HB's modding procedure [tutorial] (work in progress)

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Re: HB's modding procedure [tutorial] (work in progress)

Postby BlueMAx » Tue Jan 29, 2013 6:16 am

OK, Desaix this is what I was trying to explain to you in chat the other day.

When I create and save battle xml files, even if I do not make any changes I get this


<?xml version="1.0" encoding="UTF-8"?>
<battle xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="battle.xsd">
<alliance id="0">
<army disallow_deployment = "true">
<time_period>late</time_period>
<faction>france</faction>
<deployment_area>
<centre x="-5.0" y="403.0"/>
<width metres="2040.0"/>
<height metres="1420.0"/>
<orientation radians="2.97"/>
</deployment_area>
<camera_start_position x="750.0" y="0.0" z="-400.0"/>
<camera_target_position x="0.0" y="0.0" z="0.0"/>
<campaign_ai_battle_hints aggression=" .3"/>
<unit unit_category="cavalry" num_soldiers="12">
<unit_type type="mont_fre_gen_napoleon"/>
<position x="266" y="-170"/>
<orientation radians="-1.47"/>
<width metres="12"/>
<unit_capabilities>
<special_ability>inspire_unit



Instead of this:


<?xml version="1.0" encoding="UTF-8"?>
<battle xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="battle.xsd">
<alliance id="0">
<army disallow_deployment = "true">
<time_period>late</time_period>
<faction>france</faction>
<deployment_area>
<centre x="-0.0" y="0.0"/>
<width metres="2048.0"/>
<height metres="2048.0"/>
<orientation radians="0"/>
</deployment_area>
<camera_start_position x="750.0" y="0.0" z="-400.0"/>
<camera_target_position x="0.0" y="0.0" z="0.0"/>
<campaign_ai_battle_hints aggression=" .3"/>
<unit unit_category="cavalry" num_soldiers="12">
<unit_type type="mont_fre_gen_napoleon"/>
<position x="266" y="-170"/>
<orientation radians="-1.47"/>
<width metres="12"/>
<unit_capabilities>
<special_ability>inspire_unit</special_ability>
<special_ability>rally</special_ability>
</unit_capabilities>
<unit_experience level="0"/>
<general>
<name>Empereur Napoleon ~ Garde Imperial</name>
<star_rating level="6"/>
<portrait>data/UI/Portraits/custom/cards/napoleon_o.tga</portrait>


The problem lies explicitly with the deployment areas described above each of the French generals. No problems with the Russians.

Now if I were to load the game with the first battle xml most of the units would be deployed in a staight line. The interesting thing is if I do not give any orders my units will move to the correct starting positions. I'm assuming this would happen to all human controlled units.

It's on easy fix to manually correct, but for 14 scenarios its tedious.

Plus is this issue only related to the battle xml file or does this also corrupt the DB file upon saving?

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Re: HB's modding procedure [tutorial] (work in progress)

Postby Lord Desaix » Tue Jan 29, 2013 9:15 am

Yes, sorry my fault.
Since last time I used Hibam, before uploading it, I created xml for Raszyn hat is the only battle with different dep zones. I will fix and upload Hibam again

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Re: HB's modding procedure [tutorial] (work in progress)

Postby Lord Desaix » Sun Feb 10, 2013 11:10 pm

As requested by Ziuk here are the experience level star.
If you set a name in the units table (column before the last) you will get green or red stars displayed over morale bar.

Code is:

0 = melee
+1 = light_cavalry
+2 = missile_cavalry
+3 = lancers
-1 = light_infantry
-2 = line_infantry

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Re: HB's modding procedure [tutorial] (work in progress)

Postby Ziuk » Wed Feb 13, 2013 5:10 pm

I have changed format of first post and i integreted other important posts into first post i also added new informations so now our tutorial looks much better.
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Re: HB's modding procedure [tutorial] (work in progress)

Postby Davidov » Wed Feb 13, 2013 5:38 pm

Really good reorganisation ziuk, a bit more information on building on top of the height layers would be most helpful, i.e how to generate roads, grass etc in photoshop/gimp.

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Re: HB's modding procedure [tutorial] (work in progress)

Postby Ziuk » Wed Feb 13, 2013 7:17 pm

I have added photshop tutorials. What do you think about these videos?
---
Desaix has added link to lordz tools.
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Re: HB's modding procedure [tutorial] (work in progress)

Postby Davidov » Wed Feb 13, 2013 9:58 pm

These are very helpful, thanks ziuk. I will try to use your practice map and see if i can do some stuff. Cheers

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Re: HB's modding procedure [tutorial] (work in progress)

Postby Ziuk » Wed Feb 13, 2013 11:48 pm

Desaix, does white colour_map_0_alpha.jpg means full transparency?

BTW You can add a small new chapter to our tutorial ;)
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Re: HB's modding procedure [tutorial] (work in progress)

Postby Lord Desaix » Thu Feb 14, 2013 9:35 am

Ziuk wrote:Desaix, does white colour_map_0_alpha.jpg means full transparency?

BTW You can add a small new chapter to our tutorial ;)


For waht I've understood, full white means terrain texture will be exactly as shown by colour_map_0.jpg
Full black means it will be exactly as shown in the texture xxx.dds listed in the texture.xml file of the map

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Re: HB's modding procedure [tutorial] (work in progress)

Postby Ziuk » Sun Oct 06, 2013 2:33 pm

I made video which shows few useful photoshop techniques:
- quick mask selection
- smooth edges, feather of selection
- change of brightness of selection - important when you want to create ditch(for river) in hilly terrain
- save/load selection
- photographic filter effect
- visibility of layer
- Clone Stamp Tool in action
etc

Link: http://www.mediafire.com/download/8h235 ... l_ntw3.zip

I use photoshop CS6 and i have only polish version but all options should be in similar places and should have same shortcuts.

I used Davidov files because he asked me for help but this video should be useful for other modders.
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Re: HB's modding procedure [tutorial] (work in progress)

Postby Jessusan » Sun Oct 06, 2013 8:11 pm

Thanks Ziuk! I will watch this video as I still have to learn a lot of tools of photoshop. It seems very useful.
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Re: HB's modding procedure [tutorial] (work in progress)

Postby EmperorGreatUnknown » Wed Jun 22, 2016 5:53 pm

Hello I am trying to edit the ground_type_map_0.tga file, but when ever I go to edit it or save it with gimp it causes the map to crash. Is there any special way I am suppose to treat this file?

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Re: HB's modding procedure [tutorial] (work in progress)

Postby Lord Cosak » Wed Jun 22, 2016 6:00 pm

EmperorGreatUnknown wrote:Hello I am trying to edit the ground_type_map_0.tga file, but when ever I go to edit it or save it with gimp it causes the map to crash. Is there any special way I am suppose to treat this file?


The map masters here are Desaix and Fullin, there've posted tools and tutorials on this forum. Have a look at them, and good luck (it's a tough business).

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Re: HB's modding procedure [tutorial] (work in progress)

Postby Lord Fullin » Thu Jun 23, 2016 12:11 am

EmperorGreatUnknown wrote:Hello I am trying to edit the ground_type_map_0.tga file, but when ever I go to edit it or save it with gimp it causes the map to crash. Is there any special way I am suppose to treat this file?


indexed

8 bit channels

according to colour code for terrain type.

512x512
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Re: HB's modding procedure [tutorial] (work in progress)

Postby Lord Desaix » Fri Aug 26, 2016 7:16 pm

Lord Fullin wrote:
EmperorGreatUnknown wrote:Hello I am trying to edit the ground_type_map_0.tga file, but when ever I go to edit it or save it with gimp it causes the map to crash. Is there any special way I am suppose to treat this file?


indexed

8 bit channels

according to colour code for terrain type.

512x512


Hope Fullin or Ziuk read here.

After installing WIN10 I had to remove PSP6 which was the only program I could save the NTW tga compatible with.

Tried both GIMP 2.6 and GIMP 2,8 without success. Loading and exporting a working ground_type_map_0.tga simply makes NTW to crash to desktop.

Even tried downloading the demo version of PSP 9 and I got the same error.

WHat editor and with which settings do you save ground_type_map_0.tga ?

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Re: HB's modding procedure [tutorial] (work in progress)

Postby Lord Cosak » Fri Aug 26, 2016 8:49 pm

Paint.Net works well with TGA, with our without the transparency layer.

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Re: HB's modding procedure [tutorial] (work in progress)

Postby Lord Desaix » Sat Aug 27, 2016 9:22 am

I've tried Paint.net without success, it's just something connected to that ground_type file, other TGAs save correctly with...anyway it seems I've sorted out the problem using last version of PhotoShop cs6 (which was the one I used to use before moving to WIN10. Now the only problem is I have only 7 days trial but it could be that my brother owns a license somewhere.

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Re: HB's modding procedure [tutorial] (work in progress)

Postby Sloop » Mon Oct 03, 2016 5:24 am

I paint pretty colors with finger paints.

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Re: HB's modding procedure [tutorial] (work in progress)

Postby Lord Desaix » Mon Oct 03, 2016 8:39 am

Sloop wrote:I paint pretty colors with finger paints.


Luckly you never ask ammission to the HB team... :wink:

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Re: HB's modding procedure [tutorial] (work in progress)

Postby Sloop » Fri Jan 20, 2017 4:50 am

Desaix, I stand in awe.

Ziuk, excellent intuitiveness.

Blue Max, eh, your ok, I love you man.

Impressive dedication fellows.

Salute.

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Re: HB's modding procedure [tutorial] (work in progress)

Postby [Grognard]_Gourgaud » Sat Jul 15, 2017 8:16 am

Hi, is anybody still alive to helping me to start with MICRODEM ?

Thank you :)

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Re: HB's modding procedure [tutorial] (work in progress)

Postby Lord Desaix » Sun Aug 20, 2017 12:06 pm

I can help, contact me on steam "Desaix"

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Re: HB's modding procedure [tutorial] (work in progress)

Postby [Grognard]_Gourgaud » Sun Aug 20, 2017 5:50 pm

Hi Desaix, happy to see you I'll be available to talk with you tomorow at 13h20 (1:20PM) UTC+1 (Paris)
I add you on Steam please tell me when you are available I'll try to free my time, if you can't tomorow, thank you.

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Re: HB's modding procedure [tutorial] (work in progress)

Postby [Grognard]_Gourgaud » Sat Sep 16, 2017 1:19 pm

Hi Desaix, I got 2 question for you please :
How do you do paved road on PS ? I mean what tool are you using to do the paved ? I observed that there is many nuances of grey colors, from RGB ~(79,77,78) to ~(84,85,84) I've got this example from the Austria 1 color map.
So my trouble is here : How can I have thoses nuances without modifiying 1000times the color in the pad from ~(79,77,78) to (84,85,84) ?
Should I use the "improve the contour" tool then the "Progressive contour" option, so the color will "overflow" and doing those nuances ? ('cause I tried already, not working..)
Here is a screen to show you how are made the Austria 1 map road http://prntscr.com/gluxts
So I think I just need to know : how to do those grey's nuances ?

2nd Question: Are the trees positionable other than one by one ?

Thank for your help.

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Re: HB's modding procedure [tutorial] (work in progress)

Postby Lord Desaix » Thu Sep 21, 2017 3:11 pm

Hi, sorry for delay, real life is taking its hevay toll.

I use GiMP and usually I apply a gaussian filter of 3 or 4 pixels, but sometimes more and play with that. Unless you mean how to get the paved road which is the layer in the blendmap.jpg or blendmap_alpha.jpg honestly I cannot remember which one since I've done my last map more than a year ago.

Negative for trees, you have to plant them one by one. Never had the time to do an automatic routine and for 25 maps I've done all in all the cost wasn't worth the benefit.


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