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Community Mod Tools (0.5.4)

  1. #1
    The 22nd Hyperspace Core Corsix's Avatar
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    Read This Community Mod Tools (0.5.4)

    Version 0.5.4 has been released
    Documentation and download links: http://www.corsix.org/cdms/

    Previous version:
    It is September 14th, the official game release date, and I come bearing tools.

    This tool allows you to look inside the SGA archives (and extract files if you so wish). It also allows you to look deeper into RGD (unit stats), SCAR (scripting) and LUA (config) files. What you cannot do with this version is edit stuff - so don't press any Save buttons! Once I obtain a retail copy of CoH I'll try and making editing possible.

    Download and usage information is posted over on the wiki. (I encourage you all to use the wiki and update it with information that you find out). This is GPL/LGPL software, so you are permitted to redistribute it, however I request that you wait until the next release before posting it anywhere else.

    Hopefully I'll be posting an updated version next Thursday. < Edit: What with being away all weekend and then schoolwork catching up with me, it may be delayed >

    PS. I'm away from now until Sunday - any questions will have to wait.
    Last edited by Corsix; 25th Apr 08 at 1:02 PM.

  2. #2
    Member Mirage Knight's Avatar
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    Thanks Corsix - I look forward to the next release!

    In the meantime, it's time to do some digging

  3. #3
    Poster Formerly Known As naradaman's Avatar
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    Holy shit sweet!
    "So now, less than five years later, you can go up on a steep hill in Las Vegas and look West, and with the right kind of eyes you can almost see the high-water mark — that place where the wave finally broke and rolled back."

  4. #4
    Mayhem133
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    Thanks Corsix you just made my week.

  5. #5
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    Thanks.

  6. #6
    Member darkelf's Avatar
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    Thanks Corsix, now I can have some real fun
    "We are the most civilised race in the world. We have more exquisite ways to kill than any other."
    Lord Vraneth the Cruel, master of Har Ganeth
    Formerly DarkelfLord

  7. #7
    Clonesa
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    <3

  8. #8
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    Cool, thank you Corsix! :buddies:
    Soldier of Destiny - Axis; Blitzkrieg Tree

  9. #9
    Beautiful.

    A little something I noticed that probably has no significance.. after saving changes made to an rgd you can open it with DOW's RGDEdit with some errors. What a tease.

  10. #10
    tnx im waiting to edit files through, so i can change the default hotkeys. gues ill have to wait another week. tnx corsix

  11. #11
    Poster Formerly Known As naradaman's Avatar
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    bavbav you can change values with this tool. (beware btw, back up your SGAs before hand, I managed to corrupt some of my rgds)

    If I'm not mistaken, the hotkeys aren't even in the sgas. I've heard people say you can just open them in notepad. You'll have to look around though, I don't know where it would be.

  12. #12
    Member darkelf's Avatar
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    Hotkey mapping is done through a .lua file. But I think it's located somewhere inside the sga.

    EDIT: Yes, it is in the sga, open up corsix's tool, selec RelicCoH module and open up the game folder, then the keydefaults.lua, here you have all the keybindings. Though BACK UP your sga in case anything gets corrupted. I take no responsibilty for corrupted game files.
    Naradaman, you can edit all luas by hand, once you have unpacked the sga (which we will need the official tools for unless corsix or someone else manages to make one)

  13. #13
    Poster Formerly Known As naradaman's Avatar
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    Yeah I've been mucking with the luas for a while. Problem is when I repack them into a custom sga and rename it to AttribArchive.sga, CoH won't load it up. warnings.log doesn't offer much insight, just a 'failed loading attrib archive' message in the splash screen.

    I think there might be some kind of protection in the mp beta. I'll have to wait for retail to have some fun.

  14. #14
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    Is there some kind of RGD Viewer/Editor for CoHs .rgds, so I could extract the files and then edit them?

  15. #15
    Poster Formerly Known As naradaman's Avatar
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    In Corsix's tool right click on an .rgd and you can dump it to .lua. Edit it in notepad and then rightclick on it and press convert .lua to .rgd.

    Then you can use the SGA packer to create the edited SGA.

  16. #16
    ah yes i see them now, tnx alot DarkelfLord and naradaman. i just couldnt figure out where they keys are hidden. I hope someday for ingame options menu with all the hotkeys, sadly almoast all rts games lack this. tnx again

  17. #17
    Remember folks - you don't have to repack stuff into an SGA file for the game to pick it up. Just like in Homeworld 1 and 2 and IC, the game will see files that are outside the SGAs and use those to override the ones inside.

    So you could have your keydefaults lua file as a normal file in a normal folder (keeping the heirachy of course, ie Data\Game) and the game would pick it up.

  18. #18
    Poster Formerly Known As naradaman's Avatar
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    Ohhhhh. That changes alot. Thanks delphy.

  19. #19
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    So for example to change attributes I can put the files into "Company of Heroes\WW2\Data\attrib\..." ?

    Oh, and I get a error message when trying to convert .lua to .rgd.

  20. #20
    Member caprera's Avatar
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    Some help in changin' infatry team numbers ??
    "You may as well try to catch starlight as bring the Eldar to battle."

  21. #21
    Poster Formerly Known As naradaman's Avatar
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    To be able to properly convert the LUAs to RGDs you have to convert all the RGDs in the attribArchive into LUAs beforehand . It seems they have some dependance on each other.

  22. #22
    The 22nd Hyperspace Core Corsix's Avatar
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    I tried to imply on the wiki that things shouldn't be edited just yet. There are a few reasons for this:
    a) The RGDs my tool makes are currently DoW compatible RGDs instead of CoH compatible (that applies to both burnt RGDs and saved RGDs)
    b) CoH handles the attrib folder differently to DoW

    By Thursday I should have details of how to edit RGDs, but until then I do not recommend that you do anything other than read them.

  23. #23
    Member Oryhara's Avatar
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    Is it possible to mod the game by dumping all the RGDs into lua and changing them manually?

  24. #24
    The 22nd Hyperspace Core Corsix's Avatar
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    CoH (like DoW 1.3+) only loads RGDs, not luas.

  25. #25
    Member caprera's Avatar
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    I'm still here in front of them searching for infantry units details...someone already found them ?

  26. #26
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    Yes.

    Soldiers (Single Squad members)
    attrib\ebps\races\axis\soldiers
    attrib\ebps\races\allies\soldiers

    Squads
    attrib\sbps\races\axis\soldiers
    attrib\sbps\races\allies\soldiers


  27. #27
    Member caprera's Avatar
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    Ty m8, but as Corsix said it's not possible now to modify them right ?

    Btw i think i found the line to be modified: sbps/races/axis/soldiers/grenadier squad.rgd/squad item slot exit
    "Item" number is the same as the team members in-game...

    I'm sorry for my last announce... I tried to simply change the number listed in the program but nothing changed. I just tried it now and team have the same soldier's number...

  28. #28
    Poster Formerly Known As naradaman's Avatar
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    Actually I think the line is something like "squad_loadout". Can't check right now.

  29. #29
    Let me re-quote what Corsix said:

    Quote Originally Posted by Corsix
    I tried to imply on the wiki that things shouldn't be edited just yet. There are a few reasons for this:
    a) The RGDs my tool makes are currently DoW compatible RGDs instead of CoH compatible (that applies to both burnt RGDs and saved RGDs)
    In other words, editing stuff wont work yet! (in probably the vast majority of cases)

  30. #30
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    Yep, it's the "squad_loadout".
    there is a "unit_01" with "max" and "num" 3 and the lua is the "attrib\ebps\races\axis\soldiers\grenadier" and the "unit_02" ith "max" and "num" 1 and the lua is the "attrib\ebps\races\axis\soldiers\grenadier_leader" so you have 3 grenadiers and the squadleader.

    I think the item slots are for upgrades as the MP40s, for example if it's original as 5 but you now have 9 volks only 5 of them will get the MP40s (a quess).

    Muhahaha, soon, it'll begin... :smash:

  31. #31
    Mr. Bildo
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    Corsix -- FYI, some of your Subversion folders are included in the zip file.

    --Mr. Bildo

  32. #32
    The 22nd Hyperspace Core Corsix's Avatar
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    Quote Originally Posted by Mr. Bildo
    Corsix -- FYI, some of your Subversion folders are included in the zip file.

    --Mr. Bildo
    They always manage to creep in there :/

  33. #33
    Member caprera's Avatar
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    I'm gonna check it out...ty man :cowboy:

  34. #34
    BlitzForce
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    WOw good stuff man -great looking tool!


    after taking a look at the AI files, I might try take a stab
    at modding the Skirmish AI. Just a matter of unpacking the files into the data folder and tweaking

    seems to be lots of flexibility as far as having different personalities and even race/map specific focus

    I can already see why each of the different AI levels act the way they do and why it always dodges the arty strikes way too well....
    And why it never builds the Sherman Crab addon to bulldoze the tanktraps I build, it had been set on ignore upgrade, although I have seen the AI build it once in the single player demo. Also wirecutters and mine sweepers...


    I noticed there is an AI folder and a AIFinal folder which look to be essentially the same - what gives?

  35. #35
    Member caprera's Avatar
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    Can someone give here the exact line to be modified for infantry team numbers ? Because following what Soldier of Dest said i can't find what he's talking about...

    Btw to try to mod something i have to extract the files right ??

  36. #36
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    As already said.
    It's just not possible at the moment.

  37. #37
    BlitzForce
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    technically all you do is extract the file with this tool, which goes into your WW2/Data folder automaticly and then you edit this file with notepad manually and save it


    but so far none of my edits with the camera lua file does anything unlike DOW etc!

  38. #38
    Member Oryhara's Avatar
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    Like it was said, CoH does not read LUA files, only RGD. Unfortunately, the current verson of the mod tools does not make CoH compadable RGDs.

  39. #39
    Member caprera's Avatar
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    Ok Ok sorry guys :hmm:

    I was just trying to understand how this should work once we get a mod tool... :bandit:

  40. #40
    LoranKorn
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    Corsix plz help me out. Someone started a thread on .bsc files but it didnt give me any answers. I extracted sound files but those are all in .bsc format. How can I convert those or whats the scoop on these anyhow?
    How come the sound files arent in .wav?

  41. #41
    Dive! Dive! Dive! Mannerheim's Avatar
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    Quote Originally Posted by LoranKorn
    Corsix plz help me out. Someone started a thread on .bsc files but it didnt give me any answers. I extracted sound files but those are all in .bsc format. How can I convert those or whats the scoop on these anyhow?
    How come the sound files arent in .wav?
    .bsc is not a sound file itself, if has effect info and etc to coh sound engine and the link to the actual sound file thats under the data\sound\wav\

    the .smf files that are under \wav are normal .wav/.mp3 files when you remove the first 12 bytes of the file...

  42. #42
    LoranKorn
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    How do I do that? In like a hex editor you mean? I do not have a hex editor which I think you suggest to use. Can you link me to a download? (And explain perhaps how to remove the first 12 bytes of the file, plz)
    Thanx mate.

  43. #43
    Deadeye31
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    If there's one thing I want to mod, I want to make the anti-tank guns reinforceable. Is there an ETA on the lua to COH RGD converter?

  44. #44
    Poster Formerly Known As naradaman's Avatar
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    How do I do that? In like a hex editor you mean? I do not have a hex editor which I think you suggest to use. Can you link me to a download? (And explain perhaps how to remove the first 12 bytes of the file, plz)
    Thanx mate.
    I'll take a guess here, just delete them with the hex editor? Then rename the file.

  45. #45
    LoranKorn
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    Guys, I know I am a pain in the butt, I am not very hex-literate, so plz explain me in plain English what I have to do once I open the file in the hex editor. My email address is haida@chello.hu should you figure it takes up more room then you would desire to use in a forum-slot. Or simply link me to a tutorial I could dig thru to learn this.
    I would greatly appreciate it. Please.

  46. #46
    Dive! Dive! Dive! Mannerheim's Avatar
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    I could quickly make simple app to 'convert' all the files in the wav folder to selected output folder as wav/mp3 unless Corsix is about to add the feature in his tool soon...

  47. #47
    LoranKorn
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    Never mind fellas. I did some experimenting with a AXE editor and did it. Works just like you said it would. Thank you again.

    Never mind people. I did some experimenting and it works just like said it would thanx again fellas.

  48. #48
    Quelthas
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    I would only add a suggestion that you try making the mods work by adding "-dev" to the command line of the CoH shortcut. While I was playing with the camera.lua file, I noticed it didn't do anything untill I aded the argument, and then it suddenly started working (I managed to disable the camera movement, hehe, not very useful )

    Anyway, worth a try. Cheers!

  49. #49
    BlitzForce
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    holy crap your right!

    I managed to double the Zoom out distance by changing the DistMax=40 to DistMax=80 in the camera.lua

    Then the detail setting determines how much you see as you zoom out and thus framerate etc

    sweet
    now to see if this work with the other files!!

  50. #50
    Poster Formerly Known As naradaman's Avatar
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    Will adding -dev make it load attrib luas? Or just config stuff?

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