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LAV_Coyote25 ©Revised: April 09, 2006 |
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By DancingMoogle how to compile a mod including your new pie files follow this: |
Step 1: Essentials
Create a new folder and name it to whatever you want. Inside this folder you
will need to create more folders for whatever components and stats you decide to
include with your mod. We’ll start with a simple mod, which includes a
different body and weapon.
Create a folder called ‘Components’, and inside
this folder create 2 new folders called ‘weapons’,
and ‘bodies’.
In the parent directory (where you created ‘components’),
create a second folder called ‘wrf’. The .wrf
files are what tell Warzone what to load and when; for example, piestats.wrf
defines all the graphics to be loaded such as the bodies and weapons, while vidmem.wrf
tells Warzone what to load into video memory. You can find the .wrf files as a
zip file along with wdg explorer, obtained from the downloads page
Home » Downloads » Editoren » Sonstige Moddingtools
(
http://dc.warzone2100.de/dle/ )
For this mod you will need to extract piestats.wrf to your new wrf folder. Next
you will need to go to your Warzone directory and copy the MakeWdg program from
there to your parent directory; this is the program that will compile your mod.
Step 2: Creating a Batch file
In order to compile your wdg file you will need to ‘call’ the MakeWdg
program. You can’t do this simply by double clicking it, so you need to create
a batch file to tell the program what to do.
Create a new text document in notepad and call it whatever your new mod will be
called; we’ll call it TestMod for the moment. Now you need to copy and paste
the following into the new text document:
MakeWDG -v -o "???.wdg" -x 1001
b3d -s 11 nov -s 0 warzone -a multiplay\maps\*.* -a addon.lev -a wrf\multi\*.wrf
-w wrf*.wrf > result.txt
The ???
represents what you will call the mod, in this case TestMod.wdg.
Save the text file with the .bat extension to create your batch file. Place the
file in your parent directory along with the MakeWdg program and your ‘components’
and ‘wrf’ folders.
Step 3: Adding your pie files
You will obviously need a couple of new pie files to add to your mod so check
out my guide to pie slicer guide
part 1 and guide part 2
for how to do this, then create or modify a body and a weapon muzzle and mount
.pie file.
Save the body to the bodies folder and both new weapon files to the weapons
folder.
In order to get the new files into the game, you will need to name them the same
as files already in the game. By doing this you are effectively forcing Warzone
to replace the existing .pie files with your new custom ones.
Let’s say you’ve just created a new light body to replace the viper. The
viper body is named DRLBOD01.pie (you can open the
various bodies in pie slicer to find out which they are, or alternatively use
Customizer kit and check what pie file corresponds to each body), so name your
new body to this, not forgetting to add the .pie extension.
Weapons come in two parts; muzzle (barrel) and mount (turret). Choose a weapon
to be replaced, let’s say the light cannon. The muzzle gfx for this weapon is
GNLCAN.pie, and the mount gfx is TRLCAN.pie, so rename your two new weapon pies
to match these. Drop them into your weapons directory and you’re nearly ready
to compile.
Step 4: Editing the Piestats.wrf file
Currently there are a few lines missing from the end of the piestats.wrf file
which will cause Warzone to throw up error messages when it tries to load a
game. In order to stop this from happening you will need to add some extra
lines. Open piestats.wrf in WordPad and add these to the end:
directory "components/weapons"
file IMD "TRMVTLEM.PIE"
file IMD "TRMVTLPL.PIE"
file IMD "TRHMG.PIE"
file IMD "GNHMG1.PIE"
directory "effects"
file IMD "FXLBMBE2.PIE"
file IMD "FXLBMBP2.PIE"
Save the file, remembering to add the .wrf extension so that it
doesn’t just save as a standard txt file. Now you’re about ready to compile
your new mod.
Step 5: Compiling your mod
To compile your mod simply double click the batch file you created and wait a
second for it to finish. Three new files will be created:
Wdg.temp
Result.txt
‘Yourmod’.wdg
You don’t need to worry yourself with wdg.temp or result.txt, and can safely
delete them. The third file is your new wdg file which will be used by Warzone.
Simply copy it and drop it into your Warzone directory. Now start a game and
check out your new stuff!
Some additional information
Adding custom Texpages:
If you’ve created a new texpage to accompany your new pie files you will need
another folder named ‘texpages’. Put your new texpage in here.
To get your new page into Warzone you will need to add some more wrf files.
There are 2 ways to do this depending on the texpage you are using.
If you have simply changed one of the existing Warzone texpages (maybe you’ve
changed one of the body colours, or adjusted the appearance of one of the
weapons), then all you need to do is add the following .wrf files to your wrf
folder:
Vidmem.wrf
Vidmem2.wrf
Vidmem3.wrf
Adding these will make Warzone use your adjusted texpage instead of the
standard version.
If, however, you have created a totally new texpage you will also need to add
the new page to each of the vidmem wrf’s. Open each one in wordpad and add the
name of your new page to the end of the list that is already there (example:
page-1-my structures.pcx). The last texpage is ‘page-6-features.pcx’ so add
your new one after this in the following format:
File TEXPAGE “page-1-my structures.pcx”
Your new page will now be used in the game to texture whatever new pie file you
used it on. Be careful with how many new pages you add though as it can have
undesirable effects if you overload Warzone with too many texpages (although if
you’re using say a GeForce4 with 128mb RAM I don’t think you’ll be running
out of texture memory in too much of a hurry lol).
Adjusting weapon and body stats:
The easiest way to adjust the stats of anything you add is to use customiser
kit. Simply edit the stats for the file you are going to replace with your new
file, and compile the wdg file. You won’t need the wdg file itself though,
just the .txt files it creates.
Warzone stores all of it’s stats for the various weapons, bodies, etc as .txt
files that can be opened and edited in notepad or wordpad. However, editing
these by hand is a very long-winded process and can get very confusing, so by
using customiser kit to edit the files you get rid of the need to manually edit.
When you compile the mod, a folder called ‘stats’ is created in the
customiser kit MakeWDG directory. This contains all the .txt files for whatever
you just edited (most likely to be weapons.txt, weapon sounds.txt and body.txt
as these are the most frequently edited stats). All you need to do is copy the
‘stats’ folder into the parent directory of your new mod and the stats will
be applied to your new pie files.
Making your new mod version 1.11 compatible:
You will need to add a few extra lines to the end of piestats.wrf to do this:
Directory “effects”
File IMD “fxblulaser.pie”
File IMD “fxredlaser.pie”
File IMD “fxgrnlaser.pie”
These are the new laser effects that were added to the 1.11 update.
Other folders you might need:
‘Structures’
‘Effects’
‘Texpages’
Sub-Folder in ‘Components’- Prop (for vehicle propulsions such as track or
hover) ‘Messages’ with sub-folder ‘Strings’ (this is where Names.txt
will go; this is the file that has all of the various names of weapons, bodies,
etc plus information on the names of various templates for skirmish units and
other such information).