karlmortar
Rep: 16.7 votes: 2
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Posted: Tue Oct 05, 2010 11:03 am Post subject: Editing LSA: New Vehicles, edit squads |
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It is probably buried here somewhere or at the matrix forum, but how do you do these things?
If I even tries to touch a squad, for eg. adding a sniper into the Fallschirmjäger (MG) squad, I get an error message pointing directly to the new squad and the new soldier. As for vehicles I don't evern dare...
How to add new vehicles graphics, new guns and so on AND how many moe vehicles and squads can you add to the already existing ones?
Is it possible to use CC5 graphics to this?
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squadleader_id
Rep: 53.2 votes: 7
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Posted: Tue Oct 05, 2010 2:25 pm Post subject: Re: Editing LSA: New Vehicles, edit squads |
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Modding LSA data and graphics is basically not much different to modding CC5...except the old tools don't work anymore...and the devs and Matrix claims that the game is much easier to mod than ever. So easy to mod that the workbook for proper LSA modding is "still in the works" 2 months after release!
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Kojusoki
Rep: 22.7
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Posted: Tue Oct 05, 2010 4:34 pm Post subject: Re: Editing LSA: New Vehicles, edit squads |
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karlmortar wrote (View Post):
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It is probably buried here somewhere or at the matrix forum, but how do you do these things?
If I even tries to touch a squad, for eg. adding a sniper into the Fallschirmjäger (MG) squad, I get an error message pointing directly to the new squad and the new soldier. As for vehicles I don't evern dare...
How to add new vehicles graphics, new guns and so on AND how many moe vehicles and squads can you add to the already existing ones?
Is it possible to use CC5 graphics to this?
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Rememeber that the workbook for TLD cannot be used directly in LSA - they removed unused columns so you must do the same.
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7A_Woulf
Rep: 22.1 votes: 2
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Posted: Tue Oct 05, 2010 4:59 pm Post subject: Re: Editing LSA: New Vehicles, edit squads |
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Hoogly have been looking at the numbers, and apart from BG's, BO's and maps (a maximum of 64 of each) there seems to be no top limit.
But (sadly) the data from previous games can't be used with LSA, since there is fundamental changes in the system. (I'm right here, ain't I? I'm sure there is someone with a better insight in this subject out there...)
-But I appreciate your attempt a will to create a more historical correct game, looking forward to the result.
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zon
Rep: 17.5 votes: 2
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Posted: Tue Oct 05, 2010 6:02 pm Post subject: Re: Editing LSA: New Vehicles, edit squads |
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karlmortar wrote (View Post):
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It is probably buried here somewhere or at the matrix forum, but how do you do these things?
Is it possible to use CC5 graphics to this?
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In a flagrant and gross example of self-promotion, I wonder if you have tried the Metal Mod here: http://closecombat.matrixgames.com/LSA/LSAmods.html
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karlmortar
Rep: 16.7 votes: 2
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karlmortar
Rep: 16.7 votes: 2
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Posted: Mon Oct 11, 2010 5:18 pm Post subject: Re: Editing LSA: New Vehicles, edit squads |
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Is it possibly to add more vehicles, squads and BGs to LSA at all?
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Tejszd
Rep: 133.6 votes: 19
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Posted: Mon Oct 11, 2010 6:47 pm Post subject: Re: Editing LSA: New Vehicles, edit squads |
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Yes, you should be able to add new/more teams....
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schrecken
Rep: 195 votes: 15
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Posted: Mon Oct 11, 2010 8:23 pm Post subject: Re: Editing LSA: New Vehicles, edit squads |
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How is debug available publicly?
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karlmortar
Rep: 16.7 votes: 2
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Posted: Tue Oct 12, 2010 10:30 am Post subject: Re: Editing LSA: New Vehicles, edit squads |
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Quote:
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How is debug available publicly?
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Not sure what you mean, schrecken.
Anyhow, the bug has been fixed, the turret for the drilling is in the right spot and everything works fine now.
Aslo it looks like you can't add any more squads. When I make a new one (no. 171 in Axs file) it shows up in the selected force pool, but its text is corrupted and looks like squares, triangles and question marks and so on. When I select it the game CtD.
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squadleader_id
Rep: 53.2 votes: 7
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Posted: Tue Oct 12, 2010 10:52 am Post subject: Re: Editing LSA: New Vehicles, edit squads |
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karlmortar wrote (View Post):
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Quote:
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How is debug available publicly?
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Not sure what you mean, schrecken.
Anyhow, the bug has been fixed, the turret for the drilling is in the right spot and everything works fine now.
Aslo it looks like you can't add any more squads. When I make a new one (no. 171 in Axs file) it shows up in the selected force pool, but its text is corrupted and looks like squares, triangles and question marks and so on. When I select it the game CtD.
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You can add more teams...way beyond 171.
When you add a new team...make sure you also edit the top line of the teams file.
For AxsTeams.txt...if you add 1 squad...edit the top line from 171 to 172.
If you add more teams...edit the top line accordingly.
Also when you add new teams...they won't show up in the game...you will have to add them to the FPools.txt first.
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karlmortar
Rep: 16.7 votes: 2
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Posted: Wed Oct 13, 2010 10:17 am Post subject: Re: Editing LSA: New Vehicles, edit squads |
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So indeed I COULD!
Thanks for explaining how it works, but one question:
How does it work when editing the Als file? They end at 122 i think and it continues as 123 in the axs file, how do i number the allied teams without sharing numbers with the germans?
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squadleader_id
Rep: 53.2 votes: 7
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Posted: Wed Oct 13, 2010 12:10 pm Post subject: Re: Editing LSA: New Vehicles, edit squads |
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Are you using triarius's tool?
Study the TLD and CC5 workbook...that should explain a lot of things for you.
Too bad the LSA workbook is still MIA even after the latest beta patch came out :(
For now...you can use the TLD workbook as a template/base to work on LSA data.
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karlmortar
Rep: 16.7 votes: 2
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Posted: Thu Oct 14, 2010 7:17 am Post subject: Re: Editing LSA: New Vehicles, edit squads |
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I'll try it out right away!
I tried to use triarius's excel tool but my Excel was to OLD to be used with it!
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