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RE: Building the Maus. Editor AAR(Tutorial)

 
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RE: Building the Maus. Editor AAR(Tutorial) - 12/9/2010 3:23:46 PM   
joey


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I would gladly indulge you. I opened the long campaign and save it under a new name as not damage the original data. I created a Hq by coping data form a similar hq.
However, I can not reassign any unit to a new HQ. If I pick any unit at random, and click on HHQ it always takes me to the screen in my sceen picture a few posts above. In this screen only air bases are selectable. I am sure it is something simple that I am missing, but I have been at this for hours now.
For example, if I select the 45th ID, it is currently selected to the XII corps. If I click on HHQ, the srceen appears as shown in my earlier post and does not allow me to even select its original command. I have to "X" click out to prevent the unit from becoming unassigned. j

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Post #: 31
RE: Building the Maus. Editor AAR(Tutorial) - 12/9/2010 3:24:24 PM   
Helpless


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Joey, you are right it got broken after my last interface change. I'll fix it in 1.01. Sorry.

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Post #: 32
RE: Building the Maus. Editor AAR(Tutorial) - 12/9/2010 3:28:34 PM   
Helpless


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John, as workaround you may place both HQs on map, than get to map, select the one you want to assign and set it's HHQ using "in-game" procedure.




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< Message edited by Helpless -- 12/9/2010 3:29:42 PM >


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Post #: 33
RE: Building the Maus. Editor AAR(Tutorial) - 12/9/2010 3:29:19 PM   
joey


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Thanks, I appreciate your time. I look forward to the fix. j

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Post #: 34
RE: Building the Maus. Editor AAR(Tutorial) - 12/9/2010 11:50:57 PM   
Naughteous Maximus


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I am thinking about adding some new equipment like the Kugel Blitz and the Panther F version. How would I make the icons for such vehicles like what was made for the Maus?




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Post #: 35
RE: Building the Maus. Editor AAR(Tutorial) - 12/10/2010 1:06:07 AM   
Helpless


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I did them with photoshop, we can try to use GIMP, which is also powerful enough. The most important for the icons to keep proper alpha layer.

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Post #: 36
RE: Building the Maus. Editor AAR(Tutorial) - 12/10/2010 1:44:40 AM   
Naughteous Maximus


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Thanks for the reply. Was it time consuming to make or it just took a few minutes?

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RE: Building the Maus. Editor AAR(Tutorial) - 12/10/2010 9:13:58 AM   
Helpless


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quote:

Was it time consuming to make or it just took a few minutes?


Should be easy if you know how to do it.

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Post #: 38
RE: Building the Maus. Editor AAR(Tutorial) - 12/10/2010 11:39:07 AM   
steveh11Matrix


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quote:

ORIGINAL: Helpless

I did them with photoshop, we can try to use GIMP, which is also powerful enough. The most important for the icons to keep proper alpha layer.

Um.... which is?

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Post #: 39
RE: Building the Maus. Editor AAR(Tutorial) - 12/10/2010 11:59:12 AM   
Helpless


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If you mean gimp then - www.gimp.org

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Post #: 40
RE: Building the Maus. Editor AAR(Tutorial) - 12/13/2010 9:30:51 AM   
steveh11Matrix


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Sorry, I wasn't clear enough. I meant the 'proper alpha layer'.

What do you mean by 'proper'?

Steve.

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Post #: 41
RE: Building the Maus. Editor AAR(Tutorial) - 12/13/2010 9:57:16 AM   
Helpless


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quote:

Sorry, I wasn't clear enough. I meant the 'proper alpha layer'.

What do you mean by 'proper'?


The best way to check is to load icon tga file into the Photoshop, or any other app which supports multiple layers. The alpha channel should be a copy of RGB channels with black background. It won't be displayed correctly if it is is set blank.






Attachment (1)

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Post #: 42
RE: Building the Maus. Editor AAR(Tutorial) - 12/29/2010 3:06:22 AM   
bcgames


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quote:

ORIGINAL: Helpless

This is short unofficial editor tutorial which shows how various data types build up in WITE editor.

The goal is to introduce new ground element (GE) type, create OB(TOE) which is using new GE , create new scenario with unit which would utilize new GE/OB(TOE).

Let’s take something big - Pz.Kpfw VIII aka Maus and make it available in the game

http://en.wikipedia.org/wiki/Panzer_VIII_Maus

1.Since we going to alter generic data (the data which is common across all scenarios and is loaded when new scenario is loading in the game or in editor), the good idea would be to make a backup...

If I build a new, scenario-specific OB using the TOE(OB) tab of the editor then I should be able to distribute the scenario without upsetting anyone else's generic data files, right? IOW, if I built this Maus battalion inside my Korsun Pocket scenario, then there's no danger of me screwing up somebody else's mods, correct?

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Post #: 43
RE: Building the Maus. Editor AAR(Tutorial) - 12/29/2010 12:55:25 PM   
Helpless


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quote:

then there's no danger of me screwing up somebody else's mods, correct?


There is, if you overwrite original dat files.

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Post #: 44
RE: Building the Maus. Editor AAR(Tutorial) - 12/29/2010 4:27:08 PM   
bcgames


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quote:

ORIGINAL: Helpless

quote:

then there's no danger of me screwing up somebody else's mods, correct?


There is, if you overwrite original dat files.

So as long as I don't create the unit in Generic Data, I should be OK.

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Post #: 45
RE: Building the Maus. Editor AAR(Tutorial) - 12/29/2010 11:23:33 PM   
Iron Duke


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quote:

ORIGINAL: bcgames


quote:

ORIGINAL: Helpless

quote:

then there's no danger of me screwing up somebody else's mods, correct?


There is, if you overwrite original dat files.

So as long as I don't create the unit in Generic Data, I should be OK.


If you only use empty slots and do not delete any other data you will be ok.

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Post #: 46
RE: Building the Maus. Editor AAR(Tutorial) - 12/29/2010 11:51:29 PM   
Helpless


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Well, all depends what you trying to do. Always be careful with data files. Make backups, especially prior installing the newer patches.

Editor is much more user friendly today. When I started I used to loose 4-6 hours of work due to the various editor bugs.

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Post #: 47
RE: Building the Maus. Editor AAR(Tutorial) - 12/30/2010 1:42:50 AM   
bcgames


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quote:

ORIGINAL: Iron Duke


quote:

ORIGINAL: bcgames


quote:

ORIGINAL: Helpless

quote:

then there's no danger of me screwing up somebody else's mods, correct?


There is, if you overwrite original dat files.

So as long as I don't create the unit in Generic Data, I should be OK.


If you only use empty slots and do not delete any other data you will be ok.


I'm starting to get confused. Aren't the scenario data files different from the generic data files? I've been working under the impression that the generic data files are global--IOW, a change on a global data file changes the same data in every other scenario. The [scenarioName]_units data file has to be local as it contains locations, strengths, etc specific to the scenario. But are you saying that all other data files are always global?

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Post #: 48
RE: Building the Maus. Editor AAR(Tutorial) - 12/30/2010 2:08:44 AM   
bcgames


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quote:

ORIGINAL: Helpless

Well, all depends what you trying to do.


Pavel,

I'm trying to isolate my scenario work from other people's mods/scenarios and vice versa. I don't want to step on somebody else's efforts. My thought was that if I never mess with the generic data files and only work with scenario data files--that I would accomplish my goal of not conflicting with anybody else's work. I just want folks to be able to load and play my scenario and not have to worry about backing up their files for any reason other than it is always a good thing to do when using a third-party's work.

quote:

ORIGINAL: Helpless
Always be careful with data files. Make backups, especially prior installing the newer patches.


Absolutely.

quote:

ORIGINAL: Helpless
Editor is much more user friendly today. When I started I used to loose 4-6 hours of work due to the various editor bugs.

The more I learn about the editor, the more I like it. It ain't the rifle--I'm just missing the target right now.

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Post #: 49
RE: Building the Maus. Editor AAR(Tutorial) - 12/30/2010 9:08:48 AM   
Helpless


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quote:

Aren't the scenario data files different from the generic data files?


That's right. The are isolated on the file level.

quote:

I'm trying to isolate my scenario work from other people's mods/scenarios and vice versa. I don't want to step on somebody else's efforts. My thought was that if I never mess with the generic data files and only work with scenario data files--that I would accomplish my goal of not conflicting with anybody else's work. I just want folks to be able to load and play my scenario and not have to worry about backing up their files for any reason other than it is always a good thing to do when using a third-party's work.


That's right, John. Such approach would allow you to keep the scenarios consistent with stock generic data, thus less efforts for ordinary players to use it. Just copy your scen file to the SCEN folder.

Changing and using custom generic files is not the rocket science, but you have to know what are you doing :)

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Post #: 50
RE: Building the Maus. Editor AAR(Tutorial) - 12/30/2010 9:20:42 AM   
bcgames


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quote:

ORIGINAL: Helpless

quote:

Aren't the scenario data files different from the generic data files?


That's right. They are isolated on the file level.


Excellent!

quote:

ORIGINAL: Helpless

quote:

I'm trying to isolate my scenario work from other people's mods/scenarios and vice versa. I don't want to step on somebody else's efforts. My thought was that if I never mess with the generic data files and only work with scenario data files--that I would accomplish my goal of not conflicting with anybody else's work. I just want folks to be able to load and play my scenario and not have to worry about backing up their files for any reason other than it is always a good thing to do when using a third-party's work.


That's right, John. Such approach would allow you to keep the scenarios consistent with stock generic data, thus less efforts for ordinary players to use it. Just copy your scen file to the SCEN folder.


Perfect.

quote:

ORIGINAL: Helpless
Changing and using custom generic files is not the rocket science, but you have to know what are you doing :)


Thanks Pavel. I think I've got it now. Let the designs begin!

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Post #: 51
RE: Building the Maus. Editor AAR(Tutorial) - 2/6/2011 12:46:11 PM   
RedLancer


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On the Ground Element Page of the Editor what does 'ACC' value represent?

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Post #: 52
RE: Building the Maus. Editor AAR(Tutorial) - 2/6/2011 12:53:23 PM   
Helpless


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quote:

On the Ground Element Page of the Editor what does 'ACC' value represent?


Accuracy modifier when mounted, ex. due to the optics.

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RE: Building the Maus. Editor AAR(Tutorial) - 2/6/2011 1:35:50 PM   
RedLancer


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Thanks Pavel - can now start to add some new vehicles.

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RE: Building the Maus. Editor AAR(Tutorial) - 8/3/2011 12:20:36 AM   
gunhojr

 

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hello helpless wanted to ask if you can help me since i see your very knowledgeable i cant even find the editor i click on game editor and only shows load senario or generic data but nothing to click how do i get there then i want to try your maus tank it looks cool thanks for any help

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Post #: 55
RE: Building the Maus. Editor AAR(Tutorial) - 8/3/2011 7:42:10 AM   
Helpless


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As it was advised in other thread you may try draft editor manual - http://www.matrixgames.com/forums/tm.asp?m=2874235


Editor is built-in into the game itself.

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RE: Building the Maus. Editor AAR(Tutorial) - 11/9/2011 7:53:24 PM   
horse1974

 

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What is the criteria for Fields marked?





For example, what would be if you wanted to include a sdkfz 4/1



Thanks and sorry for my English

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Post #: 57
RE: Building the Maus. Editor AAR(Tutorial) - 11/9/2011 9:41:44 PM   
Helpless


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I think you may find many answers in Editor Draft manual - http://www.matrixgames.com/forums/tm.asp?m=2874235

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RE: Building the Maus. Editor AAR(Tutorial) - 11/9/2011 11:05:09 PM   
horse1974

 

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Maybe I'm wrong, but I have not seen where he says he values ​​and how to know them.

Thank you.

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Post #: 59
RE: Building the Maus. Editor AAR(Tutorial) - 11/10/2011 2:50:10 AM   
bcgames


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quote:

ORIGINAL: horse1974

What is the criteria for Fields marked?

Let me do some calculating and then I'll give you some rules-of-thumb. More to follow...



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Post #: 60
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