And if our own in-house librarian @HexCode thinks any of this is valuable enough to preserve for posterity, i'm sure he will include it in his great PGF library!
![Howdy :howdy](./images/smilies/em_howdy.gif)
Moderator: Radoye
In my opinion, this sort of topic has long been overdue.Radoye wrote: ↑2021-04-26 13:43, MondayIf ... custom content designers have ... information they'd wish to share with others, they're welcome to do so here. So mostly information on different tools, editors etc and how to use them, and various design tricks one might find useful when making their scenarios / campaigns.
SOThe present topic is ideal for focusing on observations and discussions directly pertinent to the use of content editing utilities.
I looked several times ... For me it is a little complicated written there ... anyway, thanks for help, Hexcode!HexCode wrote: ↑2021-04-27 23:08, Tuesday I'm afraid you've been barking up the wrong tree (no offense intended, just an Anglo-Saxon idiomatic expression). MAPNAMES.STR is a binary file. As such, text editors won't do the trick. As far as I know, you have two options:
1) Employ a reasonably capable Hex Editor.
2) Employ Larry Widing's dedicated editing utility, PGSTRED (native to MS Windows 3.1x). Its import and export functionality can be particularly helpful in instances where whole chunks of GLN records need to be replaced or otherwise edited. The utility can handle up to a maximum of 8,188 GLN records.
By the way, I recommend that you take a look here:
MAPNAMES.STR
viewtopic.php?f=100&t=550#p9029
Many thanks to this README author Panos Stoucas!"The values at offsets 0 and 1 have a special meaning and must be read together. The value at offset 0 is 74 and that at offset 1 is 04. In base ten terms, hexadecimal 0474 translates to 1140. This means that the file contains precisely 1140 geographical name strings, each 20 bytes long. Therefore, 1140 times 20 equals 22800. Add 2 bytes corresponding to offsets 0 and 1 and the result is 22802 bytes which, of course, is the MAPNAMES.STR file size."
he was talking about PG1 / AG. Unfortunately, FPGE was also coded to religiously observe the above quoted requirements without making any distinctions. In reality, PGF's engine doesn't care about the values of those two bytes... All it cares about are the sequentially placed, GLN records where there are TWENTY (20) bytes reserved for each such GLN record.The values at offsets 0 and 1 have a special meaning and must be read together. The value at offset 0 is 74 and that at offset 1 is 04. In base ten terms, hexadecimal 0474 translates to 1140. This means that the file contains precisely 1140 geographical name strings, each 20 bytes long. Therefore, 1140 times 20 equals 22800. Add 2 bytes corresponding to offsets 0 and 1 and the result is 22802 bytes which, of course, is the MAPNAMES.STR file size.
STREDIT is a 1st generation editing utility native to MS-DOS. PGSTRED is a 2nd generation editing utility native to MS-Windows 3.1x. In my opinion, PGSTRED is way user friendlier and versatile than STREDIT. Of course, a user must be able to run programs native to MS-Windows 3.1x on a modern computer. This is accomplished by installing / placing MS-Windows 3.1x within DOSBOX / D*FEND RELOADED. In any case, regarding the two bytes, both STREDIT and PGSTRED religiously observe the PG1 / AG requirements.
Never tried such a thing, but then again using GIMP or some similar free image editing tool it's not too hard to do this manually. So it never occurred to me to try it from FPGE.
Yeah unclear, but let me explain more of what I'm trying to do and how I understand (or perhaps misunderstand) how this works.Radoye wrote: ↑2022-04-09 22:50, Saturday You don't.
You can add as many terrain tile images as you'd like. The underlying terrain is completely independent from the image on top of it - you can have an airfield terrain that looks like ocean, or a desert that looks like a city. You set your terrain to whatever you need it to be, then assign any visual representation that you'd like to go with it. It's actually very easy.
(If you're still unclear about this, i can elaborate; and i'm sure there's already something written about this in our friend HexCode's PGF tech library too!)
*) TIR = Terrain Iconic Representation or "terrain tile"PGF's engine is "interested" in TIR* descriptors for visual display purposes only. Such descriptors play no role whatsoever in the way PGF's underlying play system is being "policed" by the engine.
Okay so the way to do this is within the TERR menu (?) —which I've only ever used for naming cities or other features, I have no idea what the rest of it means or how to use it. So how exactly do I do it? Can you give an example?Radoye wrote: ↑2022-04-11 02:06, Monday But this can be manually overridden, you can pick and place a Desert tile and set the underlying terrain to Ocean and in the game this hex would look like a desert but behave like ocean with ships being able to enter it.
You can freely add terrain graphics tiles (in fact, i am currently working with terrain tile files which contain about twice as many tiles as the default ones - mountain and forest roads, rivers through swamps, extra wide major rivers...) and you can use these in FPGE to make maps, but you will have to be careful to manually pick the correct underlying terrain type for each ('Type' field in the TERR popup menu in FPGE).
Bang on !Radoye wrote: ↑2022-04-10 16:39, SundayFPGE is a great tool for many things and i find it very useful to accomplish stuff i can't do otherwise but still it is now showing its age and i find the user interface somewhat counter-intuitive. I prefer to do as much as possible outside of FPGE - in spreadsheet, plain text and hex editors.
Yes ! Absolutely ! This approach dates back to David Smid's map editor (mid-1990s). In addition, FPGE's automatism includes invoking default alphanumeric descriptors residing in file MAPNAMES.STR.
B29 wrote: ↑2022-04-11 04:34, Monday Okay so the way to do this is within the TERR menu (?) —which I've only ever used for naming cities or other features, I have no idea what the rest of it means or how to use it. So how exactly do I do it? Can you give an example?
And if I run the Terrain Type Layer tool afterward, will it undo these individual edits?
This was actually done by our friend Lettos, who also allowed me to use some of his maps for my mod, so all credit goes to him!
Always good advice, something old paK88 stressed often for making PacGen maps.
This is bona fide PGF-SSI territory. No dedicated editing tool is required. PGF Online Library posts
I don't think this is possible in the same way it is in PacGen... If you follow the method suggested by our fried HexCode and change the name at eqp file level every Hipper-class will be renamed Prinz Eugen. Which is not what you're trying to achieve, if i understand correctly.
From the context of scenario design or editing, it means adding a new unit to the scenario in FPGE, or manually in Notepad.
Bummer. Yeah, that's exactly what I mean, hoping for some hidden way of replicating what the renaming button does in PacGen's Battle Generator. And naturally, I'm tantalized by the fact that I can hit Alt + N and rename a unit in the PGF game, though I suspect that info is just for the PGSAV file?Radoye wrote: ↑2022-04-12 12:38, Tuesday
I don't think this is possible in the same way it is in PacGen... If you follow the method suggested by our fried HexCode and change the name at eqp file level every Hipper-class will be renamed Prinz Eugen. Which is not what you're trying to achieve, if i understand correctly.
Unless you get into unit cloning and have separate copies of the same unit for every ship in a class in your eqp file, i don't think it can be done.
Brief, Illustrative CommentaryCat Leon wrote: ↑2022-05-25 07:04, WednesdayI think there is a way to outwit the game if needed! For example it's possible to set terrain type to 'River' for desired hexes in the STM file without changing the tiles for the same hexes in the SET file. Then, these hexes will have a river's properties but look as an ocean...
The idea works well!
1. Save Map*.set in a separate folder.
2. Open a scenario in the PGF editor.
3. Choose any of 'River' tiles and change the desired 'Ocean' hexes on the map.
4. Then: Go to Tools->Generate layers->Terrain type IDs (check box)->'Generate' button
5. Save the scenario.
6. Now put the old Map*.set back to the campaign folder.
That's all! Now pontoon bridges through 'Ocean' hexes work! The procedure takes a few minutes...
FPGE's latest "publicly" available version is 0.7.5.10543.1) [FPGE] was coded without a solid understanding of PGF's technical specifications, strengths and weaknesses.
2) [FPGE] observes many restrictions broadly applicable to PG1-DOS and routinely subjects PGF to those very same restrictions as well; unnecessarily so.
Absolutely right! You can't just change the Terrain type of a hex and mislead the player!HexCode wrote: ↑2022-05-25 13:38, Wednesday
Elsewhere in THIS forum...
Brief, Illustrative CommentaryCat Leon wrote: ↑2022-05-25 07:04, WednesdayI think there is a way to outwit the game if needed! For example it's possible to set terrain type to 'River' for desired hexes in the STM file without changing the tiles for the same hexes in the SET file. Then, these hexes will have a river's properties but look as an ocean...
The idea works well!
1. Save Map*.set in a separate folder.
2. Open a scenario in the PGF editor.
3. Choose any of 'River' tiles and change the desired 'Ocean' hexes on the map.
4. Then: Go to Tools->Generate layers->Terrain type IDs (check box)->'Generate' button
5. Save the scenario.
6. Now put the old Map*.set back to the campaign folder.
That's all! Now pontoon bridges through 'Ocean' hexes work! The procedure takes a few minutes...
Is the preceding terrain construct symbolically effective ? Not necessarily. I mean, what if, in the situational absence of a pontoon bridge unit, a player gets the impression that the "Ocean" hexes can readily accommodate the entry / passage of naval units ?Of course, ultimately, it all depends on the scenario's particulars.
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PG1-DOS does limit the number of Objective Hexes to a maximum of twenty (20). PGF does not. I was under the impression that FPGE's second programmer of record did modify the code to remove the above restriction. On second thought, that's what usually happens when a support utility programmer attempts to service more than one wargame title via one and the same editor...Lettos wrote: ↑2024-01-12 12:28, FridayFPGE scenario editor has a limit of 20 VH in a scenario. PGF does not seem to have a limit. At least 26 VH does not cause PGF crash. In FPGE, if there are more than 20 VH in the scenario, clicking on VICT causes the program crash. If the VICT button is not touched and the scenario is re-saved, FPGE will reduce the number of VHs to 20 on its own. Therefore, editing more than 20 VHs should be done only in a text editor. Nothing complicated - just write down the cities we want to make VHs and add them to the list of VHs.
Of course it is! More VHs would require changes to the interface. And in general, the solution met the requirements back in the day. And nobody set such tasks then as they do now.
I'm all for it!
FPGE isn't the "great helper" many "modders-lite" have claimed it to be. It's beta software reflecting its last programmer's of record personal hobby interests which have absolutely nothing to do with PGF-CDP...Lettos wrote: ↑2024-02-25 18:10, SundayI've tried setting quite difficult win conditions in the pgscn file, using FPGE, and without it. I can tell from the negative results that FPGE handles win conditions different from the simple "All VH" so incorrectly that it cannot be relied upon. For example, in the pgscn file after saving, I see the two sides as ALLIED. If I edit the pgscn file, does the whole job end there? Doesn't the new win condition information need to be put into the .STM files? In tests, I haven't seen any difference in AI behavior from me putting something new about winning into pgscn.
All right, then!
There was the idea of directing his offense to certain VHs by specifying Mandatory VHs in win conditions. And I didn't notice that the AI understood this command.
Even in the case of PGF-SSI styled modding, FPGE is highly problematic. In particular, FPGE often turns files *.PGSCN into unpredictable... garbage.
Yes, FPGE is made in the days when standards were ... how shall I put it? - standard. FPGE can't handle the new non-standard situations.HexCode wrote: ↑2024-03-06 22:52, Wednesday Elsewhere in THIS forum:
Even in the case of PGF-SSI styled modding, FPGE is highly problematic. In particular, FPGE often turns files *.PGSCN into unpredictable... garbage.Now, when it comes to PGF-CDP styled modding, FPGE is essentially useless, even harmful !
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