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Editor Q&A - 7/24/2012 9:59:34 AM   
Vic


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List of Q&A episodes so far:

1. how to script an event to cause German winter losses:
http://www.vrdesigns.nl/?p=354

2. how to create an airfield location type:
http://www.vrdesigns.nl/?p=368

3. how the weather and seasons system works:
http://www.vrdesigns.nl/?p=373

4. how to add a new historical unit model with a new nato counter graphic
http://www.vrdesigns.nl/?p=386

< Message edited by Vic -- 8/22/2012 1:44:57 PM >


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Post #: 1
RE: Editor Q&A - 7/24/2012 2:41:32 PM   
Redmarkus5


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quote:

ORIGINAL: Vic

First post is on how to script an event to cause German winter losses:

http://www.vrdesigns.nl/?p=354

best,
Vic


Fantastic Vic!

For me the next topics are:

1. How to create new terrain types and location types.

2. How to configure the AI for an AI offensive scenario.

Thanks.

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(in reply to Vic)
Post #: 2
RE: Editor Q&A - 7/24/2012 3:42:42 PM   
Vic


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Ohhh en 2nd installment on how to create an airfield location type:

http://www.vrdesigns.nl/?p=368

I will try to do 1 or 2 a week of these very short tutorials.

best,
Vic

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(in reply to Redmarkus5)
Post #: 3
RE: Editor Q&A - 7/24/2012 6:43:10 PM   
Redmarkus5


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Thanks Vic. That really explains it and I see what I was doing wrong now.

I'll test this tonight.

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Post #: 4
RE: Editor Q&A - 7/24/2012 9:07:08 PM   
Redmarkus5


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Here it is - Large Airfields beside each city and a few small 'Forward Airfields' (really just for flavor because now we also have more towns).




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Post #: 5
RE: Editor Q&A - 7/24/2012 10:55:28 PM   
Redmarkus5


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Better airbase images...




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Post #: 6
RE: Editor Q&A - 7/25/2012 2:07:26 PM   
Redmarkus5


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Vic. The Import Map function worked great for Case Blue Full, Short and also Trappenjagd.

When I imported my map into Uranus, snow weather was gone and front line had moved to Case Blue front line. German units were still sitting in Uranus locations...

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Post #: 7
RE: Editor Q&A - 7/25/2012 2:18:59 PM   
Redmarkus5


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Actually, I opened Trappenjagd again and it has the same problem...

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Post #: 8
RE: Editor Q&A - 7/25/2012 4:02:50 PM   
Vic


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There is a number of events that controll weather. When you start the game isnt the weather reset to the correct hexes. This event could also be executed while in editor.

When importing the map you can chose to not import owners (and thus keep your current frontline)

Hope this helps
best
Vic

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Post #: 9
RE: Editor Q&A - 7/25/2012 7:07:08 PM   
Redmarkus5


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quote:

ORIGINAL: Vic

There is a number of events that controll weather. When you start the game isnt the weather reset to the correct hexes. This event could also be executed while in editor.

When importing the map you can chose to not import owners (and thus keep your current frontline)

Hope this helps
best
Vic


Yes, importing the owners was one problem. I will retest. Thanks.

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Post #: 10
RE: Editor Q&A - 7/25/2012 10:57:33 PM   
Redmarkus5


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OK, I have placed the new image inside the 2nd Kharkov scenario successfully and it opens up fine.

Questions:

1. Best way to hide Stock rivers is to create a new graphic and draw them as transparent?

2. How can I delete the existing DCCB rivers and roads from the map? Using 'Plains' draw selection doesn't work.




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Post #: 11
RE: Editor Q&A - 7/26/2012 4:30:54 AM   
Redmarkus5


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'Import Units' in Settings onto a new 20x20 map, selecting the Kharkov scenario as a source gives this crash every time.




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(in reply to Redmarkus5)
Post #: 12
RE: Editor Q&A - 7/26/2012 11:39:06 AM   
Vic


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Hi,

1. Landscape Types, Rivers and Roads have a Transparent setting button in their respective editor windows.

2. You can draw or remove rivers by right clicking a hex and then left clicking on a neighbour hex.

3. The editor is really rough with the input errors. sorry. Basically it doesnt work because the units from Kharkov can have X,Y coordinates larger then 20x20.

best,
Vic

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Post #: 13
RE: Editor Q&A - 7/26/2012 12:15:33 PM   
Redmarkus5


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quote:

ORIGINAL: Vic

Hi,

1. Landscape Types, Rivers and Roads have a Transparent setting button in their respective editor windows.

2. You can draw or remove rivers by right clicking a hex and then left clicking on a neighbour hex.

3. The editor is really rough with the input errors. sorry. Basically it doesnt work because the units from Kharkov can have X,Y coordinates larger then 20x20.

best,
Vic


Nice - thanks! Rivers, here I come!

Would be nice if the OOB import could be limited to just bringing in the OOB and not putting the units on the map. So all the SFT, Pre-def and HIST are in the new scenario, but the x-y coordinates are ignored.

I figure another option is for me to:

1. Crop the Kharkov scenario to 20x20 hexes (the size of the WitE map)

2. Save that and then import from it.

Should work?

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(in reply to Vic)
Post #: 14
RE: Editor Q&A - 7/26/2012 12:18:14 PM   
Redmarkus5


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Or just make sure that my new mod has the same x-y as the intended OOB source!!! Doh...

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Post #: 15
RE: Editor Q&A - 7/26/2012 12:39:03 PM   
Redmarkus5


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quote:

ORIGINAL: redmarkus4

Or just make sure that my new mod has the same x-y as the intended OOB source!!! Doh...


Nope - reported 'Import Successful' then crashed when I clicked the Map button...

New map was set at 24wx28h

I just opened up Kharkov and inserted the new map there, then started to edit the map graphics. Easiest route I have found.

< Message edited by redmarkus4 -- 7/26/2012 12:57:47 PM >


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Post #: 16
RE: Editor Q&A - 7/26/2012 12:56:37 PM   
Redmarkus5


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quote:

ORIGINAL: Vic

Hi,

1. Landscape Types, Rivers and Roads have a Transparent setting button in their respective editor windows.

2. You can draw or remove rivers by right clicking a hex and then left clicking on a neighbour hex.

3. The editor is really rough with the input errors. sorry. Basically it doesnt work because the units from Kharkov can have X,Y coordinates larger then 20x20.

best,
Vic


OK, have started deleting the vanilla rivers (roads next). Then I will re-draw them over the map (as close as possible) and turn them to transparent.

Hopefully it will work in play terms.




Attachment (1)

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(in reply to Vic)
Post #: 17
RE: Editor Q&A - 7/26/2012 2:44:49 PM   
krupp_88mm


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quote:

ORIGINAL: redmarkus4

OK, have started deleting the vanilla rivers (roads next). Then I will re-draw them over the map (as close as possible) and turn them to transparent.

Hopefully it will work in play terms.



Pretty cool, have you given any thought to taking your map image in photoshop, importing in the hex grid over it, and then editing the map in photoshop via warps or edits so it fits onto the hex grid? I could probably do that quickly for you if you want.


Also can someone please tell me where the game editor is, i can't find it.

< Message edited by krupp_88mm -- 7/26/2012 2:46:30 PM >

(in reply to Redmarkus5)
Post #: 18
Looks very interesting - 7/26/2012 3:00:40 PM   
Templer_12


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Looks very interesting.
The names of the smaller towns and villages are too dominant.

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Post #: 19
RE: Editor Q&A - 7/26/2012 4:31:49 PM   
Redmarkus5


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quote:

ORIGINAL: krupp_88mm

quote:

ORIGINAL: redmarkus4

OK, have started deleting the vanilla rivers (roads next). Then I will re-draw them over the map (as close as possible) and turn them to transparent.

Hopefully it will work in play terms.



Pretty cool, have you given any thought to taking your map image in photoshop, importing in the hex grid over it, and then editing the map in photoshop via warps or edits so it fits onto the hex grid? I could probably do that quickly for you if you want.


Also can someone please tell me where the game editor is, i can't find it.


That would be excellent. Here's a link to the map file I'm using: https://dl.dropbox.com/u/29184871/Kharkov1.jpg. I will hold on implementing the rivers and roads until you're done.

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(in reply to krupp_88mm)
Post #: 20
RE: Looks very interesting - 7/26/2012 4:33:37 PM   
Redmarkus5


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quote:

ORIGINAL: Templer

Looks very interesting.
The names of the smaller towns and villages are too dominant.


We're just testing concepts at the moment. The reason the names are so big is that the map has been imported into an existing DCCB scenario, so that I could test the idea without building a whole new OOB.

If we decide to do a full mod, then we would scale the images to fit better and create new OOBs on top.

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Post #: 21
RE: Looks very interesting - 7/26/2012 4:34:02 PM   
Redmarkus5


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Still looking for an OOB volunteer for the Winter Offensive!

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Post #: 22
RE: Editor Q&A - 7/26/2012 9:38:03 PM   
krupp_88mm


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quote:

ORIGINAL: redmarkus4


quote:

ORIGINAL: krupp_88mm

quote:

ORIGINAL: redmarkus4

OK, have started deleting the vanilla rivers (roads next). Then I will re-draw them over the map (as close as possible) and turn them to transparent.

Hopefully it will work in play terms.



Pretty cool, have you given any thought to taking your map image in photoshop, importing in the hex grid over it, and then editing the map in photoshop via warps or edits so it fits onto the hex grid? I could probably do that quickly for you if you want.


Also can someone please tell me where the game editor is, i can't find it.


That would be excellent. Here's a link to the map file I'm using: https://dl.dropbox.com/u/29184871/Kharkov1.jpg. I will hold on implementing the rivers and roads until you're done.


here it is
http://www.mediafire.com/view/?h2eyu8n1xj69y43 846x901

I hope this works the way i intended. The rivers are a little stretchy, Casue the hex's are so large.

With grid


Changes


ehh looks like i forgot to affix two river segments to the hex.. if thats a big problem let me know and ill fix it.

< Message edited by krupp_88mm -- 7/26/2012 9:39:33 PM >

(in reply to Redmarkus5)
Post #: 23
RE: Editor Q&A - 7/31/2012 5:02:26 PM   
Vic


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I added a Q&A episode on scripting and the weather / season rules:

http://www.vrdesigns.nl/?p=373

best,
Vic

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(in reply to krupp_88mm)
Post #: 24
RE: Editor Q&A - 8/9/2012 5:56:23 PM   
Ritterkrieg_slith

 

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Hello Victor.

Thanks again for an excellent game!!

A few Questions if I may:

1. What is the easiest way to change a NATO symbol for a unit NOT placed on the map? I have played with HIS tab in the editor but am not sure if I am doing it right!
2. Is there place I can read about the various terms HISVAR, TV1, TV2 etc?

Thanks!

Troy

(in reply to Vic)
Post #: 25
RE: Editor Q&A - 8/10/2012 1:12:30 PM   
Vic


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@Ritterkrieg,

I think thats an excellent topic for a next Q&A.
I hope i can squeeze one in before taking a week of summer holidays.

Best,
Vic

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Post #: 26
RE: Editor Q&A - 8/22/2012 1:45:00 PM   
Vic


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Just added a new tutorial episode on how to add a new historical unit model with a new nato counter graphic:
http://www.vrdesigns.nl/?p=386

best,
Vic

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Post #: 27
RE: Editor Q&A - 8/22/2012 8:00:27 PM   
Ritterkrieg_slith

 

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Victor, wecome back!

I was wondering, is there a tv setting that prevents a unit from being set to Historic model when using the 'Set All to their MODEL button?

Troy

< Message edited by Ritterkrieg -- 8/22/2012 8:02:03 PM >

(in reply to Vic)
Post #: 28
RE: Editor Q&A - 8/23/2012 1:44:26 AM   
Ritterkrieg_slith

 

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Hey Victor, when editing SFT types, the cards for reinforcements no longer work properly. Its seems as if the cards point to a place in the SFT list. When the order is altered, the cards reinforce with infantry or some such when you ask for tanks

As well, the game engine will treat Soviet Infantry like german Infantry if moved to the top of the SFT list, bringing them into the game as German reinforcements and such.

I really want to make this thing work but am running into some significant roadblocks!

Troy


(in reply to Ritterkrieg_slith)
Post #: 29
RE: Editor Q&A - 8/23/2012 2:08:17 PM   
Vic


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@ritter,
No the only way to avoid a his.unit being set to its model settings is to give it no model.

As for the SFTypes. If you add new ones i recommend adding them on the end of the current list since the slot numbers are indeed also used by reinforcement and other events.

best,
Vic

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(in reply to Ritterkrieg_slith)
Post #: 30
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