game is really going to be modder friendly by the mention of the editor being able to create and change units and values and such. Is there going to be a way to make maps for the game? How many maps are generic to the new game being made. Can existing maps be moddified too?
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RE: Question on the editor and maps for FPG2 - 4/3/2013 2:10:27 PM   
Capn Darwin


Posts: 3715
Joined: 2/12/2005
From: Newark, OH
Status: offline
I guess to be more informative here is a quick breakdown of game object and current edit methods.

Data - tabbed Excel spreadsheets - covers weapons, platforms, formations, and national values /magic numbers.
Map - Hexdraw (3rd party software) FPC:RS templates and artwork, paint software to crop and size map image.
Map Values - in game editor for placing the various map values the game requires.
Scenario Editor - in game editor for making or modifying scenarios.

Also with a 3rd party paint program map markers, unit silhouettes, badges, and other graphics items can be modded.
Sounds can be modded or added in some cases.

There are other things as well. We will be more detailed once we move to a new forum.

Thanks.

_____________________________

2.04 update in progress , working on Mod Guide 4.

Cap'n Darwin aka Jim Snyder
On Target Simulations Developer,
and resident Rocket Scientist

(in reply to CarnageINC)
Post #: 2
RE: Question on the editor and maps for FPG2 - 4/3/2013 2:13:44 PM   
Capn Darwin


Posts: 3715
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From: Newark, OH
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Maps - over 25 I believe at this time. Values on these "official" maps can be modified and then saved to a new name.

Edit for map count. MR has been busy!

< Message edited by Capn Darwin -- 4/4/2013 11:57:16 AM >


_____________________________

2.04 update in progress , working on Mod Guide 4.

Cap'n Darwin aka Jim Snyder
On Target Simulations Developer,
and resident Rocket Scientist

(in reply to Capn Darwin)
Post #: 3
RE: Question on the editor and maps for FPG2 - 4/3/2013 6:21:27 PM   
CarnageINC


Posts: 1973
Joined: 2/28/2005
From: Rapid City SD
Status: offline
Cool, thanks for the info Capn

(in reply to Capn Darwin)
Post #: 4
RE: Question on the editor and maps for FPG2 - 4/4/2013 5:00:11 AM   
Mad Russian


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From: Texas
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At this moment there are 30 different maps available for the game.

Good Hunting.

MR

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Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to CarnageINC)
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RE: Question on the editor and maps for FPG2 - 4/6/2013 4:00:53 AM   
CarnageINC


Posts: 1973
Joined: 2/28/2005
From: Rapid City SD
Status: offline
30 maps is really good, it shows some variety at least

(in reply to Mad Russian)
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RE: Question on the editor and maps for FPG2 - 4/6/2013 4:45:12 PM   
Capn Darwin


Posts: 3715
Joined: 2/12/2005
From: Newark, OH
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Much bigger than the 4 maps in FPG.

_____________________________

2.04 update in progress , working on Mod Guide 4.

Cap'n Darwin aka Jim Snyder
On Target Simulations Developer,
and resident Rocket Scientist

(in reply to CarnageINC)
Post #: 7
RE: Question on the editor and maps for FPG2 - 4/11/2013 4:27:00 PM   
Hexagon

 

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Ummm talking about modding... you are going to have the option to have it in separate folders and use them (i think for example in World of tanks that load the file in mod folder or some mods for other games that ask when you load the game if you want use moded version or not) or you need do the classic 2nd installation or copy paste files with a stock folder if you want return to stock version???

Thanks.

PD: i know about the external programs to load mods like JSGME but i am interested in know this.

(in reply to Capn Darwin)
Post #: 8
RE: Question on the editor and maps for FPG2 - 4/11/2013 9:59:49 PM   
Capn Darwin


Posts: 3715
Joined: 2/12/2005
From: Newark, OH
Status: offline
Hexagon,

Great question! We are in the process of moving a ton of files around in order to support 1). Official expansions of Red Storm, 2). User Generated content, and 3). Entire new settings/time periods (a module in our current engine speak). The idea is to have folders for both official files and user stuff. We want folks to have the ability to easily find items and place items when making mods. We will talk more on this subject later I'm sure once we get close to release and just after.

_____________________________

2.04 update in progress , working on Mod Guide 4.

Cap'n Darwin aka Jim Snyder
On Target Simulations Developer,
and resident Rocket Scientist

(in reply to Hexagon)
Post #: 9
RE: Question on the editor and maps for FPG2 - 4/14/2013 8:15:13 PM   
Hexagon

 

Posts: 576
Joined: 6/14/2009
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Thanks for the reply.

Yep, is something that interest me, are externall tools to control the use of mods but an ingame support maybe is better, i think now in the Graviteam Tactics (AKA Achtung Panzer).

(in reply to Capn Darwin)
Post #: 10
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