Guide: Creating Mods

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Myrddraal
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Re: Guide: Creating Mods

Post by Myrddraal » Tue May 26, 2015 10:24 am

It's annoying, because the game can actually handle any number of AI teams, it's only the editor interface which limits the number. We can certainly look at allowing more...

Erik2
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Re: Guide: Creating Mods

Post by Erik2 » Tue May 26, 2015 11:23 am

Myrddraal wrote:It's annoying, because the game can actually handle any number of AI teams, it's only the editor interface which limits the number. We can certainly look at allowing more...
That would be great. More power to the AI.

Different matter, but...
Something that would ease and speed up trigger/event creation is providing a trigger list instead of having to single-click your way through many triggers.
Custom scenarios will only be more complex as users wrap their heads around the finer points of the editor.
Attachments
trigger list.jpg
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naturesheva
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Re: Guide: Creating Mods

Post by naturesheva » Wed Jun 10, 2015 12:44 pm

naturesheva wrote:Generally the Mod folder works perfectly.

However, once I try to change text_english.txt under Resources\Campaign\0Tutorial , it doesn't work at all.

If I overwrite this file in the game folder, it works. But if I put it into My Games\Order of Battle - Pacific\Mods\Chinese Version\Campaign\0Tutorial, and selected this mod, the changes don't show up...

Can any of you give me some suggestions to solve this issue?

Thanks.
Hi adherbal,

A few weeks have been passed. I know you guys are super busy, just want to know has this issue been fixed or not. For version 1.70, the same issue still exist, I can only replace English for my Chinese translation. Thanks so much!

rambo919
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Re: Guide: Creating Mods

Post by rambo919 » Wed Aug 12, 2015 9:57 am

So no way of getting to the gfx files? I want to get to the UI/icon/etc files especially.

MikeAP
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Re: Guide: Creating Mods

Post by MikeAP » Wed Aug 12, 2015 3:35 pm

I haven't heard anything about getting sound files either.

bruce1944
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Re: Guide: Creating Mods

Post by bruce1944 » Tue Oct 27, 2015 1:32 am

Does the presence of the Mod folder that comes with BoB change the install for The mod folder ?

Erik2
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Re: Guide: Creating Mods

Post by Erik2 » Tue Oct 27, 2015 10:38 am

No, at least not my install (PC-version).
Attachments
mods.jpg
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bruce1944
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Re: Guide: Creating Mods

Post by bruce1944 » Tue Oct 27, 2015 2:09 pm

Thanks!

mjornelles
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RE: Scenarios

Post by mjornelles » Thu Feb 11, 2016 2:15 am

I am a newbie at this game. When we download the custom scenarios where do we place the files in order to play them?

Erik2
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Re: Guide: Creating Mods

Post by Erik2 » Thu Feb 11, 2016 8:08 am

You put the custom scenarios in My Games.....
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SabotTX
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Re: Guide: Creating Mods

Post by SabotTX » Wed Jun 29, 2016 7:07 pm

adherbal wrote:Most of content is packed into resource files. That's the way Unity works.

I'll see if I can upload the sounds files somewhere though. But if you just want to replace or add sounds effects you can do so by copying the effects.txt to the mod folder and adjusting the sfx and audio entries in there.

For example
sfx = 37mm_01 0.7
37mm_01 is the sound filename (37mm_01.wav)
0.7 is the volume
Any update on the sound files? I would like to edit the sounds by replacing the sound with my own. I am assuming I will have to wait until you upload the files and there is a way to package them? Many thanks for the game and your support!

AstroCat
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Re: Guide: Creating Mods

Post by AstroCat » Sat Nov 19, 2016 10:48 pm

Did the sound files ever become available for modding? Thanks.

Brazenman
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Re: Guide: Creating Mods

Post by Brazenman » Thu Jan 26, 2017 4:27 am

H.Balck wrote:

some questions to Adherbal:

1.
Biggest problem for me are the turret pivots in 3ds max - I set all turret pivots like in this video, but in game they are wrong. Need help with this from Adherbal.
https://www.youtube.com/watch?v=eT2ET9cIhZM
Here is an 3d example for 3ds max 2017 with all weapon points and both rotors.
http://www.file-upload.net/download-122 ... e.zip.html
I dont see any light on the end of the tunnel with this problem.All other turrets working fine now - only the helicopter propellers (I call them radars in the file) will not move correctly in game, but both pivots in 3ds max working fine for both rotations. Hope somebody can help me.

2.
It would be nice to import also Infantry units - I know they are in exponated X-position - but I dont know anything about bone rigged skeletons and body parts. Would be nice to have an example. I dont like to see the Vanilla WW2 figures in OOB Peoples General - I will set my own figures. I need an Infantry template as 3dsmax or fbx - maybee also as obj to see the details and poly counts.

3. How can I bring up new 3d urban sets in the engine - I have tons of low poly sets.

4. Also I like to have an new road typ - highway with double line streets.

5. I like to bring up also much more dekoration props in this nice engine. I need an template file.

6. Helicopters as new class would be nice - its possible ? Also a new feature that Infantry have an helicopter as tranport and can use him like other ground tranpost vehicles.

Thank you !

Brazenman
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Re: Guide: Creating Mods

Post by Brazenman » Thu Jan 26, 2017 6:23 am

H.Balck wrote:

question to Adherbal:

Why is it not possible to play on bigger maps like 120x120.
I have a 16 core CPU machine and I think its possible, to play OoB on more than 1000x1000 hexfield maps.
I hope you can switch this game to a possible set, that allowed to play OoB big maps for guys have some bigger CPU machines.

makigono1
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Re: Guide: Creating Mods

Post by makigono1 » Mon Mar 27, 2017 4:29 am

Can anyone tell me how to access the unit cards for the different units?

terminator
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Re: Guide: Creating Mods

Post by terminator » Wed Aug 16, 2017 2:22 pm

How to add new avatars ?

jeff00t
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Re: Guide: Creating Mods

Post by jeff00t » Wed Aug 16, 2017 3:45 pm

for commander avatars: u can change one of the picture here: \Order of Battle - WW2_Data\Content\Graphics\Commanders
for avatar in briefing, go here: \Order of Battle - WW2_Data\Content\Graphics\Avatars

to change stats, i don't know...
my custom single player mini-campaign in order of battle : normandie-niemen: Image
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302

terminator
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Re: Guide: Creating Mods

Post by terminator » Wed Aug 16, 2017 4:10 pm

I wanted to add new avatars in a Mod not change the original files.
I wanted to know the folders where to put the files "avatars.txt","avatar_74.png"...
I succeeded meanwhile but by placing files in several places by not knowing which is the good solution.

terminator
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Re: Guide: Creating Mods

Post by terminator » Thu Aug 17, 2017 7:04 am

jeff00t wrote:to change stats, i don't know...
Maybe here :
Commanders.JPG
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AceDuceTrey
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Re: Guide: Creating Mods

Post by AceDuceTrey » Mon Mar 19, 2018 12:13 am

I'm sorry, but this is all over my head! Can't you come up with a way to mod scenarios like PC?

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