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nik mond

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Everything posted by nik mond

  1. Try the mission generator. In Kursk its called the simple editor. Just look for the MissionGen.exe file in the Tow2 C:\Program Files (x86)\Battlefront\Theatre of War 2\MissionEditor\MissionGen You can easily create your own battles. Might make the game more interesting. And I agree the missions are stiff. I barely made it through the campaign, its rewarding tho.
  2. Ironically the problem with modding this game has nothing to do with how good of an artist you are or how savvy you are with manipulating data files. Its finding and extracting the files. True tho files have to be packed and use obscure formats otherwise every associated program on your computer would mess the game up. I understand that. but..... You can extract the files but the file extractor does not work for everyone. You can use the map builder, but the main texture file can no longer be extracted. If you can extract the uniform textures, the vanilla Caen PzGrenadier textures are suspiciously hidden. Or not where you would expect them. You can alter the weapon data files, but the info to change the range of the pzfaust 30 to a pzfaust 60 seems to be misplaced as well. Without someone providing paths to add to the fileslist text files then we are so limited. Maybe we are expecting too much. If a group of serious modders got together they would produce stuff that could seriously compete with the add-ons. And thats not good for business.
  3. Hi Knokke, using an existing game map as an experiment tourmauville I took the Near HF raw file and processed it through the Nvidia photo shop filter using the instructions above. What I got was this. Compared to what should have been as in the bottom pic. What I was hoping to get was what I pulled from the game below. So somehow the image is not being save correctly. Am I missing a setting? I am using plug-in 8.23.110.xxx
  4. Oh So close.....The map appears very dark. I converted to rgb 16, used the nvidia filter to the settings you specified, and saved as a DDS file from photoshop. This saved it as a blue colored file 16 bit. The contours are correct but the map is too dark. It has nothing to do with brightness. I also tried converting this rgb bluish mainnormal file to grayscale and bump that up to 32 and 24 bits but the map still comes out very dark.
  5. After the hacker attack on battlefront I couldn't log-in with or create the old name :confused:
  6. The main normal is a gray scale file that shadows the ground for differences in elevation by light. My question: is this generated within the builder? Or is it a third party tracer that makes this. Another question: blocked cells indicated by red on the pathfinding tga. Can this be regenerated? It seems the old cells remain and block movement if you change a map and remove the obstacle. Can you simply colour out the red to white in photo shop. Hunting for these on the map is difficult with the little cell PFS cursor. thanks
  7. forget it. right click speed trees got it. Sure would like to get a new IMF viewer for the 32 bit caen maps tho.
  8. Greetings. Jumping ahead to modding. Can the ground texture be imported into a map, and also exported to a common file format to photoshop on. Or are the ground palates pre-cooked. Sorry if I sound like I just crawled out from under a rock. I am not familiar with the new CM games. Thanks.
  9. The maintex I extract with the viewer are all miscolored. I think the maintex bit per pixel is too high for the viewer which is meant for tow 1. Am I doing something wrong using the imf viewer? Is there a new one? thanks
  10. Where is the panzerfaust range data? This is an elusive one (again). After a search of the data files its seems to be missing, checked the usual data files for the panzer faust. as an obersvation they call it a panzer faust klein in data files, which is wrong because what we see is a panzer faust 30, which is good. klein = faustpatrone.
  11. No victory condition, just the simple editor. I think you can't mix Kursk units on Caen maps but I could be wrong.
  12. Anybody else notice if they create a scenario in the simple editor such as a panzer II vs a ShermanV (both stock units) the game suddenly ends in victory. Is this by design or did I corrupt a file?
  13. is there a free program for viewing and managing xml tables, I don't have excel unfortunately. thanks.
  14. Out of 3 computers the extractor only works on 1 of mine. new HP pavilion i7 win 7: nope Work loaner HP centrino laptop Win XP Pro: Nope 8 year old Athlon with XP pro: yes the only difference is the old athlon has Tow1 also installed. all my pc have tow2 and kursk. I am not convinced this is an XP compatibility issue.
  15. 6/ 39-45strategie.com : Modding is a hard work, but contribute to maintain a game alive. Will it be possible to have some tools to ease the community work (like a tool to create automatically filelist...) ? Andrey : Developers create a filelist using special java class which is he part of game project itself, so there is no separate tool for this. Tools that could be made available were given to community already (3D Max plugins). For example, creators of Caen itself used them, an array of editors already shipped with the game, a community SFS extractor to create this expansion. .......yeah but we need an updated filelist please, or at least some new paths we can manually add to the files list.
  16. Here's what I see in the extractor. Notice there are some Norm folders there. if I add the same thing from the kursk infantry file list like this nothing shows up but these 2 folders
  17. no thats from the copy paste, there are no spaces in the source. None of these files show up so I'm wondering where exactly the Caen files are. thanks anyways.
  18. Anyone know what line should be inserted in the files list to extract a dds skin for Caen? the empty mesh folder shows up in models\Human\sk_0\ger\Norm_infantry_ss\mesh\ or similar, but this seems to be ruse because non of the DDS files are found in models\Human\sk_0\ger\Norm_infantry_ss. Unless the naming convention has changed.
  19. Well you would think the lines below added to the sfs extractor files list would work. But I have the path or something wrong cause I got nothing. Does anyone know the correct fileslist path to extract the SS skin, I can figure out the rest. Hopefully. thankyou models\Human\sk_0\ger\Norm_infantry_SS\body_256.dds models\Human\sk_0\ger\Norm_infantry_SS\body_128.dds models\Human\sk_0\ger\Norm_infantry_SS\body_64.dds models\Human\sk_0\ger\Norm_infantry_ss\body_32.dds models\Human\sk_0\ger\Norm_infantry_ss\body_mip_1.mat models\Human\sk_0\ger\Norm_infantry_ss\body_mip_2.mat models\Human\sk_0\ger\Norm_infantry_ss\body_mip_3.mat models\Human\sk_0\ger\Norm_infantry_ss\body_mip_4.mat models\Human\sk_0\ger\Norm_infantry_ss\body_mip_5.mat models\Human\sk_0\ger\Norm_infantry_ss\head.ini models\Human\sk_0\ger\Norm_infantry_ss\head_mip_1.mat models\Human\sk_0\ger\Norm_infantry_ss\head_mip_2.mat models\Human\sk_0\ger\Norm_infantry_ss\head_mip_3.mat models\Human\sk_0\ger\Norm_infantry_ss\head_mip_4.mat models\Human\sk_0\ger\Norm_infantry_ss\head_mip_5.mat models\Human\sk_0\ger\Norm_infantry_ss\spec1.dds models\Human\sk_0\ger\Norm_infantry_ss\spec2.dds models\Human\sk_0\ger\Norm_infantry_ss\spec3.dds models\Human\sk_0\ger\Norm_infantry_ss\spec4.dds models\Human\sk_0\ger\Norm_infantry_ss\Kursk1943_infantry.mat models\Human\sk_0\ger\Norm_infantry_ss\Kursk1943_infantry.rect models\Human\sk_0\ger\Norm_infantry_ss\Kursk1943_infantry.tga
  20. If someone has time, could they download my SS mod from The Gaj sight see if it works. Don't want to bore you with play testing or anything. I know it works on my computer but will it work on others? thanks:
  21. I added passenger capability in an half trak that only had a crew not designed for loading. I noticed the 5 pax load forward in the bulkhead, but rear seats are left empty. I fooled around with the order, and hier hook numbers I don't think that determines seating placement so. Is there anyway to control seating? Just looks a little funny. This is for Kursk.
  22. Im referring to the mission generator. Adding a new regiment type and loading it with units that I made. Can that be done? Thanks.
  23. Oh I should add that my mod contains new squads and teams, not duplicating or overwriting any existing ones. And 6 new skins. It may grow to incorporate vehicles and equipment. here's a pic but keep in mind the sun on this map is hueing colors a little.
  24. I created a mod, it involves folder and files in the Data foler and several skins in the model folders. Typically I would say here is a dat folder, and here is a model folder, drop them in your /theatre of war 2 Kursk/ folder and its done. But I note two files already in the data folder and I think they are from the latest patch. AI\Messages.xml and settings/navigation I have version 1.3.2 which is supposed to be the latest as of today. I was wondering what those two files do. I'm thinking I just cant have those in my mod or overwrite them. Figuring how the easiest way for people to drop modded files into this game is always a problem.
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