Counterunits.png all awry

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Cpl GAC
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Counterunits.png all awry

Post by Cpl GAC »

Anyone - but mostly Rhinobones - I took Rhino's pre-NATO CounterUnits.png and modified four (CCA, CCB, CCC, and CIV).

They look good (or are getting there) on the pieces, but in the Briefings windows they are indecipherable.

What did I do wrong?
Screenshot (48).png
Screenshot (48).png (2.37 MiB) Viewed 763 times
CounterUnits.png
CounterUnits.png (32.63 KiB) Viewed 763 times
If you're STILL making Panzer IIs after seeing your first T-34... you're probably going to lose.
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Curtis Lemay
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Re: Counterunits.png all awry

Post by Curtis Lemay »

Gotta do all three sizes.
My TOAW web site:

Bob Cross's TOAW Site
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Cpl GAC
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Re: Counterunits.png all awry

Post by Cpl GAC »

argh... I knew that... Thanks.

Happy New Year, everyone.
If you're STILL making Panzer IIs after seeing your first T-34... you're probably going to lose.
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rhinobones
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Re: Counterunits.png all awry

Post by rhinobones »

Curtis Lemay wrote: Mon Jan 01, 2024 5:33 pm Gotta do all three sizes.
Did BC’s suggestion solve all problems because something else might be amiss. The screen shot does not show Icon Types that you modified, instead all units appear to be pre-existing units. The original Icon Type icons should still be in play and appearing in the reinforcement list. The scenario doesn’t seem to be pulling the correct icon graphics from the s_CounterUnits file for any of the units.

You may also want to go into the “SenarioName”GameText file and change the text files for CCA, CCB, CCC and CIV and change their names to match the new HQs. The game text file provides the Icon Type text used in the OOB and reinforcement screens. Note that some of the text strings in the “SenarioName”GameText file appear to be hard coded. I don’t know if the ones you used are in this category.

As an aside, the new HQs will not function as HQs. If they are to be functional they will need to have a “real” HQ as the secondary icon.

Regards, RhinoBones
Colin Wright:
Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil

Post by broccolini » Sun Nov 06, 2022
. . . no-one needs apologize for douchebags acting like douchebags
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Cpl GAC
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Re: Counterunits.png all awry

Post by Cpl GAC »

rhinobones wrote: Mon Jan 01, 2024 8:37 pm You may also want to go into the “SenarioName”GameText file and change the text files for CCA, CCB, CCC and CIV and change their names to match the new HQs. The game text file provides the Icon Type text used in the OOB and reinforcement screens. Note that some of the text strings in the “SenarioName”GameText file appear to be hard coded. I don’t know if the ones you used are in this category.
This next - thanks Rhino. I'm working under the assumption that the ones not in the red boxes (that you pointed out in a different thread) are suitable for my purpose;
IconSpec - red specific function.jpg
IconSpec - red specific function.jpg (145.96 KiB) Viewed 730 times
Now looks like;
counter units close up.png
counter units close up.png (15.86 KiB) Viewed 730 times
FYI the Icons work visually, but it's annoying in the Briefs that the Art HQ says "Civilian", and livable that the Motorized/Armoured HQ says Combat Command A, inf B, and, eng C, but, as long as I'm under the hood... (that'd be a bonnet for youse that speak "English").

If anyone wants to look or improve; https://www.dropbox.com/scl/fo/bpgfn6tz ... nalui&dl=0
If you're STILL making Panzer IIs after seeing your first T-34... you're probably going to lose.
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rhinobones
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Re: Counterunits.png all awry

Post by rhinobones »

Cpl GAC wrote: Mon Jan 01, 2024 9:11 pm
. . . but it's annoying in the Briefs that the Art HQ says "Civilian", and livable that the Motorized/Armoured HQ says Combat Command A, inf B, and, eng C, but, as long as I'm under the hood... (that'd be a bonnet for youse that speak "English").
This is where editing the Gametext file comes into play. The briefs look to the Gametext file for the name/text associated with the graphic. As an example, the following Gametext file was opened and edited using Note Pad. You would change my text (red) to your text.


<s_1312 t="CCA_ICON_STRING" v="Bicycle Infantry"/>
<s_1313 t="CCB_ICON_STRING" v="Motorcycle Inf"/>
<s_1314 t="CCC_ICON_STRING" v="Horse Artillery"/>
<s_1725 t="CIVILIANS_ICON_STRING" v="Civilian"/>

Regards
Colin Wright:
Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil

Post by broccolini » Sun Nov 06, 2022
. . . no-one needs apologize for douchebags acting like douchebags
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Cpl GAC
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Re: Counterunits.png all awry

Post by Cpl GAC »

Where/how do I access the Gametext file? I understand the editing it part, I'm not good at the retrieving and stuffing it back in parts.
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rhinobones
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Re: Counterunits.png all awry

Post by rhinobones »

Cpl GAC wrote: Tue Jan 02, 2024 2:38 pm Where/how do I access the Gametext file? I understand the editing it part, I'm not good at the retrieving and stuffing it back in parts.
Within the TOAW directory/folder is the file EnglishGameText.xml. You should be able to place a copy into the applicable Graphics Override folder for your scenario, change the word “English” to your scenario name and edit.

I’ve never done it but using the function F11 is supposed to extract a copy of the game text file from any scenario in the editor. There is a thread from 2017 that discusses generation of the Gametext.xml file.


Regards
Colin Wright:
Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil

Post by broccolini » Sun Nov 06, 2022
. . . no-one needs apologize for douchebags acting like douchebags
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Cpl GAC
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Re: Counterunits.png all awry

Post by Cpl GAC »

Thank you, Rhino - worked just like you said.
HQs.png
HQs.png (2 MiB) Viewed 660 times
Technically AGN, AGC and AGS are not "infantry HQs", but the visual serves its purpose for these three exceptions.

I don't think pressing F11 in the editor works - iI got a saved the eqp file window when I tried it...

GC
If you're STILL making Panzer IIs after seeing your first T-34... you're probably going to lose.
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rhinobones
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Re: Counterunits.png all awry

Post by rhinobones »

Cpl GAC wrote: Tue Jan 02, 2024 9:33 pm . . . worked just like you said.
Glad it worked, that was my good deed for the year. With 2024 covered I can go back to being a D'bag.

I don't think pressing F11 in the editor works - iI got a saved the eqp file window when I tried it...
Proves that you can't believe everything you read on this forum.

Also, in your screenshot I see MP units as sections. If you want to make those sections into battalions (or regiments) I have a mod for that.

Regards
Colin Wright:
Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil

Post by broccolini » Sun Nov 06, 2022
. . . no-one needs apologize for douchebags acting like douchebags
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Cpl GAC
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Re: Counterunits.png all awry

Post by Cpl GAC »

I think the designer intends those battalions to be indivisible and knows how to do it but I didn't ask, as I'm not that far along in thinking about how to harness all the information and structure I've been permitted to use for two scenarios I'm wanting to attempt.
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RedAss
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Re: Counterunits.png all awry

Post by RedAss »

rhinobones wrote: Wed Jan 03, 2024 12:25 am
Cpl GAC wrote: Tue Jan 02, 2024 9:33 pm . . . worked just like you said.
Glad it worked, that was my good deed for the year. With 2024 covered I can go back to being a D'bag.

LOL, excellent reply. On both counts! Although I have run across certain unit types that cannot be changed in the gametextfile, although I can't remember what they were right at the moment.

You can also change the terrain tile names, although the attributes will stay the same (ie if you change "rocky" to "rough", the game will call those hexes "rough" in your scenario but will retain all of the movement penalties and defense bonuses of "rocky". May have been Rhino who taught me that as well.
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