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Dr.Jones

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Everything posted by Dr.Jones

  1. Hi, I haven't tried it, but TOW supports just DDS, IMF and real TGA format, all files are named with extension *.tga. br. Dr.Jones
  2. Hi, send me your mail, i try to send you new version, trying with english culture. Weird, I built the SFSExtractor in the same solution as IMFViewer. br. Dr.Jones [ January 10, 2008, 09:37 AM: Message edited by: Dr.Jones ]
  3. What's the exception string, does it output anything about error? br. Dr.Jones
  4. Hi, does Mission Editor working on your computer? Some TGA are not really tga's they are DDS or imf format, this utility helps you to convert the imf format which is named as tga, to the other types but doesnt support conversion to imf format. br. Dr.Jones
  5. Hi, currently no mod developer hasn't converted his/hers deployment to Dr.Jones utility, its does a lot of automatic adding to resource files and automatic removal of added entries, so for now it's just idling. br. Dr.Jones
  6. Hi, Oragus, if we decrypt the format of the msh to full extent, check this topic http://tow.sieber-markus.de/viewtopic.php?f=13&t=30 , then it would be possible to create import and export plugin for maya 3d (know maya plugin programming not max 3d). But I don't have time go any futher. So there is very small chance or none that 1C will provide the plugin for Max 3d or any other 3d editor. br. Dr.Jones
  7. http://www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=get_topic&f=68&t=000075
  8. Tow extractor exe must reside in MissionEditor directory of TOW install dir.. Its not integrated , download last version of the file filelist from www.cmmods.com.and put in the same directory. br. Dr.Jones
  9. Hi, check this post http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=68;t=000040 br. Dr.Jones
  10. Yes, you would create the mod the same way as you would otherwise. The only difference is that you put in your own mods filesid.ini just the new entries, without setting the correct id's but only concurent id's, and in other local\en files. Mod.ini file is just for user interface thing. br. Dr.Jones
  11. Ok,if you think this would be of help, i will do this in next version, when i will have some extra time. Are there any other wishes? br. Dr.Jones
  12. You cannot use existing mods, only if the mod creator convert it to TOW MOD Installer, that is moder's job, but it can be very easily converted to TOW MOD Installer, just remove garbage entries in filesid.ini and other encyclopedia files (including local\en dir.). If you are currently installing mods from www.cmmods.com, you need to manualy add and copy certain text entries in specified files. br. Dr.Jones
  13. Currently yes. Did you created the mod.ini file in this directory. If still doesnt work, please send me the mod.
  14. Ok, 1) here is info for distributing your own mod with this application: First, there is the directory called \Data, just ignore this dir (it holds the latest (last patch) extracted TOW filesid.ini, and encyclopedia files, without any modifications), just don't delete it. Under the TowModInstaller directory create directory and name it Mods (ex for default install location C:\Program Files\Dr.Jones\TowModInstaller\Mods). Now create also your own directory for your new mod, and name it by your own choosing (usualy the mods name ex: Flak88 i wish ). Now create the file called mod.ini in this directory you just created (\Flak88 ). And following fields must be created and filled. [Mod] Name NAME_OF_THE_MOD Creator NAME_OF_THE_CREATOR Version VERSION_NUMBER DocumentLink DOCUMENT_PATH_NAME Ex: [Mod] Name Flak88 Creator Dr.Jones Version 1.0 DocumentLink http://www.battlefront.com/discuss/ultimatebb.php Now the explanation for each field: Name - this is field wich display mod name. Creator - self explanatory, put your name here, real or nick. Version - put here version number DocumentLink - put a link to document descriebing this mod, it can be pdf, doc, http url, etc (this automaticaly executes the program which is registered on your machine to launch the file with certain extension of the file). The path, if file is specified should be relative to working dir of the TOWinstaller MOD application executable (so for ex. relative to C:\Program Files\Dr.Jones\TowModInstaller ). Ok, now you are asking how do I prepare the files which I need to modify. This is simple, IF YOU ARE MODIFYING THE FILES WHICH ARE IN DATA DIRECTORY, YOU JUST PUT THE NEW ENTRIES IN YOUR OWN FILES. For example, I need to add a new entry to filesid.ini, and some player will not have a TOWExtractor application installed and knowing how to use it. Here comes the \data directory, there is already clean filesid.ini file for the player, which doesnt know about extracting, i provide the clean version by this application. Now back to the example, I'm adding the Flak88 to filesid.ini. Create own empty filesid.ini and put one line like this (if your are adding more units, add more lines). 2166 data/units/car/ger/Flak88 the number 2166 can be any number you desire (it wont be used, the application will find the last number in the filesid.ini, increase it by one, and use it in the first entry in your own filesid.ini and so on. The same rule is for all files which are in \data directory of the TOWModInstaller program. 2) FOR MOD USERS Just copy the Mod in Mods directory which is located in TowModInstaller directory (default location C:\Program Files\Dr.Jones\TowModInstaller), if the Mods directory doesn't exist, create the directory by your self (my bug). Launch the TowMODInstaller.exe. When application starts you should see new mod in the left listview. To activate the mod just click on mod and click on button > to transfer mod to TOW. Before that you must select where TOW is installed. To remove mod just click on mod name which is located in the right listview and click the < button. Important: Don't erase the mod files when the mod is deployed, erase mod in Mod directory only when you undeploy mod from TOW!. If you want to access some info about mod just double click on the mod in listview. thats for now, if you have some more question, post it here. PS: in install dir, there is some similar info in Readme.txt. br. Dr.Jones [ October 25, 2007, 01:37 AM: Message edited by: Dr.Jones ]
  15. Hi, I have uploaded the TOW mod installer to www.cmmods.com, this tool does all the updating of the filesid.ini file. When defining new mod for TOW, you just add differences in files, you need to update, now program supports filesid.ini, and all encyclopedia files local\en, and encyclopedia.xml. I would really appreciate, if someone would test this application. br. Dr.Jones
  16. Hi, register on http://www.cmmods.com br. Dr.Jones
  17. Hi, If you don't have Shader 2.0 hw support, the game won't launch. br. Dr.Jones
  18. Should I release some tools, extractor and packer (need to implement the packer,but is not a big deal). Just to recap old story, only textures and sounds can be modded with CMSF. br. Dr.Jones
  19. Ok, the mission editor is not working with Vista as i read it on forum, thats why the IMF Viewer is not working also. IMFViewer is using the same procedure calls as editor. br. Dr.Jones
  20. Ussualy, there would be some info what caused the error, do you have Dot.net 2.0 installed. Does the SFSExporter work, and do you have the IMFViewer in the same dir. as SFSExporter. br. Dr.Jones
  21. Hi, probably because of the DirectX issue. Install latest directxX distributable - july, I think. Also what is displayed as error? EDIT: I haven't tried it with Vista. br. Dr.Jones
  22. If you would read the forum more carefully, you would notice the same problems are linked to terrain code rendering also on others cards, like ATI. br. Dr.Jones
  23. Hi, well done Sneaksie, nice to see that 1C is still supporting this game. br. Dr.Jones
  24. Look into load.ini file of the specific map, see [ROADS] CreateRoads = 1 RoadsConfig = Roads.xml If you inspect the Roads.xml, you see all definitions and attributes of the roads, futher look for <SplineFile>Roads/Road_2.bxt</SplineFile> and in this file where are the splines of the road, shame that's binary format. br. Dr.Jones
  25. Dr.Jones

    Dev blogs

    I hope not, its true that the first version was not protected which was written in .Net. Where did you read that Wolfseven. br. Dr.Jones </font>
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