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Procedure to setup WITE to look awesome!

 
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All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East Series >> Scenario Design and Modding >> Procedure to setup WITE to look awesome! Page: [1]
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Procedure to setup WITE to look awesome! - 5/22/2016 6:15:05 PM   
rainman2015

 

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Many of you have already gotten WITE the way you want it to look, but here is my little 'how to' to set it all up properly to look just amazing.

I wrote it because my computer crashed and i had to rebuild everything, and i realized i didn't remember how to reload the graphic mods and fonts, etc, so i wrote up exactly how to do it, so that i could walk myself thru the process again. So, thought i would share this little procedure, hope it helps others too! :)

It's a word doc attachment.

Note that this will install Jison’s mapmod, Chemkid’s ‘RainydayinRussia’ tweak to Jison’s mapmod, an alternate counter mod, and bolder fonts across the game and counters. Taken together, the game just looks incredible with this.

Randy
:)




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RE: Procedure to setup WITE to look awesome! - 7/3/2016 5:59:33 PM   
Balou


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Do you have a screenshot ?

(in reply to rainman2015)
Post #: 2
RE: Procedure to setup WITE to look awesome! - 10/13/2016 2:06:03 PM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 7:51:15 AM >

(in reply to Balou)
Post #: 3
RE: Procedure to setup WITE to look awesome! - 10/13/2016 2:18:52 PM   
zakblood


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copy pasted

To setup WITE to look awesome!
(this will install Jison’s mapmod, Chemkid’s ‘RainydayinRussia’ tweak to Jison’s mapmod, an alternate counter mod, and bolder fonts across the game and counters, taken together, the game just looks incredible with this):

Switch off (deactivate) any activated mods inside JSGME before applying any patches!

See here for general help as you go thru the below…

http://www.matrixgames.com/forums/tm.asp?m=3327255&mpage=9&key=

Make sure you have winrar loaded so you can unzip the file

Download jsjme.exe and install it, get it here:

http://www.blendertek.com/gottaplayitall/JSGME.7z

Be sure to install JSJME AT THE TOP LEVEL of C:\Matrix Games\Gary Grigsby's War in the East (i.e. it should not be in a sub directory called JSJME, it should extract the .exe file and the other JSJME files into the main C:\Matrix Games\Gary Grigsby's War in the East directory, or wherever your main game directory is)
Start 'JSGME.exe' once and let it create the 'MODS' folder into your 'Gary Grigsby's War in the East' directory (if it didn’t create a MODS directory into your C:\Matrix Games\Gary Grigsby's War in the East directory when you installed JSJME)

Go to Jison’s website and download the main map mod .rar file here:

http://www.hist-sdc.com/MapMod/MapMod.WitE.September.rar

Once you have downloaded 'MapMod.WitE.September', do the following:

Unrar (extract) 'MapMod.WitE.September.rar' into the newly created 'MODS' folder. Create a 'MapMod.WitE.September' folder and make sure it's extracted into a 'MapMod.WitE.September' folder (it should contain the 'Dat' folder directory under the 'MapMod.WitE.September' folder)
Start 'JSJME', and 'MapMod.WitE.September' should appear on the left side (Available Mods).
Select 'MapMod.WitE.September' and press the '>' button.
That's a one time action. You won't have to choose the mod again for the next time. Close JSJME.
Startup War in the East and make sure the map mod is installed and working.

Next, download ‘A Rainy Day in Russia’ tweak to the Jison mapmod, download here:

http://robertlenz.de/aRainyDayInRussia.zip

Once you have downloaded ‘aRainyDayinRussia’, do the following:

Unzip it such that the ‘aRainyDayinRussia’ directory is inside the MODS directory (it should contain the 'Dat' folder directory under the ‘aRainyDayinRussia’ folder)
Start ‘JSJME’, and ‘aRainyDayinRussia' should appear on the left side (Available Mods).
Select ‘aRainyDayinRussia' and press the '>' button.
Say ‘Yes’ to the question about overwriting files
That's a one time action. You won't have to choose the mod again for the next time. Close JSJME.
Startup War in the East and make sure the darker map mod is installed and working.

Next, get the counter mod here:

http://www.matrixgames.com/forums/tm.asp?m=2662746

Once you have downloaded ‘EF3DB73B9E3A43E19F37CC6DA73DF470’ (for some reason, this is the name of the zipfile), do the following:

Unzip it such that the ‘JM_Units’ directory is inside the MODS directory
Start ‘JSJME’, and ‘JM_Units ' should appear on the left side (Available Mods).
Select ‘JM_Units' and press the '>' button.
Say ‘Yes’ to the question about overwriting files
That's a one time action. You won't have to choose the mod again for the next time. Close JSJME.
Startup War in the East and make sure the counter mod is installed and working.

Next, get the fonts to be bolder and bigger (throughout the game). Refer to this thread for general help:

http://www.matrixgames.com/forums/tm.asp?m=2645378

Create a WiteFontConfig.txt file, mod the text file exactly as shown below, and place it into your C:\Matrix Games\Gary Grigsby's War in the East\Dat folder (renaming the original WiteFontConfig.txt file to WiteFontConfig.old.txt first)

//Wite Font Config File
//*********************************
//Font id,Name,Size,0-normal/1-bold
//*********************************
//
//Default Fonts
//
//1,Arial,14,0
//2,Arial,10,0
//3,Arial,18,0
//4,Verdana,7,0
//5,Verdana,8,1
//6,Verdana,7,0
//7,Georgia,18,0
//8,Verdana,7,1
//9,Verdana,9,0
//
//
1,Arial,14,0
2,Arial,10,1
3,Arial,18,0
4,Verdana,7,1
5,Verdana,8,1
6,Verdana,7,1
7,Georgia,18,0
8,Verdana,7,1
9,Verdana,9,0

Startup War in the East and make sure the new fonts are installed and working.

That’s it! It should be looking fantastic now!

(in reply to chemkid)
Post #: 4
RE: Procedure to setup WITE to look awesome! - 10/13/2016 3:14:57 PM   
Hagar

 

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From: Rural Overijssel, the Netherlands
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I tend to disagree - installing COREd War in the East afterwards will make it even better. But RainydayinRussia is a great map mod for sure - I use it myself.

_____________________________

CORE Minister of Propaganda

Ex-CORE for Arsenal of Democracy developer

COREd War in the East 2 - reworked aircraft, ground and leader imagery

(in reply to zakblood)
Post #: 5
RE: Procedure to setup WITE to look awesome! - 10/13/2016 3:28:54 PM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 7:51:10 AM >

(in reply to Hagar)
Post #: 6
RE: Procedure to setup WITE to look awesome! - 10/13/2016 3:41:21 PM   
Hagar

 

Posts: 181
Joined: 8/11/2016
From: Rural Overijssel, the Netherlands
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I'll probably upload a new installer this weekend - I have the German, Finn and Slovak generals all wrapped up.

_____________________________

CORE Minister of Propaganda

Ex-CORE for Arsenal of Democracy developer

COREd War in the East 2 - reworked aircraft, ground and leader imagery

(in reply to chemkid)
Post #: 7
RE: Procedure to setup WITE to look awesome! - 12/30/2016 12:18:37 AM   
tortugapower

 

Posts: 264
Joined: 12/17/2015
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Hello all,

I hope it's okay I post here (debated making my own thread), however if it means this great thread gets a bump, well, so much the better I decided... That said, I'm having a few problems getting this all to work correctly. This is the current state of affairs in my JSGME:



The same list, in case the imgur link dies:
2_MapMod.WitE.September
2a_MapMod.WitE.ColorCoded
3_aRainyDayInRussia
4_aRainyDayInRussia_Map_fix
5_JM_Units_1.0
6_COREd WitE 1.2
7_WITE sound mod 2.0
8_fonts__dont_use
This is what I gathered from the original post here, with a few others people have mentioned. #8 (8_fonts..) is a copy/paste of the fonts from the original post (here, above) into a new WiteFontConfig.txt. When I load that, it overwrites the font file in #2 (mapmod.september), and the game crashes -- hence the tag "don't use" appended to it.


When I load them up, one-by-one, everything works through 3_aRainyDay.. But! I don't notice any change for #3. It's not breaking the game, but it just doesn't appear to load correctly either. Then, when I implement #4 (on top of the rest), I get a partially correct version of the map, meaning that it has some chunks new (less brightness) and some chunks old (the older brighter JS map). Please see the attached imgur, but I won't link it directly here because it's too big.

Example 1: http://imgur.com/a/dBrJ5
Example 2: http://imgur.com/a/wYECa

So there is some weirdness going on. NOTE: I am always doing the load in numerical order, and I imagine this may be the problem. But I can't figure out a better way. Any help is much appreciated.


My goal is to make a new, very easy step-by-step post for people who want to do this from scratch today -- so, with working links.
Then, I can refer people to this if I do a new series, because people will likely ask "how did you get your game to look like that".

Cheers,
Tortuga





< Message edited by tortugapower -- 12/30/2016 12:19:53 AM >


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(in reply to Hagar)
Post #: 8
RE: Procedure to setup WITE to look awesome! - 12/30/2016 6:26:53 AM   
Hagar

 

Posts: 181
Joined: 8/11/2016
From: Rural Overijssel, the Netherlands
Status: offline
Looks like some of the map files (MapMod vs RainyDay) are intermixed, or some files of the latter are missing... I'd suggest creating a new combined set manually first, and then add it as an installer option for JSGME. Perhaps the map fix is to blame, as it's a partial set just containing the fixed files. The map sections match those altered in the fix at least (the Dvina-Dnepr land bridge between Orsha and Vitebsk area).

_____________________________

CORE Minister of Propaganda

Ex-CORE for Arsenal of Democracy developer

COREd War in the East 2 - reworked aircraft, ground and leader imagery

(in reply to tortugapower)
Post #: 9
RE: Procedure to setup WITE to look awesome! - 1/14/2017 8:43:50 PM   
dokken1212

 

Posts: 1
Joined: 8/5/2015
Status: offline
Hi there

Thank you for the information to upgrade WiTE however the site to download Jison's 'MapMod.WitE.September' is currently down therefore I have not been able to mod my game. Does anyone know where else I can obtain this file as I have searched the internet but with no luck.
Many thanks for any help you can offer.
All the very best
James

EDIT - managed to find it on this forum within a thread more by luck than skill I have to say lol.


< Message edited by dokken1212 -- 1/15/2017 12:31:28 PM >

(in reply to Hagar)
Post #: 10
RE: Procedure to setup WITE to look awesome! - 1/15/2017 2:33:18 PM   
morvael


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For the reference, it's available here: http://www.matrixgames.com/forums/fb.asp?m=4031161

(in reply to dokken1212)
Post #: 11
RE: Procedure to setup WITE to look awesome! - 4/9/2017 12:45:13 AM   
davmey

 

Posts: 4
Joined: 8/16/2012
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When I applied MapMod.WitE.September the icons showing rail damage (red/green circles) when the rail damage info button was selected no longer appeared. To get them back I disabled the mod in JSGME, and deleted these files from the mod: ...\MODS\MapMod.WitE.Septempber\DAT\Art\Units\RailStatus-* (there are five of them). Then I re-enabled the mod in JSGME - the icons came back. If seen no other problems so far, and these map mods are great!

(in reply to morvael)
Post #: 12
RE: Procedure to setup WITE to look awesome! - 12/25/2017 12:18:16 PM   
SomeKraut

 

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Joined: 12/25/2017
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delete

< Message edited by SomeKraut -- 12/25/2017 12:20:11 PM >

(in reply to davmey)
Post #: 13
RE: Procedure to setup WITE to look awesome! - 1/4/2018 8:30:59 AM   
Snowleopard762

 

Posts: 3
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Just got WitE on STEAM.
Love the artwork for map, units and leader/equipment images.

Q: Is it possible to include them in my Steam Account game ~ I want my game to look awesome too?
Cheers

(in reply to SomeKraut)
Post #: 14
RE: Procedure to setup WITE to look awesome! - 8/20/2019 6:57:35 PM   
alty59

 

Posts: 18
Joined: 6/8/2016
From: France
Status: offline
It works on steam (just tried it), just follow the above steps but to get the good links go to post 337 in scenario and modding thread/ Re New map for WITE

(in reply to Snowleopard762)
Post #: 15
RE: Procedure to setup WITE to look awesome! - 8/20/2019 7:18:47 PM   
alty59

 

Posts: 18
Joined: 6/8/2016
From: France
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Sorry no links before 10 days after my tenth post...

(in reply to alty59)
Post #: 16
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