Tutorial compilation
- The W:AB Noob
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Re: Tutorial compilation
Sorry if my first post did not make sense. I edited it.
Re: Tutorial compilation
Feel free to use anything I say that you think would be useful (apart from my previous posts on AI availability)
- The W:AB Noob
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Re: Tutorial compilation
I have a lot of things bookmarked in the forums for helpful reminders - Here are some of them:
(I don't know which ones are already in the guides)
Plane weapon modding in a few sentences (I know there is also a guide by COMThing)
Icons
Transports
Smoke Trails
Optics
If your mods don't show up
Weapon range shortcut
(I don't know which ones are already in the guides)
Plane weapon modding in a few sentences (I know there is also a guide by COMThing)
Icons
Transports
Smoke Trails
Optics
If your mods don't show up
Weapon range shortcut
Re: Tutorial compilation
I offer my own contribution on distance, speed, acceleration and time conversions:
WAB but almost certainly correct for WRD as well
Code: Select all
[url]https://anonfiles.com/file/6f45983ba33243e2d220559dc1abd25b[/url]
WAB but almost certainly correct for WRD as well
Re: Tutorial compilation
Your help is greatly appreciated.
I think we can reasonably expect a new presentation for Saturday night (GMT+1) !
I think we can reasonably expect a new presentation for Saturday night (GMT+1) !

Battle groups icons
Hi
Anyone can point out there to do digging? I mean icons, representing bg's on strategic screen. I was looking in ndfscripting path for corresponding campaign in ndf_win.dat but it looks like they aren't there.
thank you
Anyone can point out there to do digging? I mean icons, representing bg's on strategic screen. I was looking in ndfscripting path for corresponding campaign in ndf_win.dat but it looks like they aren't there.
thank you
- The W:AB Noob
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Re: Battle groups icons
rogers303 wrote:Hi
Anyone can point out there to do digging? I mean icons, representing bg's on strategic screen. I was looking in ndfscripting path for corresponding campaign in ndf_win.dat but it looks like they aren't there.
thank you
If you can't find the reference leading to anything helpful in the NDF_Win.dat, it's probably not in that .dat. The relationships between different files are hardcoded. Look in ZZ_4.dat
Re: Tutorial compilation
I figure this would be as good a place to ask as any.
After reading these tutorials, it seems like modding for multiplayer is firmly off-limits. So what's the point? Only single player mods?
Also, I tried to tinker with the modding suit and found U.S. Riflemen '90, but I was stumped early in just how to change their name. When I double click the Alias field, it just fills it with moddingSuite.model.ndfbin.ndfPropertyValue and doesn't let me type in it. Is there some other field I have to modify for the name?
After reading these tutorials, it seems like modding for multiplayer is firmly off-limits. So what's the point? Only single player mods?
Also, I tried to tinker with the modding suit and found U.S. Riflemen '90, but I was stumped early in just how to change their name. When I double click the Alias field, it just fills it with moddingSuite.model.ndfbin.ndfPropertyValue and doesn't let me type in it. Is there some other field I have to modify for the name?
- The W:AB Noob
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Re: Tutorial compilation
Oddball wrote:I figure this would be as good a place to ask as any.
Hm, the Modding Questions Thread would probably be a better place, but whatever.
Oddball wrote:After reading these tutorials...
Nice, you read before you started. Unlike me back when I started.

Oddball wrote:...it seems like modding for multiplayer is firmly off-limits. So what's the point? Only single player mods?
First, retextures and renaming is multiplayer compatible, and make the game 120% prettier.
As for data mods, yes they are mostly single player-compatible, unless you play with a friend(s), where mods offer variety and new discoveries/challenges.
Oddball wrote:Also, I tried to tinker with the modding suit and found U.S. Riflemen '90, but I was stumped early in just how to change their name. When I double click the Alias field, it just fills it with moddingSuite.model.ndfbin.ndfPropertyValue and doesn't let me type in it. Is there some other field I have to modify for the name?
The answer for this is probably in the Modding Questions Thread. First, the box you want to edit is not "AliasName" or whatever, (I think that's just a note for the codes though I might be wrong,) you want to edit "NameInMenu" or something like that. (Not on my PC right now.) Then notice that the row has a bunch of numbers and capital letters. This is a location hash, basically a code word that references something else. In this case, it references some text in a totally different file called unites.dic. Open 430000578\430000584\ZZ_Win.dat with the modding suite and double click on pc\localization\us\localization\unites.dic. Then, copy/paste the code from the Riflemen '90 to the search bar of unites.dic and the in-game name for the unit will show up.
Re: Battle groups icons
The W:AB Noob wrote:rogers303 wrote:Hi
Anyone can point out there to do digging? I mean icons, representing bg's on strategic screen. I was looking in ndfscripting path for corresponding campaign in ndf_win.dat but it looks like they aren't there.
thank you
If you can't find the reference leading to anything helpful in the NDF_Win.dat, it's probably not in that .dat. The relationships between different files are hardcoded. Look in ZZ_4.dat
tried - there are .ppk files there - i don't know how to handle them (not WMS?)
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