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View Full Version : How to edit / add blueprint criticals alongside unit upgrades



mandead
29th Jun 11, 8:22 AM
I searched for 'criticals' and couldn't find anything other than Lethal Dosage's brief tutorial on how to create new unit blueprints from scratch, which isn't exactly what I was trying to do (and will explain here).

This is a simple little tutorial for those of you who wish to edit the blueprint of a tank or vehicle when it is upgraded externally, to show the new upgrades. The example below will show you how to edit the Wehrmacht's Puma reconnaissance armoured car to show the 50mm gun upgrade on its blueprint when purchased. These have no affect on gameplay, but they do look better, are quite easy to fix and add a little bit of detail for those of us who are picky about such things. :)

All you need is Corsix Mod Studio.

Go to attrib\attrib\sbps\races\axis\vehicles\halftrack_squad.rgd, then go to squad_ui_ext and look at the three critical_texture parts; as the Halftrack only has two upgrades (Flamethrowers and Stuka zu Fuss) only the first two are filled in, but you can see that each upgrade is linked to a slot_item and a criticals blueprint. Open up the Sherman files for the Allies and you'll see the same thing for the Bulldozer, Crab and Calliope upgrades, which is why these already work as intended. I am using the Puma as an example because Relic forgot to add a change of blueprint when its gun is upgraded, even though the relevant image file exists in the game.

So just copy critical_texture1 from halftrack_squad.rgd and paste it over the corresponding line in sdkfz_234_armoured_car_squad.rgd, changing the lines as such:

required_upgrade --> slot_item\axis_puma_50mm_turret.lua
texture --> criticals\puma_upgrade_50mm_gun

Now when the 50mm gun upgrade is purchased, the Puma's blueprint should change to reflect this.

This should work with any other upgrades you can find in the criticals folder.

I hope that was of use to some of you!

Kapp'n
30th Jun 11, 2:35 PM
Cheers. Moving to How To's.