The CHS(J) stuff is now complete. It isn't so much a "mod", although it is that, but more of a "developer's kit". Everything is on the wire to Andrew for review. The package is also off to Monsieur le Spook.
The CHS(J) mod has been developed with three (four) factors in mind:
1) The art set will be compatible with the Matrix Stock Art Set: i.e., the Stock Art will be a direct subset of the CHS(J) Art. If you use the CHS(J) Art, it will work with standard Matrix scenarios.
2) The class and ship definitions will be as historically accurate as possible, allowing for consolidation of similar ship classes, with similar characteristics (with respect to AK and AP classes), into one major representative class. Capacity, fuel, and endurance, for all classes, have been adjusted as well as the design and yard data allows. Durability and maneuverability have been adjusted for all Aux classes (for both sides) to conform with the standards of the BigB mod.
3) Things are organized into slot and bit map groupings that are rationally related to classes. Consolidation allows for many new open slot positions and about 50-60 open bit map positions. The new organization should be of some benefit to both “paint job’ and ‘fantasy’ modders.
4) Make changes only with respect to the class (wpcxxx.dat) and ship (wpsxxx.dat) databases, such that the CHS(J) mod can be incorporated into any mod that concerns itself with Air and LCU modifications. (It should plate directly into Treespider’s, and Nik’s mods. The art will work with BigB’s stock mods.)
Class Changes (wpcxxx.dat)
Class names/designations have been changed to more accurately reflect historical reality (especially in the various auxiliary classes). AP and AK class names/designations were changed to more accurately reflect US Naval Class designations and standardized cargo configurations (for both sides).
Ship Changes (wpsxxx.dat)
Ships changed classes, as appropriate. To differentiate a US Navy AK/AKA from a similar commercial AK, the USN ships have USS added before their names. A player can now determine who has an AA suite worth adding to an assault TF, and who is just a delivery boy.
I maintained data upgrades, as much as humanly possible. Ships that had structural changes during a refit or rebuild, have those changes reflected in the bit map pointers for the class. Single ship classes, or a class of 2 ships, generally do not have separate art (new bit maps) for upgrades, unless it is structural. This is because the .bmp files can be substituted without requiring a game restart. For Example, the Wasp has only one graphic. However, a player can download as many different Wasps as desired and just substitute out the AnSide0239.bmp and AnShil0239.bmp files (saving the baseline, of course).
The CHS(J) mod includes two files (wpcxxx.dat, wpsxxx.dat) and an art package. It is not CHS 2.08, and cannot be used with any ongoing CHS 2.08 (or prior rev) game. The various blank art files can be used as a modder sees fit.
The art files include sides and shills numbered to fit the mod. The art also includes panels of blank background graphics, from 0001 to 0398, as well as two panels of upgrade path graphics, and a background set. The ships are named and show the baseline .bmp number, so any side/shil combo can be renumbered to fit into any other mod, including CHS 2.08 (yes, it’s work, but it’s fairly routine mouse/keyboard stuff). The whole idea is to provide flexibility, thus it isn’t practical to provide a one-size-fits-all solution; there are too many alternative solutions.
I hope the community enjoys any little bennys they might find here. I had a lot of fun making them, I hope someone has a lot of fun using them.
I'll post some examples.
< Message edited by JWE -- 5/27/2007 10:56:40 PM >