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LAV_Coyote25 ©Revised: February 11, 2005 |
My thanks to ToDo The gReat DoG for starting this one...(c25)
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Discussion between - ToDo The gReat DoG, Stratadrake / Draconus, Papa Lazarou, Coyote25 |
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Continued Discussion on - pie files / texpages / wrfs / wdg's Between - RBL-4NiK8r - Kevin - Stratadrake - Mielus |
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Advanced Utility - Advanced Topic Having to do with making .WDG file |
PIE slicer need help again
ToDo_ThE_gReAt_DoG
ok if any one can help me I got some questions
what line does the team color, and what does the costume color.
how do I do the lines (box thingy's), is there in hints some one can tell me, so
that I do it right.
and what do I use to till where it's hocks to the body, and what should I use
for the fire area.
is there a way I can get one part 2 move when it fires not the hole thing (arty missile
gun)
how do u import the pcx colors
what one's have sub models
[Edited on 16-6-2003 by ToDo_ThE_gReAt_DoG]
papa lazarou
take a look here :> http://members.shaw.ca/kgmetcalfe/
It's a shame Coyote doesn't have a tutorial for speeling and gramer...
Coyote25
dont
start! its enough just trying to keep up with the tutorials - speaking of which
- anybody got anything they want to see in the tutorials... I know I keep asking
and will continue to do so until every conceivable item is gone over at least
once or twice...
ToDo_ThE_gReAt_DoG
thz but
thz for the help but I stile I got a question can u get an arty weapon just
to move one part not the hole thing?
Draconus
Well, to answer your questions in order....
quote:
what line does the team color, and what does the costume color.
how do I do the lines (box thingy's), is there in hints some one can tell me, so that I do it right.
and what do I use to till where it's hocks to the body, and what should I use for the fire area.
is there a way I can get one part 2 move when it fires not the hole thing (arty missile gun)
how do u import the pcx colors
what one's have sub models
Sounds like you need a general introduction.
First off, "colors" (as in Team Colors), Warzone does not allow
"colors" per sé . . . rather, if you take a look at some
texture pages (pages 14, 16, and 17 in particular) you'll see that a good space
of the texpages are simply the same textures repeated over and over in either
different color schemes.
In the special case of explosion GFX, "team colors" are also the same
system used for animating the explosions (see texpages 18 thru 24, which consist
mostly of frames of animation).
Now, to assign a single, non-changing texture (or "custom color", if
that's what you're talking about), simply assign its texture coordinates using
the Texture Editor portion of Pie Slicer. (Later versions have this in a
separate window). Right-click on a polygon to highlight it (and its texture will
appear in the Textures Editor), then click and drag its vertexes around the
texpage to select an area that will be used as a texture. You can assign any
"color" (read: texture) to any polygon you want.
To assign "team colors" to a polygon, look through the texture page
for a section of duplicated textures (in different colors). Set the polygon's
texture coordinates to the upper leftmost "color" of that texture,
then on the Toolbox, find and switch on the "Use Team Colors" option.
Next, you will need to assign the number of "colors" this polygon
uses. For team colors there are 8 colors, so you specify 8. Next you need to
assign an offset value to the polygon's texture -- in general, go back to the
texture page and count the number of pixels between each color variation of the
same basic texture. Specify this value in the "Frame W" box. Now, when
you look at this polygon's texture in the Texture Editor, you will see the
polygon and 7 duplicates drawn on the texpage -- at this point, fine-tune the
Frame W value slightly (increments of 1 will do) until each duplicate polygon
shows the same texture segment in a different color.
Next, about how to "move" things in Pie Slicer.
To move things around in Pie Slicer you will need to select some points. There
are several ways. To move a single polygon around in the model, right-click to
highlight the polygon, then press Ctrl+V which selects all points comprising
that polygon. Then use the numeric keypad (with NUMLOCK ON) to move that
polygon around. Note that if there are any polygons attached to this one they
will "stretch" as you move the polygon around.
Another way, you can click on individual points and hit V to select them for
move operations. You can also click-and-drag across the Pie Slicer window and it
will select any visible points within that area.
Another way, if you want to move an entire portion (or 'block') of a model, you
can right-click-and-drag and it will select all polygons centered within that
area. Then press Ctrl+Shift+V to select all points that those polygons are
comprised of.
Now, as for submodels: All PIE files must have one submodel, which is called the
"main" submodel. In general you don't need to worry about submodels
because this is used only in rare circumstances (like the animated oil derrick,
scavenger infantry, and animated cyborg legs). Unless you want to do one of
those you won't have more than one submodel anyway so it's nothing you need to
be concerned about.
thz for the help but I stile I got a question can u get an arty weapon just to
move one part not the hole thing?
and what about if u want the weapon to fire on 2 different
spots...."Move"? Do you mean how the weapon recoils back after each
shot? If a weapon produces high recoil, both portions of it will recoil
backwards by definition ... no changing this I'm afraid.
And about firing from 2 different spots, you mean like Lancers? You can create a
muzzle-flash GFX to accommodate multiple barrels, but all projectiles will be
(visually) fired from just one point on the weapon -- the connector on the
weapon's muzzle portion. No changing this either
[Edited on 6-16-2003 by Stratadrake]
ToDo_ThE_gReAt_DoG
hmmm.
so u cant just get one part of the arty to move?
ok now what's the muzzle (barrel) thing. is it just for cannons or do u need it
for missile weapons to.
[Edited on 16-6-2003 by ToDo_ThE_gReAt_DoG]
how do u get it in to custom kit
[Edited on 16-6-2003 by ToDo_ThE_gReAt_DoG]
ToDo_ThE_gReAt_DoG
dam u coyote25, u left out some stuff on ur web page and its the stuff
I need.
Draconus
I can answer that too (heheh, read my profile sometime )
Weapon turrets recoil when they fire: Pie Slicer cannot adjust this, WZCK can,
on the Weapons Editor.
You already have Pie Slicer installed/running (I presume), you won't need
anything else to get WZCK running, just go to the downloads section (Utilities,
C -- or maybe W, it's called the "Customizer Kit v20"), grab it,
create a WZCK directory on your hard drive (preferably near your WZ directory)
and unzip it to there.
Now in order to get a PIE file into a WZCK mod you need to have a copy of a
v1.10 or v1.11 compatible PieStats.wrf -- hrmm this may get a little tricky
because the PieStats.wrf that comes in WDG Explorer isn't up to date . . . .
But anyway: Open up Notepad or Wordpad, copy & paste the following into it
(it's a big file so I'll use small text) :
quote:
/*
* PieStats.wrf
*
* Main repository for all PIE's used in Warzone 2100.
*
* CUSTOM PIE'S SHOULD GO IN THIS WRF!
*
*/
directory "structs"
file IMD "blpower0.PIE"
file IMD "blpower4.PIE"
//file IMD "blpower1.PIE"
//file IMD "blpower2.PIE"
//file IMD "blpower3.PIE"
file IMD "blhq.PIE"
file IMD "blhq2.PIE"
file IMD "blbfact.pie"
file IMD "blfact0.pie"
file IMD "blfact1.pie"
file IMD "blfact2.pie"
file IMD "blwallh.pie"
file IMD "BLWALLC2.pie"
file IMD "BLWALL2.pie"
file IMD "BLWALLC3.pie"
file IMD "BLWALL3.pie"
file IMD "blbrbfac.pie"
file IMD "blbrbwlh.pie"
file IMD "exrocket.pie"
file IMD "blbrbcr1.pie"
file IMD "blbrbtw1.pie"
file IMD "blbpower.pie"
file IMD "blbresch.pie"
file IMD "blresch0.pie"
//file IMD "blresch1.pie"
//file IMD "blresch2.pie"
//file IMD "blresch3.pie"
file IMD "blresch4.pie"
file IMD "blbrbgen.pie"
file IMD "blbgen.pie"
file IMD "blbhq.pie"
file IMD "blbrbbnk.pie"
file IMD "blbrtowr.pie"
file IMD "BLWALLC1.PIE"
file IMD "blbrlook.PIE"
file IMD "icdozer.pie"
//file IMD "Blrbpair.pie"
//file IMD "Blrpair1.pie"
file IMD "Blrpair3.pie"
file IMD "BLGUARD1.pie"
file IMD "BLGUARD2.pie"
file IMD "BLGUARD3.pie"
file IMD "bldrdcm0.pie"
file IMD "BLBDRDCM.pie"
file IMD "BLGUARDM.pie"
file IMD "blpilbox.pie"
file IMD "blguardr.pie"
file IMD "blcfact1.pie"
file IMD "blbcfact.pie"
file IMD "mitrapst.pie"
file IMD "blcanpil.pie"
file IMD "blbrbtw2.pie"
file IMD "blhq3.PIE"
file IMD "MITrap2.PIE"
file IMD "BLHOWMNT.PIE"
file IMD "BLVTOLPD.PIE"
file IMD "MIBAR.PIE"
file IMD "BLBRMRTP.PIE"
file IMD "BLMRTPIT.PIE"
file IMD "blbunkms.pie"
file IMD "blmssilo.pie"
//file IMD "BlAerolb.PIE"
//file IMD "BLHEVLAB.PIE"
//file IMD "BLROTLAB.PIE"
//file IMD "BLNANLAB.PIE"
//file IMD "BLLASLAB.PIE"
//file IMD "BLPOWLAB.PIE"
//file IMD "BLINDLAB.PIE"
//file IMD "BLADVLAB.PIE"
//file IMD "BLGYRLAB.PIE"
file IMD "blvfact0.pie"
file IMD "blvfact1.pie"
file IMD "blvfact2.pie"
file IMD "miupdish.PIE"
file IMD "micool.PIE"
file IMD "mibcool.pie"
file IMD "minuke.PIE"
file IMD "miupbase.pie"
file IMD "BLNAVBNK.PIE"
file IMD "BLNAVBAK.PIE"
file IMD "blhq4.pie"
file IMD "Blbrtowf.pie"
file IMD "blgaurdn.PIE"
file IMD "Blaamnt1.PIE"
file IMD "Blaamnt2.PIE"
file IMD "BLHARDPT.pie"
file IMD "blbrepr2.PIE"
//file IMD "Blrpair2.pie"
file IMD "Blgrdnex.PIE"
file IMD "STWPFCAN.PIE"
directory "features"
file IMD "MICAPSUL.PIE"
//file IMD "MItree1.PIE"
//file IMD "MItree2.PIE"
//file IMD "MItree3.PIE"
//file IMD "MiCact1.PIE"
//file IMD "MiCact2.PIE"
//file IMD "MiCact3.PIE"
//file IMD "MICBush1.PIE"
//file IMD "MICBush2.PIE"
//file IMD "MICBush3.PIE"
//file IMD "MICBush4.PIE"
//file IMD "MIweed1.PIE"
//file IMD "MIweed2.PIE"
file IMD "miarthov.pie"
//file IMD "miartecm.pie"
file IMD "mislick.PIE"
file IMD "mibould1.pie"
file IMD "mibould2.pie"
file IMD "mibould3.pie"
file IMD "drwreck.pie"
file IMD "miwreck.pie"
file IMD "miwrek1.pie"
file IMD "miwrek2.pie"
file IMD "miwrek3.pie"
file IMD "miwrek4.pie"
file IMD "miwrek5.pie"
file IMD "micamper.pie"
file IMD "mijeep.pie"
file IMD "mitanker.pie"
file IMD "mitankerH.pie"
file IMD "mibuild1.pie"
file IMD "mibuild2.pie"
file IMD "mibuild3.pie"
//file IMD "mibuild4.pie"
//file IMD "mibuild5.pie"
//file IMD "mibuild6.pie"
file IMD "mibuild7.pie"
file IMD "mibuild8.pie"
file IMD "mibuil10.pie"
file IMD "mibuil11.pie"
file IMD "mibuil12.pie"
//file IMD "blbridge.pie"
//file IMD "blbridg1.pie"
//file IMD "blbridg5.pie"
file IMD "miruin5.pie"
file IMD "miruin4.pie"
file IMD "miruin3.pie"
file IMD "miruin2.pie"
file IMD "miruin1.pie"
file IMD "blfactrd.pie"
file IMD "blware1.pie"
file IMD "blbrhut1.pie"
file IMD "blware2.pie"
file IMD "blware3.pie"
file IMD "mibldwat.pie"
file IMD "mipipe.pie"
file IMD "mipipe1.pie"
file IMD "mibldwa2.pie"
file IMD "mibldwa3.pie"
file IMD "mioil.pie"
file IMD "mipipe1a.pie"
file IMD "mipipe2a.pie"
file IMD "mipipe3a.pie"
file IMD "Mibuil16.pie"
file IMD "Mibuil17.pie"
file IMD "Mibuild9.pie"
file IMD "mibrdfuk.pie"
file IMD "michevy.pie"
file IMD "micrane.pie"
file IMD "mioiltow.pie"
file IMD "miwatow.pie"
file IMD "miblucar.pie"
file IMD "mipickup.pie"
file IMD "mipylon.pie"
file IMD "mitrees.pie"
file IMD "mitrees2.pie"
file IMD "mitrees3.pie"
file IMD "mistree1.pie"
file IMD "mistree2.pie"
file IMD "mistree3.pie"
file IMD "micabin1.pie"
file IMD "micabin2.pie"
file IMD "micabin3.pie"
file IMD "micabin4.pie"
file IMD "micabin5.pie"
file IMD "mifactry.pie"
file IMD "miairtrf.pie"
directory "components\weapons"
file IMD "GNMECM1.PIE"
file IMD "TRMECM1.PIE"
//file IMD "GNLCON.PIE"
//file IMD "GNHCON.PIE"
//file IMD "GNMCON.PIE"
file IMD "TRLCON.PIE"
file IMD "TRHCON.PIE"
file IMD "TRMCON.PIE"
file IMD "GNLGSS.PIE"
file IMD "GNMGSS.PIE"
file IMD "GNHGSS.PIE"
file IMD "trlsnsr1.PIE"
file IMD "trhsnsr3.PIE"
file IMD "gnlsnsr1.PIE"
file IMD "TRLCAN.PIE"
file IMD "TRLMG1.PIE"
file IMD "TRLMG2.PIE"
file IMD "TRMMG.PIE"
file IMD "TRMCAN.PIE"
file IMD "TRHCAN.PIE"
file IMD "trhvcan2.PIE"
file IMD "TRLACAN.PIE"
file IMD "TRMVCAN.PIE"
file IMD "TRLFLMR.PIE"
file IMD "TRMFLMR.PIE"
file IMD "TRMHOWT.PIE"
file IMD "TRHHOWT.PIE"
file IMD "TRHHOW2.PIE"
file IMD "TRMMORT.PIE"
file IMD "TRHRMORT.PIE"
file IMD "TRMLAS.PIE"
file IMD "TRHLAS.PIE"
file IMD "TRLRCKT.PIE"
file IMD "TRLRCKTP.PIE"
file IMD "TRMRCKT.PIE"
file IMD "TRMRCKTA.PIE"
file IMD "TRHRCKT.PIE"
file IMD "TRLMSL.PIE"
file IMD "TRMMSL.PIE"
file IMD "TRMMSLA.PIE"
file IMD "TRHMSL.PIE"
file IMD "TRHMSLI.PIE"
file IMD "TRLGSS.PIE"
file IMD "TRMGSS.PIE"
file IMD "TRHGSS.PIE"
file IMD "GNLCAN.PIE"
file IMD "GNLACAN.PIE"
file IMD "GNMCAN.PIE"
file IMD "GNHCAN.PIE"
file IMD "GNMVCAN.PIE"
file IMD "GNNAVBIG.PIE"
file IMD "GNLMG1.PIE"
file IMD "GNLMG2.PIE"
file IMD "GNMMG1.PIE"
file IMD "GNMMG2.PIE"
file IMD "GNLFLMR.PIE"
file IMD "GNMFLMR.PIE"
file IMD "GNMHOWT.PIE"
file IMD "GNHHOWT.PIE"
file IMD "GNHHOWT2.PIE"
file IMD "GNMMORT.PIE"
file IMD "GNHMORT.PIE"
file IMD "GNMLAS.PIE"
file IMD "GNMRLAS.PIE"
file IMD "GNHBLAS.PIE"
file IMD "GNLRCKT.PIE"
file IMD "GNLRCKTP.PIE"
file IMD "GNMRCKT.PIE"
file IMD "GNMRCKTA.PIE"
file IMD "GNHRCKT.PIE"
file IMD "GNLMSL.PIE"
file IMD "GNMMSL.PIE"
file IMD "GNMMSLA.PIE"
file IMD "GNHMSL.PIE"
file IMD "GNHMSLI.PIE"
file IMD "MISENSOR.PIE"
file IMD "GNLCMD1.PIE"
file IMD "TRLCMD1.PIE"
file IMD "exturret.pie"
file IMD "mibnktur.PIE"
file IMD "Mibnkgun.pie"
file IMD "cy_flame.pie"
file IMD "cy_gun.pie"
file IMD "cy_rkt.pie"
file IMD "cybody.pie"
file IMD "cybodyjp.pie"
file IMD "gnhmort2.pie"
//file IMD "FXAIREXP.pie"
file IMD "GNMAIR.pie"
file IMD "GNHAIR.pie"
file IMD "TRMAIR.pie"
file IMD "TRHAIR.pie"
file IMD "GNHSUPER.PIE"
file IMD "TRHSUPER.PIE"
file IMD "TRHPLASM.PIE"
file IMD "GNHPLASM.PIE"
file IMD "GNMSNSR2.PIE"
file IMD "trmsnsr2.pie"
file IMD "gnmecm2.pie"
file IMD "trmecm2.pie"
file IMD "gnmrepar.pie"
file IMD "GNHSNSR3.PIE"
//file IMD "TRHSNSR3.PIE"
file IMD "GNHECM3.PIE"
file IMD "TRHECM3.PIE"
file IMD "cy_can.pie"
file IMD "gnlair.PIE"
file IMD "gnhair2.PIE"
file IMD "GNNAVBIG.PIE"
file IMD "Gnmrcktb.pie"
file IMD "Trmrcktb.pie"
file IMD "Gnmrktbb.PIE"
file IMD "Gnmmslsa.PIE"
file IMD "Trmmslsa.PIE"
file IMD "Gnhmslsa.PIE"
file IMD "Trhmslsa.PIE"
file IMD "Gnmmslat.PIE"
file IMD "Trmmslat.PIE"
file IMD "Gnmmslbb.PIE"
file IMD "Trmmslbb.PIE"
file IMD "Gnmmslaa.PIE"
file IMD "Trmmslaa.PIE"
file IMD "gnhmslab.PIE"
file IMD "trhmslab.PIE"
file IMD "TRMRKTBB.PIE"
file IMD "trlvtlhe.PIE"
file IMD "trmvtlhe.PIE"
file IMD "trmvtlin.PIE"
file IMD "trlvtlin.PIE"
file IMD "GNHREPAR.PIE"
file IMD "CY_LAS.PIE"
file IMD "CY_RAIL.PIE"
file IMD "CY_MISS.PIE"
directory "components\bodies"
file IMD "DRHBOD09.PIE"
file IMD "DRHBOD10.PIE"
file IMD "DRHBOD11.PIE"
file IMD "DRHBOD12.PIE"
file IMD "DRLBOD01.PIE"
file IMD "DRLBOD02.PIE"
file IMD "DRLBOD03.PIE"
file IMD "DRLBOD04.PIE"
file IMD "DRMBOD05.PIE"
file IMD "DRMBOD06.PIE"
file IMD "DRMBOD07.PIE"
file IMD "DRMBOD08.PIE"
file IMD "Drtrans.PIE"
// Cyborg transporter for multiplayer game...
file IMD "Drcytran.PIE"
file IMD "extrike.pie"
file IMD "exbuggy.pie"
file IMD "exbloke.pie"
file IMD "exjeep.pie"
file IMD "exjeeprk.pie"
file IMD "exbugrk.pie"
file IMD "exschool.pie"
file IMD "exfire.pie"
file IMD "mibnkbod.PIE"
directory "components\prop"
file IMD "PRLLWHL1.PIE"
file IMD "PRLRWHL1.PIE"
file IMD "PRMRWHL1.PIE"
file IMD "PRMLWHL1.PIE"
file IMD "PRHLWHL1.PIE"
file IMD "PRHRWHL1.PIE"
file IMD "PRLRTRK1.PIE"
file IMD "PRLLTRK1.PIE"
file IMD "PRMRTRK2.PIE"
file IMD "PRMLTRK2.PIE"
file IMD "PRHRTRK3.PIE"
file IMD "PRHLTRK3.PIE"
file IMD "PRLRVTL1.PIE"
file IMD "PRLLVTL1.PIE"
file IMD "PRMRVTL1.PIE"
file IMD "PRMLVTL1.PIE"
file IMD "PRHRVTL1.PIE"
file IMD "PRHLVTL1.PIE"
file IMD "PRHRVTL2.PIE"
file IMD "PRHLVTL2.PIE"
file IMD "PRHRVTL3.PIE"
file IMD "PRHLVTL3.PIE"
file IMD "PRHRVTL4.PIE"
file IMD "PRHLVTL4.PIE"
file IMD "PRLLVTL2.PIE"
file IMD "PRLRVTL2.PIE"
file IMD "PRLLVTL3.PIE"
file IMD "PRLRVTL3.PIE"
file IMD "PRLRHTR1.PIE"
file IMD "PRLLHTR1.PIE"
file IMD "PRMRHTR2.PIE"
file IMD "PRMLHTR2.PIE"
file IMD "PRHRHTR3.PIE"
file IMD "PRHLHTR3.PIE"
file IMD "PRLHOV1.PIE"
file IMD "PRMHOV1.PIE"
file IMD "PRHHOV1.PIE"
//file IMD "PRHHOV2.PIE"
//file IMD "PRMHOV2.PIE"
//file IMD "PRLHOV2.PIE"
//file IMD "PRHHOV3.PIE"
//file IMD "PRHHOV4.PIE"
file IMD "mibnkdrl.PIE"
file IMD "mibnkdrr.PIE"
directory "effects"
file IMD "FXLMgun2.PIE"
file IMD "FXCan20A.PIE"
file IMD "FXCan20m.PIE"
file IMD "FXCan40m.PIE"
file IMD "FxCan75m.PIE"
file IMD "FXLFlmr.PIE"
file IMD "FXMFlmr.PIE"
file IMD "FXLGauss.PIE"
file IMD "FXMGauss.PIE"
file IMD "FXHGauss.PIE"
file IMD "fxmhowt.PIE"
file IMD "fxhhowt.PIE"
file IMD "fxhhowt2.PIE"
file IMD "FXMgunx2.PIE"
file IMD "FXLMgun.PIE"
file IMD "FXMgnVic.PIE"
file IMD "FXMgnVul.PIE"
file IMD "FXICBM.PIE"
file IMD "FXLMiss.PIE"
file IMD "FXATMiss.PIE"
//file IMD "FXHMort.PIE"
file IMD "FXMMort.PIE"
file IMD "FXLasRot.PIE"
//file IMD "FXMPLas.PIE"
file IMD "FXHBLas.PIE"
file IMD "FXLRocPd.PIE"
//file IMD "FXLRoc.PIE"
file IMD "FXMRocAt.PIE"
file IMD "FXMRoc.PIE"
file IMD "FXVulCan.PIE"
file IMD "FXTracer.PIE"
file IMD "FXTracr2.PIE"
file IMD "FXBeam.PIE"
file IMD "FXCAmmo.PIE"
file IMD "FXLProj.PIE"
file IMD "FXGAmmo.PIE"
//file IMD "FXIncend.PIE"
file IMD "FXPLAmmo.PIE"
file IMD "FXSRoc.PIE"
file IMD "FXSCUDM.PIE"
file IMD "FXFlecht.PIE"
file IMD "FXVLExp.PIE"
file IMD "FXVLSWav.PIE"
file IMD "FXLSWave.PIE"
file IMD "FXMExp.PIE"
file IMD "FXMSWave.PIE"
//-file IMD "FXLFlms.PIE"
//-file IMD "FXMFlms.PIE"
file IMD "FXSFlms.PIE"
//-file IMD "FXLNExp.PIE"
file IMD "FXMNExp.PIE"
file IMD "FXSNExp.PIE"
file IMD "FXLSplsh.PIE"
file IMD "FXMSplsh.PIE"
file IMD "FXSSplsh.PIE"
file IMD "FXMelt.PIE"
file IMD "FXMPExp.PIE"
file IMD "FXDIRTsp.PIE"
file IMD "FXMETHIT.PIE"
file IMD "FXDIRT.PIE"
file IMD "FXtracrd.PIE"
file IMD "FXcam20.pie"
file IMD "FXLThrow.pie"
file IMD "FXGRDexp.PIE"
//file IMD "FXGRDexm.PIE"
file IMD "FXGRDexl.PIE"
file IMD "FXAIREXP.pie"
file IMD "Fxlbmbi1.PIE"
file IMD "Fxlbmbx1.PIE"
file IMD "Fxmbmbi2.PIE"
file IMD "Fxmbmbx2.PIE"
file IMD "FXAALSHT.PIE"
file IMD "FXAALSH2.PIE"
file IMD "Fxflech2.PIE"
file IMD "FXGammoM.PIE"
file IMD "FXGammoH.PIE"
file IMD "FXFLSHL.PIE"
file IMD "FxLFLSH.PIE"
file IMD "FXLENFL.PIE"
file IMD "FXSPLME.PIE"
file IMD "FXMPLME.PIE"
file IMD "FXHPLME.PIE"
//file IMD "FXPurLaser.pie"
directory "misc/ResearchIMDs"
//file IMD "bodge1.pie"
//file IMD "bodge2.pie"
//file IMD "bodge3.pie"
//file IMD "bodge4.pie"
file IMD "ICMSLCD.PIE"
file IMD "ICMOLQL.PIE"
file IMD "ICSPANER.PIE"
file IMD "ICCCCONS.PIE"
file IMD "ICAMRHOT.PIE"
file IMD "ICAMRKNT.PIE"
file IMD "ICENG.PIE"
file IMD "DPVTOL.PIE"
// added for synaptic link 3d model in interface
directory "misc"
file IMD "icsynapt.PIE"
directory "components\weapons"
file IMD "cy_gren.pie"
file IMD "cy_therm.pie"
file IMD "cy_con.pie"
file IMD "cy_rep.pie"
file IMD "GNMHowtI.pie"
file IMD "gnmflmrp.pie"
file IMD "gnmmorti.PIE"
file IMD "gnmrepr2.PIE"
file IMD "sc_can.PIE"
file IMD "scbody.PIE"
file IMD "sc_hpvcn.PIE"
file IMD "sc_asscn.PIE"
file IMD "sc_tk.PIE"
file IMD "Gnhvcan2.pie"
file IMD "trhvcan2.PIE"
file IMD "gnhlas.PIE"
file IMD "gnhsnsr4.PIE"
file IMD "sc_pulse.PIE"
file IMD "sc_rail2.PIE"
file IMD "sc_ATM.PIE"
file IMD "gnhemp.PIE"
file IMD "trhemp.PIE"
file IMD "gnhplsma.PIE"
file IMD "trlassat.PIE"
file IMD "gnlassat.PIE"
file IMD "trwpfcan.PIE"
file IMD "trwpfgss.PIE"
file IMD "trwpfrkt.PIE"
file IMD "trwpfmsl.PIE"
file IMD "gnwpfcan.PIE"
file IMD "gnwpfgss.PIE"
file IMD "gnwpfrkt.PIE"
file IMD "gnwpfmsl.PIE"
directory "structs"
file IMD "trmflmrp.pie"
// 107 aug 27th
directory "structs"
file IMD "milasbas.PIE"
directory "components\bodies"
file IMD "DRMBOD13.pie"
file IMD "DRHBOD14.pie"
directory "effects"
file IMD "FXFlech4.PIE"
file IMD "fxgrdexS.PIE"
file IMD "FXSHcanA.PIE"
file IMD "FXSHcanM.PIE"
file IMD "FXSHgssA.PIE"
file IMD "FXSHgssM.PIE"
file IMD "fxvtl14.PIE"
directory "components\prop"
file IMD "PrShov1.PIE"
file IMD "PrSrwhl1.PIE"
file IMD "PrSlwhl1.PIE"
file IMD "PrSrtrk4.PIE"
file IMD "PrSltrk4.PIE"
file IMD "PrSrhtr4.PIE"
file IMD "PrSlhtr4.PIE"
file IMD "PrSrvtl1.PIE"
file IMD "PrSlvtl1.PIE"
directory "components\weapons"
file IMD "gnhaalas.PIE"
file IMD "gnhmorte.PIE"
file IMD "Gnhmg1.PIE"
file IMD "Trhmg.PIE"
file IMD "TRMVTLEM.PIE"
file IMD "FXLBMBE2.PIE"
file IMD "TRMVTLPL.PIE"
file IMD "FXLBMBP2.PIE"
Then save this file to your WZCK's "MakeWDG" subdirectory (if you're using WordPad be sure to save it as a "Plain-Text" file) as 'PieStats.wrf' .
Now the above will do if you want to make v1.10 compatible mods in WZCK -- if you want to make v1.11 compatible mods you will need to add a little bit more to the PieStats.wrf:
quote:// PIE files added by v1.11 Update
directory "effects"
file IMD "FXRedLaser.pie"
file IMD "FXBlueLaser.pie"
file IMD "FXGrnLaser.pie"
Either way, once you've created your PieStats.wrf simply open it up and type
in whatever PIE files you need to include (following the pattern demonstrated
above). For example:
quote:
// Your custom PIE files go here
/* Directory where WZCK will look for your custom PIE files (relative to the MakeWDG directory). For simplicity you can specify a blank directory here (as shown), then WZCK will add the PIE files specified and contained in the WZCK \ MakeWDG directory. */
/* In general (for consistency), structure PIEs should go in "structs", feature PIEs in "features", explosion PIEs in "effects", other PIEs in "components" */
directory ""
/* Now, type in the names of all custom PIE files you wish to include. For example...*/
file IMD "file1.pie"
file IMD "file2.pie"
/* And so on */
After this, simply save or copy your custom PIE files into your WZCK\MakeWDG\
(whatever) directory, the (whatever) being the subdirectory you specified in the
above.
The latest versions of WZCK make this whole process MUCH easier because you can
tell WZCK which PIE files you want to add and it will take care of the rest
automatically, it'll even tell you if it can't find the PIE file(s) you want it
to include. (Hey Willis . .
[Edited on 6-17-2003 by Draconus]
ToDo_ThE_gReAt_DoG
so what do u do for muzzle?
ok this part lost me
quote:
--------------------------------------------------------------------------------
// Your custom PIE files go here
/* Directory where WZCK will look for your custom PIE files (relative to the
MakeWDG directory). For simplicity you can specify a blank directory here (as
shown), then WZCK will add the PIE files specified and contained in the WZCK
MakeWDG directory. */
/* In general (for consistency), structure PIEs should go in "structs",
feature PIEs in "features", explosion PIEs in "effects",
other PIEs in "components" */
directory ""
/* Now, type in the names of all custom PIE files you wish to include. For
example...*/
file IMD "file1.pie"
file IMD "file2.pie"
/* And so on */
--------------------------------------------------------------------------------
Draconus
Okay, you are following up until that point, are you?
Anyway, to compile a custom GFX containing mod, here are some (hopefully)
simpler steps:
1: Copy your custom PIE files into your WZCK's "MakeWDG" directory.
2: Open up your PieStats.wrf (in Notepad or Wordpad) and add the following to
the bottom:
quote:
directory ""
file IMD "________.pie"
(Fill in the blank with the actual PIE filename, of course. Repeat the
"file" line for each PIE file you want to include)
3: When you compile a mod through WZCK (any version), it should include your
custom PIE files automatically.
Now for a little insight into WRF files. Virtually all WDG creation is performed
by the MakeWDG.exe program; utilities like Edit World and WZCK2.0 call MakeWDG
to do the actual WDG compilation.
MakeWDG in turn relies on WRF files to determine which files go into the WDG.
In a WRF file, any lines beginning with // or surrounded by /* and */ are
comments and ignored -- in the case of me quoting them, you don't have to
include them in the WRF.
Lines beginning with "directory" tell MakeWDG to look in the specified
subdirectory to find the files it will add to the WDG, and this remains
in effect until another "directory" command.
Lines starting with "file" tell MakeWDG the name of a file to put into
the WDG. The second term indicates what kind of file is being compiled -- PIE
files are classified as "IMD". And the third item in a file line is
the filename to include.
So if I re-quote the above, it will becomes this (red
lines indicate what you would actually add to the end of your
PieStats.wrf)
quote:
// This is a one-line comment
/* This is a multi-line comment*/
/* Tell MakeWDG which directory to look in for out custom PIE files. WZCK runs
MakeWDG from the "MakeWDG" subdirectory, so the following line will
tell WZCK and MakeWDG to look in the "MakeWDG" subdirectory. Copy your
custom PIE files into that directory before using to create a custom-graphics
containing mod. */
directory ""
/* Then, type in the names of the PIE files so that MakeWDG / WZCK will put them
into your WDG file. */
file IMD "________.pie"
file IMD "________.pie"
.
.
.
.
[Edited on 6-17-2003 by Draconus]
ToDo_ThE_gReAt_DoG
ok I got that thz
I still am lost on the muzzle, is it a whole file by it self. if so how dos the
game know where to put it and so on.
ok what u just said didn't help me at all sorry. could u give an example or some
thing.
[Edited on 17-6-2003 by ToDo_ThE_gReAt_DoG]
Well, assuming you have WZCK installed, start it up and on the Weapons Editor
pick a weapon from the defaults list (any weapon. Try the Lancer Rockets for
now). Then go to the GFX (or "Visuals") tab. You'll see that there are
three different portions to a turret GFX.
The first portion of a turret GFX is the turret mount, which is a PIE file. The
second portion of a turret GFX is the turret muzzle, which is another separate
PIE file. And the third portion is the muzzle "flash" GFX that appears
on the muzzle whenever the weapon is firing.
Warzone uses this multi-PIE system because it requires less PIE files than
making a unique turret graphic for each weapon.
When Pumpkin worked on Warzone, they made a convention that every PIE file
intended for use as a turret mount was given a filename starting with "TR".
And every PIE file intended for use as a turret muzzle was given a filename
starting in "GN".
Now how does Warzone determine how to "assemble" the PIE files into a
single turret, there are two ways depending on whether the turret is a cyborg
turret or a tank/VTOL turret.
For tank and VTOL turrets, Warzone simply renders both "halves" of the
turret (mount GFX and muzzle GFX) simultaneously, both of them centered on the
chassis's turret location.
For cyborg turrets, the cyborg's "body" is the mount graphic and the
cyborg's "weapon" is the muzzle graphic. If you take a look at the
cyborg body graphic (cybody.pie) you'll see it has a connector on its right
shoulder -- this tells Warzone to locate the muzzle graphic at the cyborg's
right shoulder. W/o the connector you'd get this weird effect of the cyborg
weapon being centered within the cyborg (about the waist, to be exact).
Next, how does Warzone rotate a turret in battle. Warzone applies horizontal
rotation to the mount graphic, and applies vertical rotation only to the muzzle
graphic.
And how does Warzone calculate how far to move a PIE file for a given recoil, I
don't know.
Now, say I want to create a custom weapon mod using two custom PIE files,
"TrMyCan75x.pie" (a mount GFX) and "GnMyCan75x.pie" (a
muzzle GFX).
First, I would copy these files into my WZCK's "MakeWDG" subdirectory.
Second, I would open up my PieStats.wrf (also in WZCK's "MakeWDG"
subdirectory) in Notepad (or Wordpad using plain-text format) and add the
following to the end of it:
quote:
directory ""
file IMD "TrMyCan75x.pie"
file IMD "GnMyCan75x.pie"
Third, in WZCK, to use the custom GFX in a weapons mod all I need to do is add a
weapon, say the Heavy Cannon, go to its "Visuals" tab, select the
mount GFX option and type in "TrMyCan75x.pie" as the name of the PIE
file, select the muzzle GFX option and type in "GnMyCan75x.pie" as the
name of the other PIE file.
Fourth, when I compile this mod, WZCK calls MakeWDG, MakeWDG will use
PieStats.wrf and thus long story short, it will add the custom GFX to my mod.
And now I have a mod using customized GFX
lol im slow
ok I understand all that but what about the directory ""
I used
directory "MakeWDG"
in piestats.wrf but the game say's it cant find it
[Edited on 17-6-2003 by ToDo_ThE_gReAt_DoG]
Draconus
Almost there
Okay, say for example that your WZCK directory is "C:\CustomizerKit".
MakeWDG is located in "C:\CustomizerKit\MakeWDG".
Now say you put your PIE files in the CusomizerKit\MakeWDG directory. In order
to get MakeWDG to find them, you need to specify directory "" in your
PieStats.wrf .
If you specify directory "makeWDG" in your PieStats.wrf, then
where MakeWDG will actually look is in
"C:\CustomizerKit\MakeWDG\makeWDG", not
"C:\CustomizerKit\MakeWDG".
So to get MakeWDG to look in its own directory when you are compiling your mod,
specify directory "". If you want to have MakeWDG look in one
of its subdirectories, specify the name of that subdirectory.
Does this make sense?
Originally posted by ToDo_ThE_gReAt_DoG
dam u coyote25, u left out some stuff on ur web page and its the stuff I need.
==================================
coyote25
ok
number one
- I did not write the things you need
number two
- that will come from the authors of the different programs.
number three
- now you all understand why the tutorials came about, I kept asking for the
instructions on how to use the different tools available - and some days I received the information and other days - oh well!... be patient as
I have had
to do - eventually all your questions will be answered - and I will take your
DAMN YOU coyote25 and ignore the little rant - mark it down to youth and
impatience and frustration - again this is how I used to feel at the beginning -
now when I get the information it will appear in the tutorials - be patient
young one - or one day you will have an heart attack and pass on to that hell
only impatient people know...
Dealing with map tutorials -
what's missing?
is there some aspect of the map tutorials that we are missing -
http://members.shaw.ca/kgmetcalfe/
have a look and please let me know - thanks.
Some of the other discussions...
( unfortunately they are not available.)
Continued Discussion on - pie files / texpages / wrfs / wdg's
Draconus
Oh but enough of that back to your questions:
------------------------------------------------------------------------
quote: (ToDo_ThE_gReAt_DoG)
ok I got a question are the muzzle blast made form submodel thing.
and is the projectiles just one pie file
are the explosions submodel
where would u put the connector for all of them if any
-------------------------------------------------------------------------
The muzzle blast, like both halves of a weapon turret, is its own PIE file.
Similarly, the projectile is its own separate PIE file too.
Explosion GFX are also separate PIE files but they use a team-colors scheme for
the animation . . . basically the animated polygon has flags attached saying how
many frames of animation there are and where to locate the successive frames
(specified in terms of width/height).
You can associate any weapon with up to three different explosion GFX pie files
-- one appears when a projectile "hits", the second appears when it
"misses", and the third appears wherever the projectile strikes water.
Now as for connectors in weapons there's only one rule. When designing tank and
structure weapons, only the muzzle portion of the turret uses a connector, and
you place it wherever you want the muzzle flash PIE file to be located (you
know, the business end of the muzzle).
If you want to design cyborg weapons then you can place a connector on the
weapon mount PIE file, but with cyborg weapons the weapon mount is the cyborg's
"torso" (visually speaking) so its connector would be located at
whatever shoulder holds the cyborg weapon.
Explosion GFX pie files do not use connectors.
(ToDo_ThE_gReAt_DoG)
thz for the help but can u make ur own color and what would u name it?
As for color, are you talking color as in "team color" correct? Well
the answer to this is both yes and no . . . by editing the texture you can make
any object any color you want . . . but the colors you see on the Warzone radar
map are hard-wired, green is green orange is orange, so on. At least I THINK it
works that way . . . Warzone uses paletted textures so if you can change the
palette, who knows maybe we can change those around?
As for what names are given to the AI's that can be changed too (requires a
modified Strings.txt in Cam*.wrf) so you can say we can name the colors anything
we want. In fact, for v1.12 I decided the AI's needed some new names so that's
exactly one thing I did
[Edited on 6-20-2003 by Draconus]
(ToDo_ThE_gReAt_DoG)
NO lol
I mean can you make your own color scheme. for pie, the page thing, can you add
your own page of colors
ok I know how to do that
but I need help with aligning it. the team color isn't lined up right in the
play model thingy but in the texture editor it is lined up right
[Edited on 20-6-2003 by ToDo_ThE_gReAt_DoG]
Draconus
Oh boy . . . this is starting to get tricky.
Yes, you can create your own texturepages and color schemes. You will, however,
need a utility to convert to and from the PCX format that Warzone uses.
Also, you will need to remember that Warzone uses paletted textures. Not every
photo utility will let you paste true-color graphics into a paletted bitmap.
This is where I break out the good ol' MS Paint utility because that's one thing
it'll let you do.
To make your own texture pages, it is by far best to start with an existing
texture page, that way you won't have to worry about the palette.
Okay, what you do is this. When you've decided on a texture page to modify,
locate it in the Pie Slicer directory. (These are all the
"page(##).bmp" files). Copy the file from there into Pie Slicer's
"TexData" subdirectory (if there is no such subdirectory, make one).
Next, rename the copy from "page(##).bmp" to "page-##-my
textures.bmp" .
Actually, you can leave off the "my textures" part, all you need for
Pie Slicer is the "page-##" and ".bmp" parts.
Then, right-click on the file, select Properties and remove the check from
"Read Only". Now you can open up the bitmap in any paint-capable
proggy you have and edit it however you want. If you're using MS Paint, just
make sure to save it as a 256 color bitmap (which it should do automatically
considering it was a 256-color bitmap to begin with) and you're all set.
To view the custom texture in Pie Slicer, on the Textures window select the
Texture Options from the side toolbar, look under "Use Custom Texture"
and you should see your custom texture listed there.
Now, how to get textures into Warzone that's a little tricky. First off you'll
need a copy of VidMem.wrf, VidMem2.wrf, and VidMem3.wrf:
Here is VidMem.wrf -- copy & paste, save as plain text:
quote:
/*
* VidMem.wrf
*
* Texture data for the DESERT TILESET
*
*/
directory "images" // *Note* Must load the IMGPAGE files before the IMG.
file IMGPAGE "intfac0.pcx"
file IMGPAGE "intfac1.pcx"
file IMGPAGE "intfac2.pcx"
file IMGPAGE "intfac3.pcx"
file IMGPAGE "intfac4.pcx"
file IMG "intfac.img"
directory "texpages"
file TEXPAGE "page-7-barbarians-arizona.pcx"
file TEXPAGE "page-14-droid hubs.pcx"
file TEXPAGE "page-16-droid drives.pcx"
file TEXPAGE "page-17-droid weapons.pcx"
file TERTILES "tertilesc1.pcx"
file HWTERTILES "tertilesc1hw.pcx"
file TEXPAGE "page-21-fx`s-hard.pcx"
file TEXPAGE "page-21-fx`s-soft.pcx"
file TEXPAGE "page-11-player buildings.pcx"
file TEXPAGE "page-12-player buildings.pcx"
file TEXPAGE "page-13-player buildings.pcx"
file TEXPAGE "page-15-droid hubs.pcx"
file TEXPAGE "page-18-fx`s-hard.pcx"
file TEXPAGE "page-18-fx`s-soft.pcx"
file TEXPAGE "page-19-fx`s-hard.pcx"
file TEXPAGE "page-19-fx`s-soft.pcx"
file TEXPAGE "page-20-fx`s-hard.pcx"
file TEXPAGE "page-20-fx`s-soft.pcx"
file TEXPAGE "page-10-laboratories.pcx"
file TEXPAGE "page-22-fx`s.pcx"
file TEXPAGE "page-23-fx`s-hard.pcx"
file TEXPAGE "page-23-fx`s-soft.pcx"
file TEXPAGE "page-24-fx`s.pcx"
file TEXPAGE "page-8-player buildings-bases.pcx"
file TEXPAGE "page-9-player-soft buildings-bases.pcx"
file TEXPAGE "page-9-player-hard buildings-bases.pcx"
file TEXPAGE "page-6-features-Arizona.pcx"
Here is VidMem2.wrf:
quote:
/*
* VidMem2.wrf
*
* Texture data for the URBAN TILESET
*
*/
directory "images" // *Note* Must load the IMGPAGE files before the IMG.
file IMGPAGE "intfac0.pcx"
file IMGPAGE "intfac1.pcx"
file IMGPAGE "intfac2.pcx"
file IMGPAGE "intfac3.pcx"
file IMGPAGE "intfac4.pcx"
file IMG "intfac.img"
directory "texpages"
file TEXPAGE "page-7-barbarians-Urban.pcx"
file TEXPAGE "page-14-droid hubs.pcx"
file TEXPAGE "page-16-droid drives.pcx"
file TEXPAGE "page-17-droid weapons.pcx"
file TERTILES "tertilesc2.pcx"
file HWTERTILES "tertilesc2hw.pcx"
file TEXPAGE "page-21-fx`s-hard.pcx"
file TEXPAGE "page-21-fx`s-soft.pcx"
file TEXPAGE "page-11-player buildings.pcx"
file TEXPAGE "page-12-player buildings.pcx"
file TEXPAGE "page-13-player buildings.pcx"
file TEXPAGE "page-15-droid hubs.pcx"
file TEXPAGE "page-18-fx`s-hard.pcx"
file TEXPAGE "page-18-fx`s-soft.pcx"
file TEXPAGE "page-19-fx`s-hard.pcx"
file TEXPAGE "page-19-fx`s-soft.pcx"
file TEXPAGE "page-20-fx`s-hard.pcx"
file TEXPAGE "page-20-fx`s-soft.pcx"
file TEXPAGE "page-10-laboratories.pcx"
file TEXPAGE "page-22-fx`s.pcx"
file TEXPAGE "page-23-fx`s-hard.pcx"
file TEXPAGE "page-23-fx`s-soft.pcx"
file TEXPAGE "page-24-fx`s.pcx"
file TEXPAGE "page-8-player buildings-bases Urban.pcx"
file TEXPAGE "page-9-player-soft buildings-bases-urban.pcx" //need altering to urban**DONE**
file TEXPAGE "page-9-player-hard buildings-bases-urban.pcx"
file TEXPAGE "page-6-features-Urban Area.pcx"
And here is VidMem3.wrf:
quote:
/*
* VidMem3.wrf
*
* Texture data for the MOUNTAIN TILESET
*
*/
directory "images" // *Note* Must load the IMGPAGE files before the IMG.
file IMGPAGE "intfac0.pcx"
file IMGPAGE "intfac1.pcx"
file IMGPAGE "intfac2.pcx"
file IMGPAGE "intfac3.pcx"
file IMGPAGE "intfac4.pcx"
file IMG "intfac.img"
directory "texpages"
file TEXPAGE "page-7-barbarians-arizona.pcx" //moved jps mar7
file TEXPAGE "page-14-droid hubs.pcx" //moved jps mar7
file TEXPAGE "page-16-droid drives.pcx" //moved jps mar7
file TEXPAGE "page-17-droid weapons.pcx" //moved jps mar7
file TERTILES "tertilesC3.pcx"
file HWTERTILES "tertilesC3hw.pcx"
file TEXPAGE "page-21-fx`s-hard.pcx"
file TEXPAGE "page-21-fx`s-soft.pcx"
file TEXPAGE "page-11-player buildings.pcx"
file TEXPAGE "page-12-player buildings.pcx"
file TEXPAGE "page-13-player buildings.pcx"
file TEXPAGE "page-15-droid hubs.pcx"
file TEXPAGE "page-18-fx`s-hard.pcx"
file TEXPAGE "page-18-fx`s-soft.pcx"
file TEXPAGE "page-19-fx`s-hard.pcx"
file TEXPAGE "page-19-fx`s-soft.pcx"
file TEXPAGE "page-20-fx`s-hard.pcx"
file TEXPAGE "page-20-fx`s-soft.pcx"
file TEXPAGE "page-10-laboratories.pcx"
file TEXPAGE "page-22-fx`s.pcx"
file TEXPAGE "page-23-fx`s-hard.pcx"
file TEXPAGE "page-23-fx`s-soft.pcx"
file TEXPAGE "page-24-fx`s.pcx"
file TEXPAGE "page-8-player buildings-bases-Rockies.pcx"
file TEXPAGE "page-9-player-soft buildings-bases-rockies.pcx" //needs changing**DONE**
file TEXPAGE "page-9-player-hard buildings-bases-rockies.pcx"
file TEXPAGE "page-6-Features-Rockies.pcx"
You will also need a copy of frontend.wrf:
quote:
/*
* Frontend WRF file
*
*/
directory "images" // *Note* Must load the IMGPAGE files before the IMG.
file IMGPAGE "frend0.pcx"
file IMGPAGE "frend1.pcx"
file IMGPAGE "frend2.pcx"
file IMGPAGE "frend3.pcx"
file IMGPAGE "intfac3.pcx"
file IMGPAGE "intfac0.pcx"
file IMGPAGE "intfac1.pcx"
file IMGPAGE "intfac2.pcx"
file IMGPAGE "intfac4.pcx"
file IMG "intfac.img"
file IMG "frend.img"
directory "texpages"
file TEXPAGE "page-7-barbarians-arizona.pcx"
file TEXPAGE "page-14-droid hubs.pcx"
file TEXPAGE "page-16-droid drives.pcx"
file TEXPAGE "page-17-droid weapons.pcx"
file TEXPAGE "page-21-fx`s-hard.pcx"
file TEXPAGE "page-21-fx`s-soft.pcx"
file TEXPAGE "page-11-player buildings.pcx"
file TEXPAGE "page-12-player buildings.pcx"
file TEXPAGE "page-13-player buildings.pcx"
file TEXPAGE "page-15-droid hubs.pcx"
file TEXPAGE "page-18-fx`s-hard.pcx"
file TEXPAGE "page-18-fx`s-soft.pcx"
file TEXPAGE "page-19-fx`s-hard.pcx"
file TEXPAGE "page-19-fx`s-soft.pcx"
file TEXPAGE "page-20-fx`s-hard.pcx"
file TEXPAGE "page-20-fx`s-soft.pcx"
file TEXPAGE "page-10-laboratories.pcx"
file TEXPAGE "page-22-fx`s.pcx"
file TEXPAGE "page-23-fx`s-hard.pcx"
file TEXPAGE "page-23-fx`s-soft.pcx"
file TEXPAGE "page-24-fx`s.pcx"
file TEXPAGE "page-8-player buildings-bases.pcx"
file TEXPAGE "page-9-player-soft buildings-bases.pcx"
file TEXPAGE "page-9-player-hard buildings-bases.pcx"
file TEXPAGE "page-6-features-arizona.pcx"
directory "audio\SFX\Interfce"
//beeps
file WAV "Beep1.wav" //Close Window
file WAV "Beep2.wav" //Open New Window
file WAV "Beep4.wav" //Select
file WAV "Beep5.wav"
file WAV "Beep6.wav"
file WAV "Beep7.wav" //Zoom On Radar
file WAV "Beep8.wav" //Buzzer
file WAV "Beep9.wav"
file WAV "GmeShtDn.wav" //Game Shutdown
directory "audio"
file AUDIOCFG "frontaud.cfg"
directory "messages\strings"
file STR_RES "Strings.txt"
// NOTE THE NEW LOCATION FOLKS - ALEXM
file STR_RES "Names.txt"
Now, finally, if you want to create a Version 1.11 compatible texture mod you
will need to add the following to VidMem.wrf, VidMem2.wrf, VidMem3.wrf, and
frontend.wrf (but ONLY if you want to create a v1.11-compatible texture mod)
just underneath the other texpage declarations:
quote:
// New texpages included by v1.11 Update
file TEXPAGE "page-28-command.pcx"
file TEXPAGE "page-29-sniperborg.pcx"
Then, when you are ready to export your custom texture in Warzone, remember its
page number (typically 6 thru 24), open it up in your photo utility and save it
as a 256-color PCX file. (For example, you were editing "page-14-my
textures.bmp" then save it as "page-14-my textures.pcx"). Then
whatever directory you have your MakeWDG.exe in, create a "texpages"
subdirectory and put your PCX file.
There is one final step before you can compile your custom texture mod. Open
your VidMem.wrf and look up whatever PCX file has the same page number as your
custom PCX file. At this point you have two options, you can change the WRF
entry to the actual name of your PCX file (but you have to do this in all 4
WRF's) or you can change the name of your custom PCX file to match the entry
shown in the WRF (which is easier).
Then, whenever you run MakeWDG from that directory, it will see the three
VidMem.Wrf's and frontend.wrf and it will use them to include your custom
texture page.
Now some final notes on how to name a texture page. If you browse through the
WRF files in Notepad/Wordpad you'll notice that some texpages have 'soft' or
'hard' in their name. The files that say 'soft' are used only when running
Warzone in software-rendering mode; the files which say 'hard' are used only in
Direct3D and 3DFX modes. The main difference here is when you are designing
custom explosion textures (note almost all pages 18 thru 24 have soft and hard
versions), the difference is practically moot when making object textures.
You will also notice that some texture pages, notoriously page 6, has 3
different filenames depending on where it is being used (Desert, Urban,
Mountain). So for example "page-6-features Rockies.pcx" is included
only in VidMem3.rwf (used for Mountain maps); VidMem2.wrf (used for Urban maps)
specified "page-6-features Urban Area.pcx". This is bound to throw you
off eventually because page 6 is a notorious case of one texpage with three
distinct, wildly different textures (much unlike the use of 'hard' and 'soft'
tags)
[Edited on 6-20-2003 by Stratadrake]
Now about how to get textures perfectly aligned . . . this is hard to explain
but if you tweak around with textures a lot you'll start getting the hang of it.
One common problem with WZ texturing is that if a polygon's texture mapping is
not the same shape as the polygon itself, then the texture will appear warped.
For example, check out:
http://www.angelfire.com/falcon/stratadrake/images/piebug.jpg
I took this picture myself using my latest version of Pie Slicer. The polygon
uses a square texturemapping but the polygon itself is a trapezoid -- note the
resulting surface appears warped.
This effect can be reduced, but not eliminated by adding a midpoint to the
shorter side and then rearranging the vertex order so that the new point is the
1st vertex in the polygon (the 1st vertex in a polygon is identifiable because
its point number appears in green rather than cyan). This will result in the
following:
http://www.angelfire.com/falcon/stratadrake/images/piebug2.jpg
Exact directions on how to do this differ by a lot depending on your version of
Pie Slicer. But for v074, I think you switch to the Polygons listbox (list
window) and then locate the "Add Vertex To Polygon" button on the
toolbox (also in the Polygons menu). Then click on the short side of the
polygon, say "Yes", right click (to finish), say "Yes".
Then, go to the Point Order list in the list window, then CAREFULLY
click-and-drag on its vertexes to rearrange their order so that the new midpoint
is on the top of the list. (The best way to shuffle a polygon's point order is
to click on the topmost vertex and drag it to the bottom, or vice versa. Newer
Pie Slicers will have an automated function for this)
The only way to truly eliminate this kind of texture distortion is to make sure
that the polygon's texturemapping has the same (or very similar) shape as the
polygon itself.
PS: You may already see some differences between my screenshots and your version
of Pie Slicer -- this is to be expected. Willis hasn't uploaded the newest
version of Pie Slicer for public availability yet -- grrrrr, hey Willis....
[Edited on 6-20-2003 by Stratadrake]
ok u left out where to put the VidMem.wrf files
and the pict isnt distorted. I was trying to do an explosion. its not lined up right,
it looks like it moves across the poly, but its aligned right in the texture page
[Edited on 20-6-2003 by ToDo_ThE_gReAt_DoG]
Okay, VidMem.wrf files go in the MakeWDG directory (same place you'd put the PieStats.wrf) .
quote:
I was trying to do an explosion. its not lined up
right,
it looks like it moves across the poly, but its aligned right in the texture
page
Okay so you have checked the "Use Team Colors" and assigned a # of
maximum frames to the polygon, correct? (Just checking )
Next step takes practice. When you want to fine-tune the team-colors alignment
for the polygon, do it from the Textures window so that you can see how each
successive frame is aligned to the explosion GFX you want to use. If like the
4th or 5th frame is not aligned properly with the explosion texture, then you'll
need to tweak the frame width slightly.
Now when you play the explosion in rendering, if the explosion appears to
"scroll" then this simply means that the frame width is
ever-so-slightly out of alignment. What you do is adjust the frame width in
increments of one and see if that helps "stabilize" the animation. If
it doesn't, adjust the frame width in the other direction until it stabilizes.
After fine-tuning the frame width you then should also fine-tune the frame
height, but this is needed only if the animation requires more than one 'row' in
the texture page. For small explosion GFX whose frames are all located in one
row the frame height isn't used, but for large explosion animation, if the animation
appears to "jump" up or down slightly about halfway or so through the
animation, you'll probably need to adjust the frame height in small (for
example, +1 or -1) increments to synchronize the frame width to the explosion.
ToDo_ThE_gReAt_DoG
im getting an error
texture not in resource; page-26
this is what I have for directory
quote:
directory "text"
file TEXPAGE "page-26.pcx"
[Edited on 21-6-2003 by ToDo_ThE_gReAt_DoG]
ok I fix the last error now im getting this
quote:
cannot find flight pie for record HPV cannon
Draconus
Okay, in regards to your first error, nice that you figured out how to fix it.
Now for the second . . .
I'm curious to know, what other mods -- if any -- are you running at the time?
Rule #1 of modmaking is that you don't mix two mods together. Let's see now . .
. . Warzone is complaining that it can't find the projectile graphic for the HPV
Cannon. Now according to WZCK the default (v1.10 and v1.11) projectile graphic
for the HPV cannon is "FxTracer.pie" . One guess, open your
PieStats.wrf and make sure that there is an "FxTracer.pie" entry in it
(anywhere in it).
On second thought, let's see you are trying to make a custom GFX containing mod
correct? Is the HPV Cannon by chance a part of your WZCK mod (and, are you
trying to make a custom projectile graphic for it) ? If so, this means that
MakeWDG couldn't find the custom PIE file you're trying to use.... in such a
case, make sure that for whatever directory entry you specified before the entry
for your custom graphic matches the MakeWDG subdirectory that actually contains
your custom PIE file.
I also have another question for you -- just confirming for the most part, but
you are compiling the mod through WZCK correct?
Sometimes when working on graphics mods it is better to set WZCK aside and
compile it by hand. It gets a little trickier setting up though....
[Edited on 6-21-2003 by Draconus]
Some basic instructions if you want to compile a mod by
hand.
First, set up a new directory and copy MakeWDG.exe into it.
Next, copy the following into NotePad/Wordpad and save it to your separate
directory as "Compiler.bat":
quote:
@echo off
if not Exist MakeWDG.exe goto NoMakeWDG
if not Exist *.wrf goto NoWRFs
echo Compiling WeaponMOD.wdg ...
echo.
if Exist makeWDG.log del makeWDG.log
MakeWDG.exe -v -o WeaponMod.wdg -x 500 WeaponMOD -s 11 nov -s 0 warzone -w *.wrf >makeWDG.txt
echo WeaponMOD.wdg has been compiled. For a complete progress report,
echo refer to "makeWDG.txt".
echo.
echo Have a nice day!
goto Finish
:NoMakeWDG
echo Error: Cannot locate the WDG Compiler shell program.
echo.
echo It should echo be in this directory.
goto NoWDG
:NoWRFs
echo Error: Cannot locate any WRF instructions.
echo.
echo Place at least one WRF file (i.e., stats.wrf, PieStats.wrf)
echo in this directory and try again.
goto NoWDG
:Finish
You know about batch files, right? Anyway, this is a stripped-down version of
the manual compiler that WZCK has. Basically, the part I highlighted in red is
the filename of the WDG you are making (if the filename includes spaces,
surround it in quotations). Nearby is a portion that says "-s 11 nov"
-- this indicates that it will compile a v1.10 compatible mod. (If you want to
make a v1.11 compatible mod, change it to "-s 12 dec").
From there, copy your WRF files and all needed custom GFX into that directory
and appropriate subdirectories, as before. Then you can simply run the
Compiler.bat to create essentially any type of WZ mod.
General line for compiling warzone mods:
MakeWDG.exe -v -o "Name.wdg" -x 500 Name -s 11 nov -s 0 warzone -w
*.wrf >makeWDG.txt
if compiling for 1.11, change "-s 11 nov" to "-s 12 dec"
this is in strata's batch file, but is a little hard to pick out if you just
want it (you have to change it sometimes, for example the below)
for maps, the line is different (no wrf files are used for maps). this is useful
in some special cases (combo maps and mods, for instance):
makewdg.exe -v -o "..\4c-mapName.wdg" -x 20000 mapName -s 7 july30 -s
0 warzone -a multiplay\maps\*.* -a addon.lev
scroll down for more information on that subject...
[Edited on 21-6-2003 by Kevin]
Multiple maps in one wdg file! How???
Hi All,
I made some maps, and I want to be able to put all maps in one wdg file. I used
wdg explorer to see the contents of the files. But I have no clue how to
recompile the wdg. I have some experience with makewdg.exe but maps seem to
elude me.
Anybody?
L8ter,
Mielus
Stratadrake
Same here, I'm not sure how a map-WDG is put together either.
Stratadrake
I do have the WZS source though so I can always take a gander through the
WDG-loading routines Troman was planning on using, that'll give me some hints...
Kevin
I once did an experiment preventing editworld from deleting the temporary files
it creates when making a map, but I never looked at the makewdg command line at
that time, I will do that now. even have a program made for testing command line
parameters (you can guess how it works, fairly easy), just have to make it pass
on the command to makewdg afterwards.
------------
That went quicker than I expected.
if you run another program instead of makewdg, the temp files will be left in
the mapExport directory until you close it.
the command line editworld uses is:
-v -o "..\4c-mapName.wdg" -x 20000 mapName -s 7 july30 -s 0 warzone -a
multiplay\maps\*.* -a addon.lev
one could assume you could copy several such directories together and add the
entries to addon.lev, then run makewdg, i'll try it now....
it worked, two maps in 1 wdg file
[Edited on 25-4-2003 by Kevin]
RBL-4NiK8r
Well to do this you need them temp files for each map and then they have to go
into there own folder just like you were making a mod, your going to need the
MakeWDG.exe and a bat file to start it all.
This is a list of files you need in the folder for each map.
DInit.bjo Feat.bjo
Game.map Struct.bjo
TagList.tag TTypes.ttp
Now this folder should have your map name (mymap1) and you would need another
folder with the same files for (mymap2) and keep doing this for all the maps you
want in the wdg.
Now theses are going to go into there own folder along with 4c-mymap1.gam, and
8c-mymap2.gam, and any other maps you want in it.
You should be able to find all of this in C:\Program Files\Pumpkin
Studios\Warzone2100\mapExport after you click on the first compile in EW, if you
do the 2nd compile they will all be lost. You have to get them from each map
before the 2nd compile and save them.
All of theses folders are going to go into there own folder called maps and the
maps folder is going to go into a folder called multiplay, this will in turn go
into another folder with the wrf, messages and stats folders and the
MakeWDG.exe.
I am not sure but I think you only need the wrf folder at this point, with the
wrf's in it your going to have to figure out the wrf's you need for this because
this may change if your adding anything else to this wdg. Then you need to add
the MakeWDG.exe and your .bat file to start the whole thing.
cd MyMaps
..\makewdg -v -o "..\MyMaps.wdg" -x 2 MyMaps -s 1 cam2Tech -s 0
warzone -a addon.lev -a multiplay\maps\*.* > ..\MyMaps.txt
I am not going to say that this will work for a batch file but this should do
it, open up word pad and copy that into it save it and rename it MyMaps.bat or
what your have for a name.
I cant really add much more to this other then the fact that you dont wont to
name this last folder NewMaps because that's already in your 2100 folder
4c-Fishnet and 8c-ConcretePlayGround in that wdg, and I think you would run into
a lot of problems then. Also your going to need all of the lnd's of the maps you
want to add to this.
4nE