Call to arms gates of hell ostfront как установить моды

Call to arms gates of hell ostfront как установить моды

Call to arms gates of hell ostfront как установить моды

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Modding in Gates of Hell is somewhat simple and straightforward compared to something like Company of Heroes for example which requires third party modding tools such as Corsix or in the case of Company of Heroes 2, the official tools which are very limited in what they can do by comparison. It may look intimidating at first with all of the information presented here but it’s really not once you actually dig into it.

The game will also not register a mod folder if there’s typos in it, for example if you write resources instead of resource, the game will not register your mod’s changes because it doesn’t «see» it so just keep that in mind.

Now if you want to start with a simple mod in order to learn the game folder structure as well as see if the game is registering our changes, which might not happen if there’s a typo in some of the folder names for example as mentioned before, you can check the Music and Background editing sections of this guide.

If you want to start editing the Conquest and Multiplayer parts of the game that’s where things start to get serious. I consider this as more advanced modding simply because a lot more can go wrong here if you’re not careful with the code, I can say from experience that I’ve banged by head more times than I can count when the game started crashing after I made a simple change to a file and it took me a while and checking the error log as well as the files themselves before I could figure out what was actually causing it. If you wish how to do this check out the dedicated Conquest and Multiplayer editing sections of the guide.

C:\Users\YourUserNameHere\Documents\My Games\gates of hell\log

This will be the end of the introduction, in the next section we will be discussing basic modding before we move on to a little more advanced stuff.

3ds Max is the only exception here since it’s a paid application but I will mention it because Call to Arms has a plugin for it which allows it to edit and export models.

Yourdriveletterhere:\Steam\steamapps\common\Call to Arms\mods\tools\plug-ins\

I don’t have it currently installed so I cannot provide screenshots but let me know if something isn’t right and I’ll update this.

The name is self-explanatory, it’s what the mod will be called in the game’s mod manager menu, the description will be the text under the title and the version means if you get a warning that the mod or game are outdated and can’t be played. I generally write any here because it doesn’t matter for some mods which for example edit the main menu music, the folder structure and files remain the same but because of the written version requirements the game still says they’re outdated even if they are working regardless of that.

The main_theme.wav file is what we will be looking for here, it’s the song that you listen to when you start the game and load into the main menu.

The rest of the music files are pretty much self-explanatory and you can replace them all with your own if you so wish.

The folders are again pretty much self-explanatory here with for example the human folder containing things like infantry walking sounds, the vehicle folder having engine sounds, the talk folder having the actual voice files that you hear units speak when in the game, weapon sounds are the pew pew sounds that you hear and so forth.

Just a small note here for the voices specifically, they’re written in their own respective languages (but in latin in the case of the Russian ones) so it might be a bit hard to understand what they mean if you don’t speak said language so it’s probably going to take some guess work or use of google translate if you want to replace some specific file. Also there’s several different voice variants for each unit, for example there’s 8 different possible voices in the vanilla game for infantry.

To obtain the original file and use it as a sort of template in order to modify it I suggest you follow the same address in the interface.pak from the game’s own resource folder.

Once you have GIMP installed open up the video_bkg.dds file with it and click ok on the little promp that it gives you to load mipmaps and so forth.

After which you will need to either find a picture with the resolution of 2560×1440 pixels or up-scale one which might become pixalated however so just keep that in mind.

Leave the options as they are, especially Compression: None and No mipmaps, so basically just don’t touch anything here, simply click on the Export button on the bottom right of the window.

You will primarily have to visit 2 places for the files here which are both located in the gamelogic.pak file but I will give the extracted addresses so it’s not confusing.

Which deals with the research tree of each nation and other factors such as how many resources you have available at the start for example, how much free CPs you have in each stage to call in units with, what ratio of resources you get and so on and so forth.

This is where the requirements and cost to unlock are located in the file, which is at the top.

For the record I haven’t touched the map_points.set and values.set files just yet so I can’t clarify what they’re about but if you feel like it you are free to experiment and see what happens, if the game crashes then you know you’ve done something incorrectly and can also see the game log that can maybe help you to figure out the issue.

This is where the units in the Conquest’s things like how much men there are in a squad or how much crew a vehicle has or how much a unit costs are located in.

The 3 basic types of units you have listed in the file are infantry, mixed or «mechanized» as I call them which are infantry in vehicles that usually come separate and then a very basic example of what a vehicle unit would look like in the code, better ones are present if you scroll down in the same file.

Here we have the SPG section listed which is at the very bottom of the file, and again as you can see it’s quite different than from it’s doctrine counterpart code.

So since I can’t stress this enough I will again repeat myself, if you want to include a unit in a Doctrine it’s vital that you also include it as a regular unit, preferably with the doctrineonly tag in the brackets. If you don’t want a unit to be tied to a doctrine specifically, like I’ve done with the Wespe, Hummel and Welberwind then only write the vehicle class in the brackets, light and medium in our case here.

That’s about it for the multiplayer part, it’s a bit more simple and straight forward than the Conquest part in my opinion but you’ll still have to be careful about typos and so forth. Otherwise the code is similar, albeit with a few minor differences and it’s mostly also self-explanatory at this point on what piece of the code does what.

And again similar to the Conquest section more example pictures and even a video might be posted here at a later date.

Again to be more exact the soldier textures are located in the _human and _humanskin folders while the vehicle ones are obviously in the _vehicle one. I am mentioning them because I didn’t know before that they had the _ in front of their names for some reason and spent a lot of time looking in the wrong places until I looked at the bottom of this location and checked them out.

This is what the vehicle texture looks like when opened, I know it may look a bit jarring at first but believe me it’s not as complex as it may seem. Basically what you see here is the «flat» version that’s not applied to the vehicle currently, when the game starts to render it in the game there is a UV map which tells the graphics engine where to place parts of the texture on the model and that’s how the magic happens.

I am by no means a graphics artist or anything of the sort and my explanation may be very dumb in some people’s eyes but I’m just putting it here in plain layman’s terms so even people like me with not much experience in texture making or editing can understand it, that’s all.

The 6 examples of sub-folders we’ll be looking at here are portrait, portrait_squad, unit_icon, unit_icon_small, squad and vehicle_view.

If you want a vehicle to look natural it will be vital to include each new vehicle you add with it’s own vehicle_view sub-folder and everything included there, again using the vanilla game files as a reference and example just follow the same folder structure and you should be fine.

Entities are all of the models that you see in the game, vehicles, animals, buildings and so forth.

As you can see it has several folders, separating the vehicles in their own respective classes so it’s easier to navigate.

Once again do not be intimidated by the overwhelming amount of files here, these are mostly part of the model that are required to make it feel more natural when moving for example instead of it being a static object.

What you can see here are several things, first off is the inventory at the top of the picture. This lists all of the ammunition and other items which will be considered as a standard loadout for the vehicle once it spawns and also will be auto-regenerated once it’s near a supply truck.

Next we have the weaponry, this lists all of the available guns and positions that the vehicle has and that you can control if you’re in the direct-control mode. They are pretty self-explanatory with the standard being 1 main gun, the 88 in our case here, 2 machine guns, 1 hull mounted and 1 co-axial and turret top-mounted machine gun which is normally used as additional firepower but can also be used to shoot at enemy planes for example. Just a quick note here but not all vehicles have the last turret top-mounted MG and some vehicles like the Tiger Ausf. H for example have smoke dispensers here instead, while other vehicles might not have anything or have more guns so just keep that in mind, it’s different for each vehicle pretty much.

Lastly we have the chassis at the bottom of the picture there which lists all hard stats of the vehicle below it, for example the speed, weight and fuel capacity for example.

This section will be expanded upon as time goes on.

The localization files are all of the text that you see in the game. For example unit names and descriptions for the vehicles, weapons, ammo and so on and so forth.

We will be primarily looking at the desc folder but just a tip here, no pun intended, the tips.pot file contains the quotes that you see during the loading screens so if you want to put in something funny or motivational, you now know how to do it.

We named it desc_vehicles_ger_new.pot but you’re welcome to name your description files something else in order to avoid using the same files which the vanilla game or another mod might modify.

Either way that’s about it really, this is the place where you list each vehicle and how it will be called in the game as well as what description it will have.

These are largely meant for the GEM Editor of older games but when combined with the other tutorials found in the tools section should give you a head start at the very least for now.

F2 Map Menu
1. Entities
2. Terrain
3. Camera (Global)
4. Edifice (to be able to see through buildings)

F3 Mission Menu
1. View
2. Entities
3. Squads
4. Waypoints
5. Zones
6. Triggers
7. Camera (Cinematic)
8. Covers

To delete the camera angle lines in gem editor you have to ways:
— Reinstall the game
— Open the profile you are using for modding and delete «editor_desktop.set» file

A couple of quick notes, once you start a mission in the editor you can actually enable and disable mods to test them out and can even change unit values from their files and all you need to do is just reload the mission in the editor and they should take effect.

In this section we will be exploring how some things are done in the game through modding by giving specific examples of mods that do certain things.

This mod has been influential in some of the things that we see in the game currently such as the icons above characters like medics or engineers, the arrow icons showing where the enemy is coming from in Conquest missions and of course a lot of AI improvements making it more aggressive and thus a challenge so if you’re interested in any of those things definitely give it a look.

Valour is a big mod that adds a lot of content such as new nations and a lot of new units so if you’re interested in how that’s done check it out.

If you’re looking for how to add Call to Arms’ iconic first person feeling through weapon sights and control then you know where to go.

If you want to give your mod a bit more style then we come to our first 2 mods on the list of examples.

An old and outdated mod which we will need to update at some point, you can look at how we made captured Soviet tanks available for the Germans.

A small personal mod of mine mostly made to bring some improvements to Valour. Again if you want to see how to do at least some of the things that were mentioned in the Sound and 2D art sections you can take a gander here.

This is currently our last mod, it was made again to work with Valour in order to bring the vanilla nations up to date in terms of units in both the Conquest and Multiplayer so if you’re interested in seeing how to do any of those feel free to check it out.

The options are pretty limited right now but they get the job done.

Names, for some reason, can’t contain symbols like : for example, no idea why that is exactly.

This is also from where you update your already existing mods that you’ve uploaded. Just select your mod from the list and press on the edit button.

Thank you for reading this guide and we hope it has managed to somehow help you down the path of modding.

As stated earlier this is largely written out of our own experiences and information will probably be updated, changed or added depending on circumstances at least until the developers decide to release their own modding documentation.

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