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Post by finlander on Apr 9, 2011 11:00:38 GMT 1
I know this question has been brought up before but no answer can be found So how do you change the map season in already existing map? Thorough answer would be great!
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Post by LouisXIV on Apr 9, 2011 12:37:07 GMT 1
How convenient. I still have this item I copied out of the old BKPortal. I'm pretty sure it was from Lee Campbell, the master.
Changing a Map's Season 1. In the Map Editor save the map in .xml format
2. Open the map in your preferred XML editor
3. Decide which season you would like to change the map to and then make the following changes for each season:
Find the <base Season = "X"> tag; X = 0 for Summer or Spring 1 for Winter 2 for Africa Change the base season to the appropriate number.
Find the Terrain section right after this and change the tilesets: <Terrain><tileset>terrain\sets\X\tileset</tileset><crosset>terrain\sets\X\crosset</crosset><noise>terrain\sets\X\noise</noise> X = 1 for Summer 2 for Winter 3 for Africa 4 for Spring
Find the <SeasonFolder> section and change the terrain set; <SeasonFolder>terrain\sets\x\</SeasonFolder> X = 1 for Summer 2 for Winter 3 for Africa 4 for Spring
4. Once the required edits have been made, save the XML file then open it in the Map Editor. If the map is now in the correct season then save in BZM format and continue to work on it. Units and other objects will automatically use the textures relevant for the season.
There are a couple of problems I have found with this. One is the fact that there are more tiles in some seasons than in others. When you convert from something like summer to winter, you find black spots on the minimap. These have to be tiled over on the main map for the map to work. Even then, some times the converted map will cause abortions.
The other is that the buildings may change with the season, but the trees and terrainobjects don't. Thus you may get bushy green trees in winter, with patches of grass and flowers on the snow field. I save the map in .xml format and do global substitutions for more seasonally appropriate items.
To be honest, some times converting a map can be as much work as creating a new one.
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Post by finlander on Apr 9, 2011 17:54:39 GMT 1
As i asked for a thorough answer this really was one..thanks Louie
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Post by LouisXIV on Apr 9, 2011 22:03:27 GMT 1
Thanks. Anything else?
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Ocelo
General
Map Artist/Eastern Front enthusiast
Posts: 1,400
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Post by Ocelo on Apr 10, 2011 5:24:06 GMT 1
It should be noted that you can use the BK XML map tools utility on the XML version of the map file from Lee. It is IMO better because you can choose to remove flora, objects, and/or various types of units. ==> GET IT HERE: www.mediafire.com/?mzmlzzka2uyMORE BLITZKRIEG TOOLS: www.mediafire.com/?km4tiuj8h3b4dHave fun; these are great.
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Post by finlander on Apr 10, 2011 7:27:26 GMT 1
Well now that you mentioned there is this problem with the BK cheats. I still cant get them to work in some maps Even in same chapter.I tried the @ win bla bla.. after comes text: script error global win 0 (a nil value).. Why doesent the cheats allways work Annoying Thanks Ocelo for the toys
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Post by LouisXIV on Apr 10, 2011 11:24:35 GMT 1
(More wisdom drawn from BKPortal.) Blitzkrieg Cheat Codes
Before any cheat codes can be used they have to be activated by use of a command containing a password. This password is different in Stalingrad or when playing Blitzkrieg with the Stalingrad ailogic.dll file so if it appears that the cheat commands are not working then check if you have the ailogic file installed. The cheat commands listed here work with Blitzkrieg, Burning Horizon, Rolling Thunder, Stalingrad and World War One.
Activating cheats With a map loaded bring up the console by pressing the ` key on your keyboard. Note: this may be a different key with non-English locales so check your Blitzkrieg manual for more information.
In the console (at the “>>” prompt) enter: @password( “Panzerklein” ) followed by Return.
If you are playing Stalingrad or using the Stalingrad ailogic.dll file then enter the following: @password( www.dtf.ru )
For The Day After you must enter a different code: @password(“HardTruck”)
Note: there is no feedback given when the activation command is entered.
Cheat Codes Once the activation command has been entered you can use one of the following codes. The cheat will be activated after pressing Return.
@win(party) Triggers a win for party: 0 is the player; 1 is the AI (i.e., triggers a loss for the player.) In multiplayer maps party refers to a team and triggers a win for that team. @god(0,0) Deactivates “God” mode for the player. @god(0,1) Activates “God” mode for the player. Player’s units are invulnerable. @god(0,2) “God” mode as above but also enables enemy units to be destroyed with one shot. @changewarfog(0) Switches the fog of war to the player (normal.) @changewarfog(1) Switches the fog of war to the AI. Player’s units do not have a circle of vision around them. @changewarfog(2) Switches the fog of war to neutral. Neither the player’s units nor the AI units have a circle of vision around them. Can be used to represent night. @draw Forces a draw during play in a multiplayer game. @switchweather(state) If state is 1 then bad weather is enabled – rain or snow. If 0 then clear weather is enabled and air support is available. @landreinforcement(ID) Loads the reinforcement group ID into the map. Reinforcement groups for a map can be found in the map editor.
You can enter the cheat activiation and commands whilst the game is paused. When the game is unpaused the commands will be executed.
These codes can also be used in a Lua script for debugging purposes if they end with a semicolon! For example: function Init() @password( “Panzerklein” ); @god(0,2); end;
Keyboard Commands During gameplay pressing Ctrl-Shift-Q at the same time completely removes the fog of war from the map, making all units visible to the player. More detail is viewable using this command than is obtained when using @switchwarfog. The normal map view can be restored by pressing Ctrl-Shift-Q again.
Enabling All Chapters and Historical Missions To access all chapters and historical missions in any campaign bring up the console while on the main menu screen. In the console enter: SetIGlobalVar(“Cheat.Enable.Chapters”,1) and/or SetIGlobalVar(“Cheat.Enable.Missions”,1)
After entering one or both of these commands then the individual chapters will be accessible on the campaign screen without having to play any random maps.
Note: You do not need to enter the “@password” activation command beforehand. Notes: The above suggests that the "Panzerklein" password works for the Stalingrad mod, but I believe you have to use the Stalingrad ailogic version, mostly because that's where the Stalingrad ailogic came from.
The Stalingrad ailogic password has to be entered exactly as shown - complete with spaces - or it won't work. The regular password doesn't need the spaces shown.
If you use the commands in the console, you don't need a semi-colon after: @password("Panzerklein") If you use the commands in script, they do need a semi-colon after: @password("Panzerklein");
You can use the "God mode" for Player 1 if, for example, you want to test the "Loose" parameters of your script: @god(1,2) That way, no matter what your forces do, they will be wiped out as soon as they encounter the enemy.
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