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LAV_Coyote25 ©Revised: February 11, 2005

 

My thanks to   ToDo The gReat DoG  for starting this one...(c25)

Discussion between -  ToDo The gReat DoG,  Stratadrake  / Draconus,  Papa Lazarou, Coyote25


Continued Discussion on -  pie files / texpages / wrfs / wdg's  

 Between - RBL-4NiK8r - Kevin -  Stratadrake -  Mielus


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