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PostPosted: Sun Feb 24, 2013 11:21 pm Reply with quote Back to top

Hello, I'm new to the forum but not necessarily to modding. I have a few questions on the game files though;

1. How would you change, say, the Stock IJN bomber to the historically correct G4M1 Betty instead? I tried overwriting the model, however the .dds file didn't transfer the right way for some reason.

2. Where are the files that allow you to edit the organization of the regiments? for example, I wanted to add another T-34 to the Russian Medium tank regiments?

I'm sure I'll have more questions along the way, so I thought it would be better to make a thread instead of hijacking someone else's.

Thanks-

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PostPosted: Mon Feb 25, 2013 10:49 pm Reply with quote Back to top

well, if you wanted to change a regimental layout, or make a new one, go into the Regiments folder


Axis & Allies/Data/Regiments/GBR/

that would give you access to the British regiments in case you wanted to change them.

if you use the search function on this forum I'll be that theharkonnen and I have already dealt with some of your questions already.

as far as changing models go-- I'm still pretty weak at that sort of thing. I would guess that in order to change the model you'd have to alter the .nif file to make it look more like what you want it to look like. I didn't really mess with the aircraft, though-- they're all built as one seamless piece-- and that makes them difficult to work with! I mostly focused on tanks and the like.

I had hopes of adding in a Messershmidt 262 and the Focke Wulf 190-- but I haven't figured out how to convert the 3DS Max files into Nifskope yet-- and 3DS Max is one VERY EXPENSIVE program. I've just been working with existing .nif files and seeing what I can do with them.

for really advanced stuff you'd probably have to visit another forum for model changes.

but once you get what you want... you'll probably have to use the Nifskope texture editor to reallign the graphics. you would right-click on the object and then select the Texture menu and alter that with the Texture UV editor. I used this to make the elite Italian mountain troops have their distinctive emblem on the front of their helmets. it also comes in handy when you graft a new turret into a tank and the skin doesn't look right.
 
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PostPosted: Sat Mar 02, 2013 9:58 pm Reply with quote Back to top

out of curiousity-- what changes have you made thus far?
 
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PostPosted: Sun Mar 03, 2013 9:16 am Reply with quote Back to top

So far nothing very groundbreaking. Just overwriting most of the stock German vehicle skins with 1943 era Camouflage and removing the oversized Balkan Crosses. I was going to add schurzen to the panzer IV and panzer III, but I'm awful at 3D stuff.

I might end up being forced to make my own G4M1 entry and copying the model over to the IJN bomber entry that way
 
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PostPosted: Sun Mar 03, 2013 2:26 pm Reply with quote Back to top

Good luck. Can't really help you, self taught to mod this game mostly and note good at explaining.
 
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PostPosted: Sun Mar 03, 2013 2:55 pm Reply with quote Back to top

[quote="Whukid"]So far nothing very groundbreaking. Just overwriting most of the stock German vehicle skins with 1943 era Camouflage and removing the oversized Balkan Crosses. I was going to add schurzen to the panzer IV and panzer III, but I'm awful at 3D stuff.

I might end up being forced to make my own G4M1 entry and copying the model over to the IJN bomber entry that way[/quote

if all you're going to do is use the same model and give it a different name and stats I wouldn't duplicate the model. I'd just make a new .tgi file that uses the same model resource as the regular Japanese bomber. saves you some time and energy-- particularly if these units are going to look exactly the same. if you wanted to reskin them-- well, that's different.

case in point. I reskinned the German Bf.109 to look like the Japanese Ki.61 'Tony' fighter for the army-- it looks great, and was fairly easy to do. you just have to make sure that you change the arctic and desert skins to match.

here's a list of some of the mods out there for Axis and Allies. download a few of them and give them a thorough looking over--

http://www.moddb.com/mods/the-blitzkrieg-armies-of-world-war-ii

http://www.axis-and-allies.com/ftopict-367-Forgotten-Combatants-mod.html

http://www.gamefront.com/files/7507744/World_at_War_v1_3

since the first mod is based on the old Morgenblitz mod I did not provide a link for the original Morgenblitz

but studying Morgenblitz, World at War, and the Forgotten Combatants mods in detail taught me about half of what I've learned about modding this game. the remaining 50 percent is from experiments and dialogue on these forums.
 
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PostPosted: Fri Mar 08, 2013 7:57 pm Reply with quote Back to top

Thank you! This was very helpful.

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PostPosted: Tue Mar 12, 2013 9:53 pm Reply with quote Back to top

another question; how do you change the properties of deployable buildings? For example, I want to make the Quad 20mm and 50 caliber AA guns used by Germany and the US be usable against ground targets

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PostPosted: Tue Apr 02, 2013 3:21 pm Reply with quote Back to top

I looked, and that one appears to be impossible. I have been poking around though, and I can't seem to find the file which allows you to change the unit/building limit.


Also, is there a way to disable certain units from counting toward the unit limit? I made a partisan unit for the Russians, and it's pretty much useless unless I figure out a way to either change the unit limit or remove it from counting towards the limit.
 
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PostPosted: Tue Apr 02, 2013 8:31 pm Reply with quote Back to top

Whukid wrote:
another question; how do you change the properties of deployable buildings? For example, I want to make the Quad 20mm and 50 caliber AA guns used by Germany and the US be usable against ground targets


sorry for the delay-- this one slipped under my radar. but to answer your question

you need to open up the templates folder and then open up "template_abilitydefinition_aa.tgi"

scroll down until you'll see a variety of ability templates called "AABunkerAttackAntiAirMG" and the like. copy the entire entry, rename the ability definition, and then make the desired changes.

I changed the code from "targets = + enemy, +air" to "targets = + enemy, +actor"

I changed the name of the template to "AABunkerAttackAntiAllMG"

there IS a problem. the game will always give priority to the closest threat-- so if you make AA bunkers capable of engaging ground targets they will ignore aircraft if ground targets are closer. this presents a problem because you're very likely to get attacked by aircraft, paratroopers, and ground forces all at the same time later in the game.

I found it was best to leave the AA bunkers unchanged and create new halftrack units that can engage all targets.

when I tried it out with regular AA halftrack regiments they were useless against enemy bombers in combined attacks. since one of the most common forms of attack is to coordinate bomber strikes with ground forces this was unacceptable. I couldn't have the AA halftracks fighting tanks to no effect while bombers were pulverizing my base. since they had minimal effect on tanks-- I had to change the AA halftrack regiment back to it's original form.

then I tried it out on the British AA Infantry Regiment-- and it worked out very well. these quad-.50 caliber MGs would have been used against "soft targets" like infantry and halftracks anyways-- and these are the targets infantry are most likely to engage. I found that by using these new Anti-Everything halftracks in the AA Infantry Regiment they quickly proved to be an ideal counter to snipers and enemy aircraft-- and promptly added this regiment to every nation in the game.

to clarify-- units do not have a limit-- you can have thousands of them in every game. a new unit is created to replace a unit that is killed in battle. regiments, however, do have a limit.

open up SVars.tgi in the Game foler-- about half-way down you'll see a lime thta reads "EconomyLimitedResourceMax = 20". change the number from 20 to whatever you want the regiment limit to be.

the building limit is in a peculiar place

Data\Special\Things\things_start_location.tgi

once you open up that file you can't miss it. it's located in the [Economy Component]
 
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PostPosted: Thu Apr 04, 2013 10:18 am Reply with quote Back to top

Alright thank you very much Smile I noticed in the World at War mod, engineers have the option to build Normandy bunkers from the Campaign, but that they didn't work. I've noticed that Campaign buildings, if built by engineers, don't work. is there a way around this?

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