Pike & Shot Battle Flag Graphics Pack Version 2

Moderators: rbodleyscott, Slitherine Core, Gothic Labs

rbodleyscott
Field of Glory 2
Field of Glory 2
Posts: 22060
Joined: Sun Dec 04, 2005 6:25 pm

Re: Pike & Shot Battle Flag Graphics Pack Version 2

Post by rbodleyscott » Fri Apr 07, 2017 6:15 am

Paul59 wrote:
edward77 wrote:Thanks Paul. Is it ok to edit and save the UnitIcons.dds files with Paint.Net or would I need some other software ?
I'm sorry, but I don't have any experience of using Paint.Net myself. I am still learning new tricks with my old Paint Shop Pro, and I can't be bothered to learn a new program! I guess it will be Ok, there is nothing special about the UnitIcons.dds file, it seems to be the same format as all the other .dds files that are in the game.

Maybe the other modders have more of an idea?
paint.net works fine. Just remember to save .dds files as DXT3 (Explicit alpha).
Richard Bodley Scott

Image

edward77
Sergeant - Panzer IIC
Sergeant - Panzer IIC
Posts: 192
Joined: Wed Nov 10, 2010 9:11 pm

Re: Pike & Shot Battle Flag Graphics Pack Version 2

Post by edward77 » Fri Apr 07, 2017 7:18 pm

Ok, Tried it and it worked. Eureka!

Odenathus
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 281
Joined: Sat Jun 27, 2009 10:02 pm

Re: Pike & Shot Battle Flag Graphics Pack Version 2

Post by Odenathus » Fri Apr 07, 2017 9:29 pm

Paint.Net works fine with this game, I use it for all mods to uniforms, flags, terrain, objects, etc. Do remember to reduce Saturation (there's a drop down button) very significantly - say to 65% - if you mod uniforms, otherwise you will get that 'toy soldier' look, sadly all-too-visible in some of my earlier stuff. Philippe took me in hand.

edward77
Sergeant - Panzer IIC
Sergeant - Panzer IIC
Posts: 192
Joined: Wed Nov 10, 2010 9:11 pm

Re: Pike & Shot Battle Flag Graphics Pack Version 2

Post by edward77 » Tue Apr 11, 2017 10:01 am

Paul & Odenathus,
How do you get the lighting effects at the start of Pavia and Bannockburn?

Paul59
Sr. Colonel - Wirbelwind
Sr. Colonel - Wirbelwind
Posts: 1779
Joined: Tue Jul 21, 2015 11:26 pm

Re: Pike & Shot Battle Flag Graphics Pack Version 2

Post by Paul59 » Wed Apr 12, 2017 9:51 pm

edward77 wrote:Paul & Odenathus,
How do you get the lighting effects at the start of Pavia and Bannockburn?
You need to put this code into the battles .bsf file;

FUNCTION StartTurnPost(side)
{
int i;
int id;
int turn;
int j;
int visibility;
int v;
int team;
int stage;
int destinationX;
int destinationY;
int distance;


SetUniversalVar("TurnCounter", GetUniversalVar("TurnCounter") + 1);

turn = GetTurn();

// CUSTOM - Set variable visibility for fog etc.
visibility = SkewedRandom(2, 6, 1) * 10;

// visibility = 300; // For demo only.

for (j = 0; j < 2; j++)
{
for (i = 0; i < GetUnitCount(j); i++)
{
id = GetUnitID(j,i);
if (id != -1)
{
v = visibility;
// Increase visibility for units on windmill hill
if (GetTileHeight(GetUnitX(id), GetUnitY(id)) >= 50)
{
v += 60;
}
SetAttrib(id, "LOS", v);
}
}
}


turn = GetTurn();



if (side == 0)
{
if (turn == 0)
{
for (i = 0; i < GetUnitCount(0); i++)
{
id = GetUnitID(0,i);
if (id != -1)
{
SetCannotControl(id, 1);
SetAttrib(id, "AP", 0);
}
}
}
}

It's basically just the code from the stock Lutzen scenario. That's why there is a reference to units on windmill hill! I think that bit just gives a sight advantage to units on any hill, I hope so! If you want to have the restricted visibility for just a limited amount of turns, you need to have an extra bit of code added, ie;

if (GetTurn() < 7)

Where the number refers to the turn number that the visibility returns to normal. Remember that in the code each side's turn counts as one, therefore 1 is the AI's turn one, 2 is the player's turn one, 3 is the AI's turn two, and so on. 7 in this instance refers to the AI's turn four.

In my Holowczyn scenario the code, including the time limit restriction, looks like this;

FUNCTION StartTurnPost(side)
{
int i;
int id;
int turn;
int j;
int visibility;
int v;

if (GetTurn() < 7)

{
SetUniversalVar("TurnCounter", GetUniversalVar("TurnCounter") + 1);

turn = GetTurn();

// CUSTOM - Set variable visibility for fog etc.
visibility = SkewedRandom(2, 6, 1) * 10;

// visibility = 300; // For demo only.

for (j = 0; j < 2; j++)
{
for (i = 0; i < GetUnitCount(j); i++)
{
id = GetUnitID(j,i);
if (id != -1)
{
v = visibility;
// Increase visibility for units on windmill hill
if (GetTileHeight(GetUnitX(id), GetUnitY(id)) >= 50)
{
v += 60;
}
SetAttrib(id, "LOS", v);
}
}
}
}
Scenario Designer - Age of Belisarius, Rise of Persia, and Wolves at the Gate.

TT Mod Creator

edward77
Sergeant - Panzer IIC
Sergeant - Panzer IIC
Posts: 192
Joined: Wed Nov 10, 2010 9:11 pm

Re: Pike & Shot Battle Flag Graphics Pack Version 2

Post by edward77 » Thu Apr 13, 2017 5:30 pm

Paul, I must apologise for causing you so much effort. Clearly I did not make the question more explicit. I have already incorporated the visibility changes with turn and height in some of my scenarios. What intrigued me were the changes in lighting over all the whole map independent of the visibility. In Pavia the visibility is extensive but it is dark everywhere.

Paul59
Sr. Colonel - Wirbelwind
Sr. Colonel - Wirbelwind
Posts: 1779
Joined: Tue Jul 21, 2015 11:26 pm

Re: Pike & Shot Battle Flag Graphics Pack Version 2

Post by Paul59 » Thu Apr 13, 2017 9:20 pm

edward77 wrote:Paul, I must apologise for causing you so much effort. Clearly I did not make the question more explicit. I have already incorporated the visibility changes with turn and height in some of my scenarios. What intrigued me were the changes in lighting over all the whole map independent of the visibility. In Pavia the visibility is extensive but it is dark everywhere.
Pavia just has the reduced visibility for the whole scenario, it never returns to normal. It uses exactly the same code that I used in my first example above. I did nothing else to the scenario that would affect the lighting, at least nothing intentional.
Scenario Designer - Age of Belisarius, Rise of Persia, and Wolves at the Gate.

TT Mod Creator

Odenathus
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 281
Joined: Sat Jun 27, 2009 10:02 pm

Re: Pike & Shot Battle Flag Graphics Pack Version 2

Post by Odenathus » Sat Apr 15, 2017 2:00 am

Edward, if you just mean making it darker for the first or last few turns (nothing to do with visibility, for which see Paul's very comprehensive answer above), there's a button on the standard Editor - no need for all that damned scripting - which you can use to set the time the battle starts, and changes in the level of lighting. I think it's the same one that controls the weather effects.

Paul59
Sr. Colonel - Wirbelwind
Sr. Colonel - Wirbelwind
Posts: 1779
Joined: Tue Jul 21, 2015 11:26 pm

Re: Pike & Shot Battle Flag Graphics Pack Version 2

Post by Paul59 » Sat Apr 15, 2017 3:22 pm

I have at last had a chance to look at my Pavia scenario in the editor, unfortunately I have been very busy all week. You need to look at the "Conditions" button that Odenathus mentions in his last post. It seems that I have given it at 5.15 am start time, this is historical but means that there are several turns to play through before you get to dawn. Also I have chosen the "Default Night time lighting" rather than the "Standard lighting" for the Twilight. As the historical battle was in February I guess I was trying to get an especially dark look for the battle. I'm sorry that I did not reply earlier with this information, I originally designed this scenario nearly two years ago and I had forgotten that I had made these selections.

cheers

Paul
Scenario Designer - Age of Belisarius, Rise of Persia, and Wolves at the Gate.

TT Mod Creator

edward77
Sergeant - Panzer IIC
Sergeant - Panzer IIC
Posts: 192
Joined: Wed Nov 10, 2010 9:11 pm

Re: Pike & Shot Battle Flag Graphics Pack Version 2

Post by edward77 » Sun Apr 16, 2017 9:18 pm

Thank you both for enlightening me!

Odenathus
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 281
Joined: Sat Jun 27, 2009 10:02 pm

Re: Pike & Shot Battle Flag Graphics Pack Version 2

Post by Odenathus » Tue Apr 18, 2017 4:40 pm

Hahaha, 'enlightening' re the question of darkness, was that deliberate?

edward77
Sergeant - Panzer IIC
Sergeant - Panzer IIC
Posts: 192
Joined: Wed Nov 10, 2010 9:11 pm

Re: Pike & Shot Battle Flag Graphics Pack Version 2

Post by edward77 » Wed Apr 19, 2017 8:49 pm

Of course it was. There`s light at the end of the tunnel.

Jafele
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 22
Joined: Mon Jul 21, 2014 7:18 pm

Re: Pike & Shot Battle Flag Graphics Pack Version 2

Post by Jafele » Wed Apr 19, 2017 10:25 pm

Hi,

Where can I download this nice mod? The dropbox link is broken.

jacktimes2
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 1
Joined: Thu Sep 01, 2016 12:26 am

Re: Pike & Shot Battle Flag Graphics Pack Version 2

Post by jacktimes2 » Wed May 31, 2017 8:16 pm

I would like to second the above request. Dropbox gives a 404 not found error, can anybody reupload?

paulinus
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 4
Joined: Wed Nov 16, 2005 12:06 am

Re: Pike & Shot Battle Flag Graphics Pack Version 2

Post by paulinus » Thu Dec 21, 2017 11:38 pm

I may as well add another request for a place to download this file as the dropbox link does not work.

Post Reply

Return to “Modders Corner”