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Terrain and map layers

 
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All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command WWII War in Europe >> Scenario Design and Modding >> Terrain and map layers Page: [1]
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Terrain and map layers - 3/23/2018 12:23:38 PM   
mroyer

 

Posts: 422
Joined: 3/6/2016
Status: online

Are the names of elements in map layers hard-coded into the game engine? Or, do campaign developers have control over those names.

For example, on my map of China I use some of the Marsh terrain sprites as Rice Paddy terrain. Is it possible to rename those sprites from Marsh to Rice Paddy?

-Mark R.
Post #: 1
RE: Terrain and map layers - 3/23/2018 3:43:30 PM   
sPzAbt653


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Joined: 5/3/2007
From: east coast, usa
Status: offline
I haven't tried it so I may be wrong, but possibly change it here in the 'localization' file. If you don't have one for your scenario already, make one and just add this one line.

; Terrain IDs
#RIVER= River
#MAJOR_RIVER= Major River
#STREAM= Stream
#WADIS= Wadis
#LAKE= Lake
#MAJOR_LAKE= Major Lake
#MARSH= Marsh
#FOREST= Forest
#JUNGLE= Jungle
#HILL= Hill
#MOUNTAIN= Mountain
#HIGH_MOUNTAIN= High Mountain
#PLATEAU= Plateau
#BUSH= Bush
#FIELD= Field
#BOCAGE= Bocage
#OASIS= Oasis
#DESERT= Desert
#DEPRESSION= Depression
#ROAD= Road
#DIRT_ROAD= Dirt Road
#RAIL= Rail

(in reply to mroyer)
Post #: 2
RE: Terrain and map layers - 3/23/2018 4:12:17 PM   
mroyer

 

Posts: 422
Joined: 3/6/2016
Status: online
Yes, I do have a localization file.

So, if you're correct, it looks like the customization is by by terrain type, not by sprite number. Therefore, for my example, all Marsh sprites would become Rice Paddies, not just selected marshes.

Thank sPzAbt653 - I'll give it a go.

-Mark R.

(in reply to sPzAbt653)
Post #: 3
RE: Terrain and map layers - 3/23/2018 8:15:55 PM   
Hairog


Posts: 1459
Joined: 7/11/2000
From: Cornucopia, WI
Status: offline
SPXABR653 IS CORRECT. You can change the name of almost everything plus it's bitmap. Here is my "localization file" for WWIII1946.

; 1946 The Red Tide - Campaign Localization

#CAMPAIGN_DATA_TEXT_8= Allies
#COUNTRY_WARNING= Please ensure there is at least one non neutral Allied and Comiterm major country before proceeding.
#MAJOR_COUNTRY_ID_DATA_TEXT_6= First Comiterm Major ID Index
#COUNTRY_DATA_TEXT_13= Comiterm Parent:
#ADVANCED_AI_TEXT_1= Comiterm Planning
#IMPORT_EXPORT_TEXT_49= Comiterm Planning Exclusion
#CHOOSE_SIDE_MENU_TEXT_1= Click to play as Comiterm
#CHOOSE_SIDE_MENU_TEXT_8= Comiterm Starts
#CHOOSE_SIDE_MENU_TEXT_10= Comiterm AI Starts
#PASSWORD_DIALOG_TEXT_3= [Comiterm Player] Enter Password
#OPTIONS_TEXT_18= **Switch sides and have the AI control the Comiterm
#SAVED_GAME_TEXT_5= Comiterm AI
#SAVED_GAME_TEXT_7= Comiterm Turn
#Comiterm_UNIT= Comiterm Unit
#Comiterm= Comiterm
#JOINS_THE_Comiterm= Joins The Comiterm
#CONVOY_TEXT_1a= Comiterm Raider(s) Disrupt
#Comiterm_DEPLOYMENT_PHASE= Comiterm Deployment Phase
#Comiterm_DEPLOYMENT_PHASE_COMPLETE= Comiterm Deployment Phase Complete
#PA_Comiterm= Comiterm
#UNIT_ID_14= Shock Army
#UNIT_ID_15= Wasserfall/VT Fuse Anti-Air
#UNIT_ID_19= Rail based Wasserfall AP Anti-Ship
#UNIT_ID_34= Mark III Atomic Bomb
#UNIT_ID_35= Seehund Mini Sub
#UNIT_ID_41= Escort Carrier
#UNIT_ID_37= Missile Boat
#OASIS= Mine Field
#FORTIFICATION= Fortification or Mine Field

#COUNTRY_ID_54= British Empire
#COUNTRY_ID_11= Freedom Forces
#RESEARCH_ID_20= N/A
#RESEARCH_ID_21= N/A
#RESEARCH_ID_22= N/A
#INDUSTRIAL_CENTER=

_____________________________

World War Three 1946 Books
SC3 EAW WW Three 1946 Mod
SC3 WAW Comm Mod Naval War
WarPlan Beta

(in reply to mroyer)
Post #: 4
RE: Terrain and map layers - 3/23/2018 11:02:24 PM   
mroyer

 

Posts: 422
Joined: 3/6/2016
Status: online

Thanks for the example Hairog.
-Mark R.

(in reply to Hairog)
Post #: 5
RE: Terrain and map layers - 3/24/2018 10:56:23 AM   
mroyer

 

Posts: 422
Joined: 3/6/2016
Status: online
So, after looking more closely very interesting stuff Hairog. Is there some sort of documentation or list identifying all the things chat can be localized? If not, how did you figure out the parameter names you used?

-Mark R.

(in reply to mroyer)
Post #: 6
RE: Terrain and map layers - 3/24/2018 11:43:08 AM   
SIPRES


Posts: 393
Joined: 7/23/2015
Status: offline

quote:

ORIGINAL: mroyer

So, after looking more closely very interesting stuff Hairog. Is there some sort of documentation or list identifying all the things chat can be localized? If not, how did you figure out the parameter names you used?

-Mark R.


check your localization.txt file in your main programm folder, "C:\Program Files (x86)\Matrix Games\Strategic Command WWII - War in Europe"
Maybe make a copy just in case.
You can see there all items names that can be changed to customize your campaign.

I am not sure if there is any documentation to explain each item, but most of them are quite "obvious"



(in reply to mroyer)
Post #: 7
RE: Terrain and map layers - 3/24/2018 12:10:27 PM   
mroyer

 

Posts: 422
Joined: 3/6/2016
Status: online
Sweet!
Thanks for that SIPRES.

I have a bazillion questions about scripting too, but I'm going to try to figure them out myself first, before posting here. Thanks for the quick response on this one.

-Mark R.

(in reply to SIPRES)
Post #: 8
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