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BrassEm

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  1. Thanks Rofl, Will try that. [Edit.] I copied and renamed the clear summer map. Pasted the "Recalc and save light map"ed extracted map directories for chern_g straight over it. Loaded up. Added some statics and saved the file. Shut down ME and reloaded the modded map. AND IT LOADED. MANY THANKS Rofl for getting us started. [ February 06, 2008, 01:19 AM: Message edited by: BrassEm ]
  2. The Roads directory for a start is not extracted, and there are no horizon map files. They can be rebuilt using the "recalc and save light map" function in the map editor. (Warning, it takes 20min on my AMD+3500) The map can then be renamed and loaded okay which I have tested on the chern_g and now caen map. As soon as you modify the maps though (statics in this case), they will crash to desktop next time you reload them. And here is the long version... I have tested the caen map and can confirm the following using the sfsextractor02fix utility... Firstly backup you maps directory. I am assuming that you have to unpack the _road and _Tex directories as well as the map you want at least. In this case caen for you. (chern_g was for me.) In my testing I have unpacked all the map files to be sure any cross linking is maintained. You will find that you will be able to load the initial map in the map editor which WILL, if you check the directory, be minus some files, significantly the roads dir and horizon maps. (See the first directory listing below.) First thing Without doing anything in the map editor, is run the "recalc and save light map" menu item. This will take a solid 20mins on a AMD+3500 to do the calculations. After it is finished save the map. When you recheck the directory important files have been added. (See the second directory listing.) NOW you can copy this directory and rename it to what ever you want. It will list next time you start up the map editor and more important. It will load. The problem I am getting now is that when I modify any statics and recalc/save, map editor CTD's on the next reload of the map. I have tested chern_g and now caen and they do the same thing. You CAN get them to load but you cant modify them. (DirlistXX.txt are my files used to make these lists) Directory Listing After unpacking. ---------------------------------- Directory of C:\Program Files\Battlefront\Theatre of War\maps\caen 05/02/2008 04:07 PM <DIR> . 05/02/2008 04:07 PM <DIR> .. 01/02/2008 07:42 PM 27,573 actors.static 01/02/2008 07:42 PM 0 common.tga 01/02/2008 07:42 PM 649 Deformations.xml 05/02/2008 04:07 PM 0 dirlist01.txt 01/02/2008 07:42 PM 2,097,152 farHF.raw 01/02/2008 07:42 PM 3,146,764 farmaintex.tga 01/02/2008 07:42 PM 334,120 FarTreeTypeMap.bin 01/02/2008 07:42 PM <DIR> forest 01/02/2008 07:42 PM 4,195,116 GameTypeMapIndex.tga 01/02/2008 07:42 PM 8,469 load.ini 01/02/2008 07:42 PM 12,584,972 MainTex.tga 01/02/2008 07:42 PM 8,388,608 nearHF.raw 01/02/2008 07:42 PM 1,002 NoiseConfig.xml 01/02/2008 07:42 PM 59,865 Roads.xml 01/02/2008 07:42 PM 189,904 TreeTypeMap.bin 01/02/2008 07:42 PM 4,195,116 TypesAI.tga 15 File(s) 35,229,310 bytes Directory of C:\Program Files\Battlefront\Theatre of War\maps\caen\forest 01/02/2008 07:42 PM <DIR> . 01/02/2008 07:42 PM <DIR> .. 01/02/2008 07:42 PM <DIR> summer 0 File(s) 0 bytes Directory of C:\Program Files\Battlefront\Theatre of War\maps\caen\forest\summer 01/02/2008 07:42 PM <DIR> . 01/02/2008 07:42 PM <DIR> .. 01/02/2008 07:42 PM 0 ForestSide.tga 1 File(s) 0 bytes Directory Listing after doing the "recalc & Save Light map" function. --------------------------------------------------------------------- Directory of C:\Program Files\Battlefront\Theatre of War\maps\caen 05/02/2008 04:25 PM <DIR> . 05/02/2008 04:25 PM <DIR> .. 05/02/2008 04:25 PM 27,573 actors.static 05/02/2008 04:25 PM 27,573 actors.static$ 01/02/2008 07:42 PM 0 common.tga 01/02/2008 07:42 PM 649 Deformations.xml 05/02/2008 04:07 PM 1,790 dirlist01.txt 05/02/2008 04:25 PM 0 dirlist02.txt 01/02/2008 07:42 PM 2,097,152 farHF.raw 01/02/2008 07:42 PM 3,146,764 farmaintex.tga 05/02/2008 04:25 PM 334,120 FarTreeTypeMap.bin 01/02/2008 07:42 PM <DIR> forest 01/02/2008 07:42 PM 4,195,116 GameTypeMapIndex.tga 01/02/2008 07:42 PM 8,469 load.ini 01/02/2008 07:42 PM 12,584,972 MainTex.tga 01/02/2008 07:42 PM 8,388,608 nearHF.raw 01/02/2008 07:42 PM 1,002 NoiseConfig.xml 05/02/2008 04:24 PM 8,421,424 QuickLoadHorizontMap.bin 05/02/2008 04:24 PM 2,113,584 QuickLoadHorizontMapFar.bin 05/02/2008 04:25 PM <DIR> roads 05/02/2008 04:25 PM 59,865 Roads.xml 05/02/2008 04:25 PM 189,904 TreeTypeMap.bin 01/02/2008 07:42 PM 4,195,116 TypesAI.tga 19 File(s) 45,793,681 bytes Directory of C:\Program Files\Battlefront\Theatre of War\maps\caen\forest 01/02/2008 07:42 PM <DIR> . 01/02/2008 07:42 PM <DIR> .. 01/02/2008 07:42 PM <DIR> summer 0 File(s) 0 bytes Directory of C:\Program Files\Battlefront\Theatre of War\maps\caen\forest\summer 01/02/2008 07:42 PM <DIR> . 01/02/2008 07:42 PM <DIR> .. 01/02/2008 07:42 PM 0 ForestSide.tga 1 File(s) 0 bytes Directory of C:\Program Files\Battlefront\Theatre of War\maps\caen\roads 05/02/2008 04:25 PM <DIR> . 05/02/2008 04:25 PM <DIR> .. 05/02/2008 04:25 PM 60 crater.bxt 05/02/2008 04:25 PM 60 crater_1.bxt 05/02/2008 04:25 PM 60 crater_2.bxt 05/02/2008 04:25 PM 60 crater_3.bxt 05/02/2008 04:25 PM 60 garden_path.bxt 05/02/2008 04:25 PM 140 garden_path_1.bxt 05/02/2008 04:25 PM 100 garden_path_2.bxt 05/02/2008 04:25 PM 80 garden_path_3.bxt 05/02/2008 04:25 PM 360 garden_path_4.bxt 05/02/2008 04:25 PM 100 garden_path_5.bxt 05/02/2008 04:25 PM 80 garden_path_6.bxt 05/02/2008 04:25 PM 60 garden_path_7.bxt 05/02/2008 04:25 PM 60 ground.bxt 05/02/2008 04:25 PM 60 ground_1.bxt 05/02/2008 04:25 PM 60 ground_10.bxt 05/02/2008 04:25 PM 60 ground_11.bxt 05/02/2008 04:25 PM 60 ground_12.bxt 05/02/2008 04:25 PM 60 ground_13.bxt 05/02/2008 04:25 PM 60 ground_14.bxt 05/02/2008 04:25 PM 60 ground_15.bxt 05/02/2008 04:25 PM 60 ground_16.bxt 05/02/2008 04:25 PM 60 ground_17.bxt 05/02/2008 04:25 PM 80 ground_2.bxt 05/02/2008 04:25 PM 60 ground_3.bxt 05/02/2008 04:25 PM 60 ground_4.bxt 05/02/2008 04:25 PM 60 ground_5.bxt 05/02/2008 04:25 PM 60 ground_6.bxt 05/02/2008 04:25 PM 60 ground_7.bxt 05/02/2008 04:25 PM 60 ground_8.bxt 05/02/2008 04:25 PM 60 ground_9.bxt 05/02/2008 04:25 PM 60 ground_small.bxt 05/02/2008 04:25 PM 60 ground_small_1.bxt 05/02/2008 04:25 PM 60 ground_small_10.bxt 05/02/2008 04:25 PM 60 ground_small_11.bxt 05/02/2008 04:25 PM 60 ground_small_12.bxt 05/02/2008 04:25 PM 60 ground_small_13.bxt 05/02/2008 04:25 PM 60 ground_small_14.bxt 05/02/2008 04:25 PM 60 ground_small_15.bxt 05/02/2008 04:25 PM 60 ground_small_16.bxt 05/02/2008 04:25 PM 60 ground_small_17.bxt 05/02/2008 04:25 PM 60 ground_small_18.bxt 05/02/2008 04:25 PM 60 ground_small_19.bxt 05/02/2008 04:25 PM 60 ground_small_2.bxt 05/02/2008 04:25 PM 60 ground_small_20.bxt 05/02/2008 04:25 PM 60 ground_small_21.bxt 05/02/2008 04:25 PM 60 ground_small_22.bxt 05/02/2008 04:25 PM 60 ground_small_23.bxt 05/02/2008 04:25 PM 60 ground_small_24.bxt 05/02/2008 04:25 PM 60 ground_small_25.bxt 05/02/2008 04:25 PM 60 ground_small_26.bxt 05/02/2008 04:25 PM 60 ground_small_27.bxt 05/02/2008 04:25 PM 60 ground_small_28.bxt 05/02/2008 04:25 PM 60 ground_small_29.bxt 05/02/2008 04:25 PM 60 ground_small_3.bxt 05/02/2008 04:25 PM 60 ground_small_4.bxt 05/02/2008 04:25 PM 60 ground_small_5.bxt 05/02/2008 04:25 PM 60 ground_small_6.bxt 05/02/2008 04:25 PM 60 ground_small_7.bxt 05/02/2008 04:25 PM 60 ground_small_8.bxt 05/02/2008 04:25 PM 60 ground_small_9.bxt 05/02/2008 04:25 PM 1,480 NewRoad.bxt 05/02/2008 04:25 PM 420 NewRoad_1.bxt 05/02/2008 04:25 PM 160 NewRoad_10.bxt 05/02/2008 04:25 PM 140 NewRoad_10_Copy.bxt 05/02/2008 04:25 PM 360 NewRoad_10_Copy_Copy.bxt 05/02/2008 04:25 PM 160 NewRoad_10_Copy_Copy_Copy.bxt 05/02/2008 04:25 PM 160 NewRoad_10_Copy_Copy_Copy_Copy.bxt 05/02/2008 04:25 PM 620 NewRoad_10_Copy_Copy_Copy_Copy_Copy.bxt 05/02/2008 04:25 PM 160 NewRoad_10_Copy_Copy_Copy_Copy_Copy_Copy.bxt 05/02/2008 04:25 PM 180 NewRoad_11.bxt 05/02/2008 04:25 PM 180 NewRoad_12.bxt 05/02/2008 04:25 PM 80 NewRoad_12_Copy.bxt 05/02/2008 04:25 PM 440 NewRoad_12_Copy_Copy.bxt 05/02/2008 04:25 PM 180 NewRoad_12_Copy_Copy_Copy.bxt 05/02/2008 04:25 PM 260 NewRoad_12_Copy_Copy_Copy_Copy.bxt 05/02/2008 04:25 PM 160 NewRoad_13.bxt 05/02/2008 04:25 PM 60 NewRoad_15.bxt 05/02/2008 04:25 PM 60 NewRoad_16.bxt 05/02/2008 04:25 PM 60 NewRoad_16_Copy.bxt 05/02/2008 04:25 PM 60 NewRoad_16_Copy_Copy.bxt 05/02/2008 04:25 PM 80 NewRoad_17.bxt 05/02/2008 04:25 PM 80 NewRoad_17_Copy.bxt 05/02/2008 04:25 PM 80 NewRoad_17_Copy_Copy.bxt 05/02/2008 04:25 PM 460 NewRoad_1_Copy_Copy.bxt 05/02/2008 04:25 PM 260 NewRoad_2.bxt 05/02/2008 04:25 PM 120 NewRoad_20.bxt 05/02/2008 04:25 PM 1,080 NewRoad_3.bxt 05/02/2008 04:25 PM 800 NewRoad_3_Copy.bxt 05/02/2008 04:25 PM 1,020 NewRoad_3_Copy_Copy.bxt 05/02/2008 04:25 PM 160 NewRoad_3_Copy_Copy_Copy.bxt 05/02/2008 04:25 PM 120 NewRoad_3_Copy_Copy_Copy_Copy.bxt 05/02/2008 04:25 PM 120 NewRoad_3_Copy_Copy_Copy_Copy_Copy.bxt 05/02/2008 04:25 PM 500 NewRoad_4.bxt 05/02/2008 04:25 PM 140 NewRoad_4_Copy.bxt 05/02/2008 04:25 PM 1,840 NewRoad_4_Copy_Copy.bxt 05/02/2008 04:25 PM 320 NewRoad_4_Copy_Copy_Copy.bxt 05/02/2008 04:25 PM 580 NewRoad_4_Copy_Copy_Copy_Copy.bxt 05/02/2008 04:25 PM 60 NewRoad_4_Copy_Copy_Copy_Copy_Copy.bxt 05/02/2008 04:25 PM 60 NewRoad_5.bxt 05/02/2008 04:25 PM 140 NewRoad_5_Copy.bxt 05/02/2008 04:25 PM 200 NewRoad_6.bxt 05/02/2008 04:25 PM 300 NewRoad_6_Copy.bxt 05/02/2008 04:25 PM 160 NewRoad_6_Copy_Copy_Copy.bxt 05/02/2008 04:25 PM 140 NewRoad_7.bxt 05/02/2008 04:25 PM 440 NewRoad_9_Copy_Copy.bxt 05/02/2008 04:25 PM 440 NewRoad_9_Copy_Copy_Copy.bxt 05/02/2008 04:25 PM 160 NewRoad_9_Copy_Copy_Copy_Copy.bxt 05/02/2008 04:25 PM 1,100 NewRoad_Copy_Copy.bxt 05/02/2008 04:25 PM 620 NewRoad_Copy_Copy_Copy.bxt 05/02/2008 04:25 PM 580 NewRoad_Copy_Copy_Copy_Copy.bxt 110 File(s) 21,660 bytes [ February 04, 2008, 10:41 PM: Message edited by: BrassEm ]
  3. Nice little After Action Report there TB! Well done.
  4. Version 0.2FIX of your SFS TowExtractor works well. I was able to extract the map chern_g no problems. I can load this map in the TOW Map Editor and modifiy it no problems. Its just when I copy the map directory chern_g which I had just loaded okay, and rename it to mymap (or whatever). When I go to load mymap in the TOW Map Editor it CTD's at 20%. I direct copy of the working map???? It is not as simple as copying and renaming a map directory it appears.
  5. I have used Dr.Jones' SFS extractor to get the maps from the new UBER patch. (Many thanks Dr. Jones!!!) These maps I can load up no problems in the Map Editor. I copy a map directory and rename it to my new working map to modify. I see it in the list in the editor but some times it will load, other times it doesn't. If I do a fresh directory copy/rename it will bomb at 70% when it starts loading statics. I redo copy and rename of maps and sometimes it loads all the way through. I modified a successfull load in map editor and saved it. Now when I try to load it it bombs at 20% when the 3D section starts. Anyone had any success at modifying an existing UBER map? (Fresh install with patches applied only. Dr.Jones tools pasted into editor directory. No MODS. XP.)
  6. I have just come across that very same problem myself. The issue is the "contents" to be displayed in the window have not been offset by the titlebar co-ordinates which would push the contents down a dozen pixels or so as it should, the menu contents are part hidden. (It should shift everything down so display reference (0,0) resides UNDER the title bar and not the default window (0,0) at the top. Once you understand that then you can left click the title bar distance down from where your target click is and it all works. (Just click below where you actually want to click.) :confused: [ February 02, 2008, 12:54 AM: Message edited by: BrassEm ]
  7. Downloading from Ausgamers at 1.08MB/s. (Oceania region.) The wait is over at last. Thank you! -Update. Installed okay. [ January 29, 2008, 03:26 AM: Message edited by: BrassEm ]
  8. BrassEm

    patch?

    It is a diamond in the rough. But it is still a diamond. Patience.
  9. I can see that the infantry in buildings would be a MAJOR programming overhead. (Try doubling the infantry testing routines for instance.) Let alone the graphics implications. (Animations, Animations, Animations.) If we get them. It is by herculian efforts. This game will stand by its merits. Squad tactics would be my priority. If my squad was sitting in a lonesome building on some windswept Russian plain and saw some SU-122's coming up. I would NOT want to be in that building.
  10. Sounds like you need to set a global variable for mission status count for group X. ie in Init... @@X-orders = 0 Main: Execute TEST trigger/routine... If y = dead then @@X-orders = 1 If z = nextmissionorder then @@X-orders = 2 etc... Then execute RESULT trigger/routine... If @@X-orders = 1 then X do this... If @@X-orders = 2 then X do this... Important to add delays in routines so game isnt bogged down. [ December 27, 2007, 03:22 AM: Message edited by: BrassEm ]
  11. The next step is to place likely starting points for your Ai around the map using points “StartPos_1”, “StartLook_1”. StartPos_2”, “StartLook_2”, etc in pairs for each likely setup point on the map. You can then create another RND Trigger routine to set “StartPos” = “StartPos_?”, “StartLook” = “StartLook_?” Use this routine first to determine the starting location of the group, then determine what group will be placed there. Good Hunting (Unfortantely there can be no really true randomised maps. A commander will only place his units as tactics dictates, thus reducing the randomness by necessity.) [ December 10, 2007, 12:23 AM: Message edited by: BrassEm ]
  12. Nice work! There goes all your free time.
  13. Unit count should be deleted down to managable levels during the init trig. Didn't know about the 250 limit, thanks for the heads up. I am just testing code with small unit numbers. (But stands to reason 250 combating units = major CPU workload!) EDIT: An example of "random" ( = by design ) unit placement at a single point. This Trigger would be executed at the init stage... NOTE: Bare in mind that AI groups can be multiple units and can be placed on map in formation, the selected group will be moved in approximate formation to the set point "StartPos". Hence “Tiger” group could be a tiger with an anti-tank gun and several detachments placed in formation at "StartPos". // DICEROLL TO DETERMINE GROUP PLACEMENT // --------------------------------------------------------------------------------------------- // This example is for an approximate 25% probability that each code section will process. // 100 - 75%, 74 - 50%, 49 - 25% 24 – 0% // Change the weighting of percentages and numbers accordingly. // These groups have been set on map, the points work like a camera position. // Group “Tiger” // Group “Jagdpanther” // Group “Panther” // Group “PanzerIV” // Point “StartPos” ; a point set as the starting location for the group. // Point “StartLook” ; a point to set the groups looking direction. // -------------------------------------------------------------------------------------------- // Most important. Set a global to the active group selected for future processing. Set @@EnemyGroup_1 = “” ; Just set a placeholder for the moment. // get the die roll. Set @diceroll = RND ( ) // Now the exectution If @diceroll >= 75 then // place the code to execute here for the TIGER ObjectChangePosition ( GROUP , “Tiger” , “StartPos” , “StartLook” ) DeleteGroup ( “Jagdpanther” ) DeleteGroup ( “Panther” ) DeleteGroup ( “PanzerIV” ) Set @@EnemyGroup_1 = “Tiger” halt endif If @diceroll >= 50 then // place the code to execute here for the Jagdpanther ObjectChangePosition ( GROUP , “Jagdpanther” , “StartPos” , “StartLook” ) DeleteGroup ( “Tiger” ) DeleteGroup ( “Panther” ) DeleteGroup ( “PanzerIV” ) Set @@EnemyGroup_1 = “Jagdpanther” halt endif If @diceroll >= 25 then // place the code to execute here for the Panther ObjectChangePosition ( GROUP , “Panther” , “StartPos” , “StartLook” ) DeleteGroup ( “Tiger” ) DeleteGroup ( “Jagdpanther” ) DeleteGroup ( “PanzerIV” ) Set @@EnemyGroup_1 = “Panther” halt endif If @diceroll >= 0 then // place the code to execute here for the PanzerIV ObjectChangePosition ( GROUP , “PanzerIV” , “StartPos” , “StartLook” ) DeleteGroup ( “Tiger” ) DeleteGroup ( “Jagdpanther” ) DeleteGroup ( “Panther” ) Set @@EnemyGroup_1 = “PanzerIV” halt endif halt [ December 09, 2007, 11:49 PM: Message edited by: BrassEm ]
  14. It is relatively straight forward to make enemy group combinations. Basically you need global variables to hold the remaining unitID's. Place ALL the possible units on map. Use RND() to deletegroup the units not selected. Then use objectchangeposition to place the remaining units into the position you set. Use the global variables to issue further commands to the remaining units. I will make a pdf of the process when time permits. I will include how you can randomise the position of units using the objectchangeposition and points, so the enemy doesn't always turn up at the same map location for the player. It can be fun hunting down a tiger or KVII. [ December 04, 2007, 03:41 AM: Message edited by: BrassEm ]
  15. double post [ December 04, 2007, 03:30 AM: Message edited by: BrassEm ]
  16. For my two cents worth, Being able to modify the trigger messages on the fly in game to include variable values. And being able to place statics with the mission builder and with triggers.
  17. "Its replayability is hampered by the scripting, but the first go round is fun." Agreed, there is however a RND or Randomise command in the scripting. With a fair bit more work from the mission builders, things could become a little more interesting as far as replayability of battles is concerned.
  18. Sounds like a bug to me. If a placeholder has not been set for the guns specifically, and in your setup zone, they will end up in the middle of the map (Thanks webwing for the excellent tutorial vids!)
  19. G'day Gnasher, Thanks for taking the time to reply. I sorta got the hang of the general dialog boxes. I don't think we can parse the text to include user variables... which is a shame.
  20. Hello, I use SendMessage dialog boxes to help me see variable values during programme executions but have not tried it in TOW. Anyone got working script on sending variables to the "Send Message" feature in TOW? (Saw the stringtable under the mission names in the campaign editor section, You can add a string array there but what is the syntax for it to parse variables?) Thanks, (Why re-invent the wheel if you don't have too ) [ November 22, 2007, 11:11 PM: Message edited by: BrassEm ]
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