New division descriptions and so on

Sandiford
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Re: New division descriptions and so on

Postby Sandiford » Fri 23 Jun 2017 20:07

Hulor wrote:Hi,

This line is here to let you know how to fill your csv. The "TOKEN" column is used to find the string in game, so you can fill it with any identifier you want (for example "M_LOADING" will override the "Loading..." string in loading screen), this is the one you will set in ndf files. The string which will be display is the one under "REFTEXT" column. There is a more explicit explanation in the documentation.

You can edit "EmblemTexture", "PortraitTexture" and "TypeTexture" (this one is used to describe the type of your division : infantry, para, etc...) in GameData\Gameplay\Decks\Generated\Divisions.ndf. There is already examples with our current division which retreive their texture from GameData\UI\Resources\Textures\Generated\DivisionTextures.ndf. To add a new texture you can copy/paste an existing texture, add "Modded" to the type (becoming TUIResourceTexture_CommonModded) and set the FileName to you texture (which need to be under AssetModding\). You can find a more explicit explanation on how to add a new texture in the documentation.

All unites are described in GameData\Gameplay\Gfx\Generated\UniteDescriptor.ndf, a list of all unites is available in GameData\Gameplay\Gfx\Generated\AllUnits.ndf

No, your mod needs all files to work, but you can remove data like divisions, unites, etc...


Hello,

Any info on this documentation you mention? Is it something upcoming or something released?

I found your mentions to INTERFACE_OUTGAME.csv confusing as we don't have this file.

For anyone modding: all you have to do is fill in TOKEN (reference in game files) and REFTEXT (shown text)

PanzerVillari
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Re: New division descriptions and so on

Postby PanzerVillari » Sat 24 Jun 2017 08:23

My path is all correct to my .png photo file. When I launch game it says forbidden character and says game crash. So I am trying to see what else I can do.

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Re: New division descriptions and so on

Postby The W:AB Noob » Sat 24 Jun 2017 12:09

What is the name of your file?
W:RD Sandbox Mod 5.0 RELEASED! Click -> Image

Sandiford
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Re: New division descriptions and so on

Postby Sandiford » Sat 24 Jun 2017 15:18

PanzerVillari wrote:My path is all correct to my .png photo file. When I launch game it says forbidden character and says game crash. So I am trying to see what else I can do.


The path should be relative, so you would use

Texture_Division_Emblem_29th_Infantry_Division is TUIResourceTexture_CommonModded
(
FileName = "29ID_Coat.png"
)


I image that it's triggering on "C:\", unless you already changed that?

PanzerVillari
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Re: New division descriptions and so on

Postby PanzerVillari » Sat 24 Jun 2017 21:16

I have exactly what you posted. Now should I gone into my MODDING.csv and edited the imae to be pathed to it?

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Re: New division descriptions and so on

Postby PanzerVillari » Sat 24 Jun 2017 22:38

As of right now I can place my file name in an in game divisions texture file and change there division icon, but on my added/modded division it will not show up. When you say relative pathing. Can you explain exactly what that is referring to?

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Re: New division descriptions and so on

Postby Sandiford » Sun 25 Jun 2017 00:13

PanzerVillari wrote:As of right now I can place my file name in an in game divisions texture file and change there division icon, but on my added/modded division it will not show up. When you say relative pathing. Can you explain exactly what that is referring to?


Relative is the path to something starting from another thing. The path to a/b/c/d relative to a/b is c/d.

I'll try changing a texture at my end to see if it works. I was just repeating what was already said, so let's see

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Re: New division descriptions and so on

Postby Sandiford » Sun 25 Jun 2017 00:27

Steps taken

1) Created an image in photoshop. Saved as a PNG-24 without transparency.

2) Put this PNG named 3rd_Infantry_Division.png in to assetsModding/Division/Emblem

3) Created a new texture difinition

Code: Select all

Texture_Division_Emblem_3rd_Infantry_DivisionModded is TUIResourceTexture_Common
(
    FileName = "Division/Emblem/3rd_Infantry_Division.png"
)


4) Changed the 3rd Infantry Divisions (single and multi) to reference the new texture definition

Code: Select all

EmblemTexture     = ~/Texture_Division_Emblem_3rd_Infantry_DivisionModded



Result:

3rd infantry division's emblem changed to a red squad - not the emblem created.

No error messages however.


Edit:

5) Changed the base class for the texture definition to TUIResourceTexture_CommonModded

Code: Select all

Texture_Division_Emblem_3rd_Infantry_DivisionModded is TUIResourceTexture_CommonModded
(
    FileName = "Division/Emblem/3rd_Infantry_Division.png"
)



Result:


Image


If it's still not working for you, I suggest posted up your current code, and the full error message with as much information as it gives you

PanzerVillari
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Re: New division descriptions and so on

Postby PanzerVillari » Sun 25 Jun 2017 01:03

Thank you very much!!!! I got it! :D

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Re: New division descriptions and so on

Postby Sandiford » Sun 25 Jun 2017 03:29

PanzerVillari wrote:Thank you very much!!!! I got it! :D


No probs. What was the problem, if you don't mind?

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