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nik mond

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Everything posted by nik mond

  1. Can the ingame Mission creator be accessed to customize or add another regiment. If you create units they don't show up ofcourse. So I'm wondering if this can be edited to do so. its a drop down menu so I would think this is moddable.
  2. Found the problem. My Mat files were associated as Microsoft Access Tables. Therefore i couldn't access them to change the text until I associated them with notepad. All fixed now:)
  3. Did all that. Its pretty obvious to see the link between detachment,unit and model. Still missing something. Got a question mark (?) now instead of a flag when renaming infantry_mat, infantry.rect and infantry.TGA so probably not the way to go.
  4. I was missing the infantry_mat, infantry.rect and infantry.TGA, and added to the fileslist to extract. So now my models folder looks like what you posted. BUT these files made no difference. I suspect they are the frame and flag. What file is the little soldier sprite and which ini file points to it. Appreciate your help. thanks.
  5. Well I gotta call on the Big guns for help here. I can't get those little soldier sprites on the bottom of the pic below to appear. If I create a new unit/human, detachment, and skin, where is the reference that will populate those missing soldier pictures? Is there a path to them, do I have to add it to an ini file. Should I extract the file and rename it? I'd be happy using an existing one but its not just a line in the parts.ini. sorry I kinow its not the modding forum but I'm hung up on this.
  6. I found the Units_Faces.ini but there is more to it. There are numbered mat files up to 187. I don't know if they mean anything. I think it may have to be linked to the gui/ingame/faces as well. I tried renaming the Ger_Kursk1943_infantry_small.tga etc etc to Ger_Kursk1943_Schutzen_small.tga in the gui/ingame/faces and creating the paragraph below in the units_faces.ini. But did not work. I also tries the existing Ger_Kursk1943_infantry_big.mat for the mat lines but did not work. [FaceSet_Ger_Kursk1943_Schutzen] Type FaceSet Name FaceSet_Ger_Kursk1943_Schutzen Mat001_Big Ger_Kursk1943_Schutzen_big.mat <------why didn't Ger_Kursk1943_infantry_big.mat work here either? Mat001_Small Ger_Kursk1943_Schutzen_small.mat and in the human/ger/kursk1943/Schutzen folder [HumanSkin_Kursk1943_Schutzen] Type HumanSkin Name Kursk1943_Schutzen RankType Soldier Date1 01.01.1939 31.12.1945 MeshName models\human\sk_0\ger\Kursk1943_Schutzen\body.msh Camouflage 2 FaceSet01 FaceSet_Ger_Kursk1943_Schutzen
  7. I have seemed to hit an Impasse on this. Why can't a new unit/human use the existing infantry face. Is it the Mat file that is missing the data for the new unit? (I don't have m$ access) What line in the unit/human/ger/newunit/parts.ini file points to this little soldier thing at the bottom of the screen. Is it the Faceset. I tried copying and renaming the face.taga and mat file and adding it to the filesID but it didn't work.
  8. its a big list. Is it possible 4039 was already used and thrown in out of sequence somewhere. I don't recall if the list has to be in number ordered syntax.
  9. Oops this is a bigger than I thought with the ingame unit icons. They don't show up. I think if you create a unique human unit and detachment then you have to create a new icon folder? or is there another way. I would be happy using ingame infantry icons but I think you can't do that and have a unique unit name with a unique (renamed) model. If that is true where can I find those little graphic pictures, what is the path. I posted a picture so you see what I mean.
  10. Got it all figured out now, Everything works Thanks. My plan is to create some feld gray uniforms and some different camos and create a new branch of infantry that does not affect any existing unit. The stock game artwork and models are excellent so I wouldn't want to change those.
  11. Thanks again! Obviously by the pic below we are getting closer. Now Heer scout teams and Waffen scout teams no longer have to share Data:D One teeny problem I'm missing the pic of the little soldiers from the bottom of the screen when you select the squad, its in the pic below.
  12. the mission starts but nobody's there. I am missing any file that goes along with a new model / unit because I'm only as good as the fileslist as i update it. My dds are good as the skin works ingame as a sniper but not as a new unit. Mission preparation in the editor is OK too,the new unit is in the editor. I appreciate your help. Do you know the path and files for the mip and mat files. I have to add them to the list and extract them. Thats probably it.
  13. I created a new unit and detachment but its not showing up. If I rename the Kursk\Data\units\human\ger\Kursk1943_Sniper Folder to....... Kursk\Data\units\human\ger\Kursk1943_WaffenSS then the proper detachment shows up but in the sniper skin not the waffen skin. So the problem is in the parts.ini file in the above folder. I even know what line causes the problem but I don't know why. Its the MESH NAME? [Human_Kursk1943_WaffenSS] Type Human Name Kursk1943_WaffenSS HumanName01 Name.Ger.Male HumanLastName01 LastName.Ger.Male RankSet ger SkelName models\human\sk_0\skel.ske [HumanSkin_Kursk1943_WaffenSS] Type HumanSkin Name Kursk1943_WaffenSS RankType Soldier Date1 01.01.1939 31.12.1945 MeshName :confused:models\human\sk_0\ger\Kursk1943_WaffenSS\body.msh:confused: Camouflage 2 FaceSet01 FaceSet_Ger_Kursk1943_Sniper I have the skin in: Kursk\models\human\sk_0\ger\Kursk1943_WaffenSS complete with body.msh and dds so that's OK. I updated the filesID ini with a new unit and the new detachment. I updated the UTF8 file with the new detachment. I do have a Kursk1943_WaffenSS skins and msh file in the models folder. Is there another pointer I'm missing? I did this in TOW1 but the pointers maybe different in Kursk.
  14. I am not convinced it is a win7 problem. My laptop has xp and the extractor will not latch on at all. It is true the extractor only seems to work from the tow2 afrika mission editor folder. I had to add these manually to the files list, its just body_256.dds, etc etc to body_32. I use ddsconverter2 once extracted which works in wn7 or xp. Try going to your sfsextractor.exe right click and choose run in XP compatibility mode. and run as admin ofcourse. If you haven't tried that yet
  15. I guess I should have checked this forum out earlier I thought it was for TOW1. I did a full extraction of the game on my book drive but as the fileslist gets updated I have to go back it seems to pick up other files. I put a skin for the SS camo with Kursk sniper on the Gaj site. But really I would like to make a new branch so as not to interfere with existing units. The models are really good now, but if someone knows how to get rid of those binocs on the model let me know.
  16. Yep its DDS. I'm gonna regret posting these pics as I put this together pretty fast just to see what it would look like. I plan on redoing it. Its a waffen blended planetree pattern.
  17. I extracted the human models looking for the DDS/TGA skins but they aren't there. Only the mesh file. Where can I find the human textures. I don't seem to have a problem unpacking files, but these are missing kiitos
  18. Is there any way to set Earlier or later times of day, and various weather in the editor like in the tow1 editor. It seems you are limited now to few options. I would like to show off ground contours by playing with the declination and sun angles.
  19. OK just select the russian summer skin in the editor. no problem.
  20. I am making a scratch campaign. Russian artillery pieces have no textures in my missions. Just bright yellow models:eek: Seems to effect anything listed as artillery. I am not using any mods. The stock game campaign models look and work OK. Its only the soviet artillery pieces in my homemade camp that are messed up. What could cause this.
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