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RE: a few more - 11/29/2016 2:30:21 PM   
sPzAbt653


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quote:

appearance of the game is most important. It should compliment the playablilty and allow for a quick assessment of the situation on any given front with just a glance at the map.

Well put and totally agree !
quote:

my biggest challenge is learning how to use Gimp

Gimp is a great program [and free!], but I found Paint.Net easier to use.
quote:

handle on where everything is stored.

SC3 uses the standard new confusing convention of storing files in two completely separate and non-intuitive areas. Modded stuff should be in the 'Documents/My Games' folder, while the main game files are in the main C drive folders

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Post #: 31
RE: a few more - 11/29/2016 3:59:52 PM   
BillRunacre

 

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Hi Angus

All the unit sprites can be found within the game's Bitmaps folder within the main installation.

Copy these to another location so that the originals are kept safe, and then place them within your own campaign's Bitmaps folder (you'll have to create this as a subfolder for your campaign) so that you'll be able to see them when you play/edit the campaign.

Also, you'll need to create a localization.txt file in the same place as the campaign's campaign.ini file, and within the latter set #CUSTOM_BITMAPS= 1

I hope this helps to get you started.

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RE: a few more - 11/30/2016 12:30:27 AM   
HimAgain


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Hi sPzAbt653,

Thanks for the tips. I'm now looking at PaintNet It looks easier and may be better suited for me.

Hi Bill,

I'll check out that folder structure after saving a test campaign.
Any idea if the Editor will allow me to specify a unit's icon? More specifically, can I edit the icons for each General's unit? I could not find it.

For now, I need to stop hi-jacking Agent S's Post and start my own.
His work is excellent and needs to be acknowledged.
It's a lot of hard work.

Cheers all.

Angus.

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Post #: 33
RE: a few more - 11/30/2016 2:53:14 PM   
BillRunacre

 

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Hi Angus

Although units can be seen in the editor, they are reflections of the relevant files for that campaigns.

Editing which graphic a unit uses is done by changing things within the actual graphics files, and then they'll display according to your changes in the game/editor.

Good luck with your modding too!

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Post #: 34
Sub - 12/1/2016 11:04:30 PM   
Magpius


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the first naval unit comes off the production line.




Attachment (1)

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Post #: 35
RE: Sub - 12/1/2016 11:49:28 PM   
Skeleton


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My Lord are these gorgeous counters! The wait is pure agony!

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RE: Sub - 12/2/2016 3:27:42 AM   
Magpius


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I'll make sure you're the first in the queue.

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Post #: 37
naval gazing - 12/9/2016 1:57:14 AM   
Magpius


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slowly getting there.



might have to add some weight to my dreadnought!

Attachment (1)

< Message edited by Agent S -- 12/9/2016 1:58:25 AM >


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Post #: 38
RE: naval gazing - 12/9/2016 2:06:01 AM   
Magpius


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and can someone please tell me what this is?





Attachment (1)

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Post #: 39
RE: naval gazing - 12/9/2016 4:20:15 AM   
dhucul2011

 

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Mulberry harbour. Available in a future patch or expansion.

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Post #: 40
RE: naval gazing - 12/9/2016 5:12:28 AM   
Magpius


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Thanks

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Post #: 41
RE: a few more - 12/22/2016 12:04:12 PM   
Capitaine

 

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Hello Agent S, I noticed that your historic mod doesn't change the emblem for capital cities owned by the Germans. Was this an oversight? Any chance you can fix this one as well?

(I think it's the resource_flag_sprites.png file.)

< Message edited by Capitaine -- 12/22/2016 12:09:14 PM >

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Post #: 42
RE: a few more - 12/23/2016 9:19:38 AM   
Magpius


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Odd, I'm sure mine works.
Will check/ rectify shortly after xmas.
Been a little distracted.

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Post #: 43
RE: a few more - 12/23/2016 4:22:59 PM   
Capitaine

 

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Thank you. I guess it's possible you modded that file but just overlooked it when compiling your zip file. Perhaps. Thanks for taking a look.

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Post #: 44
RE: a few more - 1/4/2017 3:07:02 AM   
Magpius


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Not sure if the PM worked.

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Post #: 45
RE: a few more - 1/5/2017 7:18:25 PM   
Capitaine

 

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quote:

ORIGINAL: Agent S

Not sure if the PM worked.

Good for others who need it as well.

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Post #: 46
RE: Started - 1/7/2017 7:11:50 AM   
OxfordGuy3


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quote:



Quite honestly, if the developers wanted to seed a thriving mod community, they should ship a graphics file with non-flattened layers, as a lot of time is just taken up unpacking the file, and then locating elements in folders.


Maybe you should email Bill directly about that?

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Post #: 47
RE: example - 1/7/2017 7:29:27 AM   
OxfordGuy3


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quote:

ORIGINAL: Capitaine

Thank you for this flag mod. I absolutely hate the use of fantasy German flags in historical wargames. When national flags are used to depict nations at war, it is the height of foolishness to use a phony emblem for Germany as some paean to political correctness. The coverup won't change the subject matter of the conflict being modelled, it just fosters ignorance.


The problem is that Germany and Austria don't allow Swastikas and other symbols of Nazi Germany to appear in game sold there, so a special version of the game would have to be made for sale in those countries otherwise

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Post #: 48
RE: example - 1/7/2017 7:39:20 AM   
OxfordGuy3


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Well this is odd, I replaced the decision_dialog.png bitmap for Germany in C:\Program Files (x86)\Matrix Games\Strategic Command WWII - War in Europe\Interface\Major_07 but the old image with the non-Swastika symbols is still showing in game - could it be being cached or something? How do I clear the cache? All the other Swastika symbols are showing fine, though

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Post #: 49
RE: example - 1/7/2017 9:18:29 AM   
OxfordGuy3


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quote:

ORIGINAL: oxford_guy

Well this is odd, I replaced the decision_dialog.png bitmap for Germany in C:\Program Files (x86)\Matrix Games\Strategic Command WWII - War in Europe\Interface\Major_07 but the old image with the non-Swastika symbols is still showing in game - could it be being cached or something? How do I clear the cache? All the other Swastika symbols are showing fine, though


Sorry, I was wrong, the Decision events are appearing with the new flags, it's just the initial scenario briefings that aren't - are those hard-coded? Not a big deal I guess, though.

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Post #: 50
RE: example - 1/7/2017 1:22:06 PM   
Capitaine

 

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quote:

ORIGINAL: oxford_guy


quote:

ORIGINAL: Capitaine

Thank you for this flag mod. I absolutely hate the use of fantasy German flags in historical wargames. When national flags are used to depict nations at war, it is the height of foolishness to use a phony emblem for Germany as some paean to political correctness. The coverup won't change the subject matter of the conflict being modelled, it just fosters ignorance.


The problem is that Germany and Austria don't allow Swastikas and other symbols of Nazi Germany to appear in game sold there, so a special version of the game would have to be made for sale in those countries otherwise

Yes, that is the oft-cited "excuse". Well aware of that. However, there are games, board and computer, that do not censor swastikas in WWII products. How is that happening if this alleged ban actually applies to historical products (not "toys") like historical simulations? Does one maintain that if a German bought a scale model of a Bf-109 it would not contain authentic swastika decals? Surely you jest.

There is also nothing to stop a historical game publisher/designer from posting a "historical patch" on their site, as this mod does (only more complete and integral), to convert ahistorical emblems to historical ones for those to whom this is an important issue.

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Post #: 51
RE: example - 1/8/2017 12:59:37 PM   
BillRunacre

 

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quote:

ORIGINAL: oxford_guy

Sorry, I was wrong, the Decision events are appearing with the new flags, it's just the initial scenario briefings that aren't - are those hard-coded? Not a big deal I guess, though.


Hi

They are contained within the game's main installation in the Media folder, so to make your own you would need to make a Media folder within your User Campaign's folder. Only those that are different or new would need to be placed here.

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Post #: 52
RE: example - 1/15/2017 1:01:41 PM   
AstroCat


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Here are the files in the folders and I went ahead and did the Media folder as well.

Updated for 1.01:
http://www.mediafire.com/file/czrn470z3z3a60p/Historical_Flag_mod_v2.rar

< Message edited by AstroCat -- 2/25/2017 2:18:53 PM >

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Post #: 53
RE: example - 1/15/2017 5:21:53 PM   
Capitaine

 

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Thanks for that AstroCat. Very much needed and nicely done.

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Post #: 54
RE: example - 1/15/2017 5:49:33 PM   
Hairog


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Nice touch with the waterline on the naval counters Agent S. The 3D effect really works. At first glance I thought that they were cardboard counters.

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Post #: 55
RE: example - 10/8/2017 2:24:19 AM   
Taxman66


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I have the same minor issue as Oxford guy.
I created a new mod using the editor
Then I copy/replaced the counters, bitmaps, interface files
I copied the Media folder completely over since it didn't exist (...Documents>My Games>Strategic Command>Campaigns>1939 Campaign with Counters and Flags Mod>Media

The initial scenario briefing is still using the original games and not the new 'germanystartmessage' in said media folder.

Again a very, very minor issue.

Much gratitude for everyone's effort!

*Now if I can only find WiF (albiet old Wif4 board game 'black') like plane silhouettes.

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Post #: 56
RE: example - 10/8/2017 7:58:59 PM   
Taxman66


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I played a little further.
I must've done something wrong, I'm not getting the events pictures from the media folder (included in Astrocat's attachment). It's not just the scenario start event either. It was the Strategic Advice, Conquest of Norway, etc... it doesn't pick up any of them.

As stated in my prior post. I moved the media folder to Documents/My Games/Strategic Command.../Campaigns/1939 Campaign with Counters and Flags.

The Media folder is on the same level with Bitmaps folder, Interface folder, Scripts folder, campaign settings and localization text file. The PNG files in the media folder are the new ones.

Do I need to make any other adjustments?

Thanks in advance.

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Post #: 57
RE: example - 10/10/2017 2:06:28 AM   
sPzAbt653


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I've had similar problems in the past, and unfortunately I couldn't figure out what was going on at all. I ended up renaming some of the files so that they were unique to the mod and therefore not shared with the original campaign.
Also, empty your Recycle Bin [this may be unnecessary now but it was true a long time ago].

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Post #: 58
RE: example - 10/10/2017 11:03:13 PM   
Taxman66


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Well emptying the recycle bin doesn't do it by itself.
If I rename the files, what do I have to change to have the script call the correct (renamed) .png file?

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Post #: 59
RE: example - 10/11/2017 5:04:56 AM   
sPzAbt653


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Ok then, the Recycle Bin may have been removed as an issue, but it only takes a second to try.
I don't know exactly what you are doing, but I'll give you one example and then maybe you can glean what you can try.

I changed the 'german_report_sealion1' but it still read the original. So in my mods' media folder I renamed the file to 'german_report_sealion2'. Then I go to the Popup Script [in the mod, not the original], Ctrl+F to search for 'german_report_sealion1', and rename it to 'german_report_sealion2'. Now it works as intended.

Also, you do not need to copy all of the original files into your mod. You can make folders in your mod [media, scripts, etc.] and only add in what is specific for your mod. This will save a ton of file size

< Message edited by sPzAbt653 -- 10/11/2017 5:08:03 AM >

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Post #: 60
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