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[Solved] Increasing enemy army

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#41 Mshraks

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Posted 06 April 2013 - 01:00 PM

That is in gamedata.ini too. Just seach for DefaultCameraMaxHeight and change it.

Well actually it doesnt work.

Originall code is:

 

;------------------------------------------------------------------------------------------------------------
    ;These are the primary camera settings
    ;****CHANGING ANY OF THESE VALUES WILL AFFECT CINEMATICS*****
    ;------------------------------------------------------------------------------------------------------------
    DefaultCameraMinHeight            = 120.0    ;The minimum height of the camera relative to the terrain.
    DefaultCameraMaxHeight            = 300.0    ;The maximum height of the camera relative to the terrain.
    DefaultCameraPitchAngle            = 37.5    ;The pitch angle of the camera off top down view.
    DefaultCameraYawAngle            = 0.0    ;The direction the camera faces by default.
    DefaultCameraScrollSpeedScalar    = 1.0    ;How much faster or slower all scrolling is.
    ;------------------------------------------------------------------------------------------------------------
    ;****DO NOT CHANGE ABOVE VALUES *********
    ;****PS: These values haven't been changed since original Generals anyways, this is an educational message.
    ;------------------------------------------------------------------------------------------------------------
    ;------------------------------------------------------------------------------------------------------------
        
    CameraLockHeightDelta = 150.0
    CameraTerrainSampleRadiusForHeight = 1.0 ;Controls how sensitive the camera height adjust is to nearby terrain. If you move the camera near a mountain, it'll raise up sooner with a large value.
 
  ;;OK TO UNCOMMENT ;;  CameraEaseFactor = 0.2 ;for softening the tethered camera (while locked to an object or a drawable)
 
  ;These figures are compatible with the new 25-degree projection angle
  ;MaxCameraHeight = 750.0  ;230.0
  ;MinCameraHeight = 430.0

 

After changing the default high:

 

 
;------------------------------------------------------------------------------------------------------------
    ;These are the primary camera settings
    ;****CHANGING ANY OF THESE VALUES WILL AFFECT CINEMATICS*****
    ;------------------------------------------------------------------------------------------------------------
    DefaultCameraMinHeight            = 500.0    ;The minimum height of the camera relative to the terrain.
    DefaultCameraMaxHeight            = 1500.0    ;The maximum height of the camera relative to the terrain.
    DefaultCameraPitchAngle            = 37.5    ;The pitch angle of the camera off top down view.
    DefaultCameraYawAngle            = 0.0    ;The direction the camera faces by default.
    DefaultCameraScrollSpeedScalar    = 1.0    ;How much faster or slower all scrolling is.
    ;------------------------------------------------------------------------------------------------------------
    ;****DO NOT CHANGE ABOVE VALUES *********
    ;****PS: These values haven't been changed since original Generals anyways, this is an educational message.
    ;------------------------------------------------------------------------------------------------------------
    ;------------------------------------------------------------------------------------------------------------
        
    CameraLockHeightDelta = 150.0
    CameraTerrainSampleRadiusForHeight = 1.0 ;Controls how sensitive the camera height adjust is to nearby terrain. If you move the camera near a mountain, it'll raise up sooner with a large value.
 
  ;;OK TO UNCOMMENT ;;  CameraEaseFactor = 0.2 ;for softening the tethered camera (while locked to an object or a drawable)
 
  ;These figures are compatible with the new 25-degree projection angle
  ;MaxCameraHeight = 5750.0  ;1230.0
  ;MinCameraHeight = 430.0
 


#42 Ridder Geel

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Posted 06 April 2013 - 03:14 PM

You are not editing the gamedata.ini from in the ini folder are you?

If you are, move this file to the objects folder, that way it is read by the game.

Remove all the #DEFINE's in front/behind of the GameData module to make sure the mod does not crash due to multiple macro definitions :)

 

Also those things are specified in maps as well, and saved in there too if i remember correctly...

Edit->Map Settings

So that's the next step if the gamedata.ini does not work after putting it in the right place...


Edited by Ridder Geel, 06 April 2013 - 03:17 PM.

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#43 Rider of Rohan

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Posted 06 April 2013 - 08:34 PM

I've changed mine to this :

 

 
DefaultCameraMinHeight = 40.0 ;The minimum height of the camera relative to the terrain.
DefaultCameraMaxHeight = 300.0 ;The maximum height of the camera relative to the terrain.
DefaultCameraPitchAngle = 37.5 ;The pitch angle of the camera off top down view.
 
and just make a new ini and move it into 
data\ini\object\gamedata1.ini or at least that is what i did.

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#44 Mshraks

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Posted 06 April 2013 - 08:49 PM

I've changed mine to this :

 

 
DefaultCameraMinHeight = 40.0 ;The minimum height of the camera relative to the terrain.
DefaultCameraMaxHeight = 300.0 ;The maximum height of the camera relative to the terrain.
DefaultCameraPitchAngle = 37.5 ;The pitch angle of the camera off top down view.
 
and just make a new ini and move it into 
data\ini\object\gamedata1.ini or at least that is what i did.

 

So i have to open the INI.big file with the FINAL.Big editor and add a new ini file to it called data\ini\object\gamedata1.ini and past the above code in it, save and thats all?


Edited by Mshraks, 06 April 2013 - 08:55 PM.


#45 Rider of Rohan

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Posted 06 April 2013 - 08:55 PM

Yep

It doesn't work for the #define stuff though you'll have to go in the units file and do this :

(This is just an example of what I did )

 

I put in the Gondor Infantry file (at the top)

#define NORMAL_GONDOR_INFANTRY_MEMBER_SPEED 42 

 

and changed all the needed loco motors to it eg the tower guards
LocomotorSet
Locomotor = GondorTowerShieldGuardLocomotor
Condition = SET_NORMAL 
Speed     = NORMAL_GONDOR_INFANTRY_MEMBER_SPEED ;NORMAL_GOOD_INFANTRY_MEMBER_SPEED 
End

LocomotorSet
Locomotor = GondorTowerShieldGuardDeployedLocomotor
Condition = SET_NORMAL_UPGRADED
Speed     = NORMAL_GONDOR_INFANTRY_MEMBER_SPEED ;NORMAL_GOOD_INFANTRY_MEMBER_SPEED 
End

LocomotorSet
Locomotor = GondorTowerShieldGuardLocomotor
Condition = SET_COMBO
Speed     = NORMAL_GONDOR_INFANTRY_MEMBER_SPEED ;NORMAL_GOOD_INFANTRY_MEMBER_SPEED
End

 

 


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#46 Mshraks

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Posted 06 April 2013 - 09:43 PM

Sorry but this goes to deep for me.

I just want to zoom in and out with my scroll mouse so i can over see almost the full map  im playing in that moment.

Altering so much code takes to much time.

Think im going to find myself some kind of ultra zoom in/out tool to fix this.



#47 Rider of Rohan

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Posted 07 April 2013 - 12:12 AM

Well just change the max height and that should do it 


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#48 Lauri

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Posted 07 April 2013 - 12:44 AM

If you are editing the original game's INI.big, then what I said should work fine. For most maps. Did you do that?


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#49 Mshraks

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Posted 07 April 2013 - 08:30 AM

If you are editing the original game's INI.big, then what I said should work fine. For most maps. Did you do that?

 

Yes i extract the INI.big file with FINAL.big editor scrolled down to the line: data\ini\gamedata.ini

 

Than it gives me this code at the beginning:

 

 

 
;//////////////////////////////////////////////////////////////////////////////
; FILE: GameData.ini (SYSTEM) /////////////////////////////////////////////////
;//////////////////////////////////////////////////////////////////////////////

GameData
  ShellMapName = Maps\ShellMap1\ShellMap1.map
  MapName = Assault.map
  MoveHintName = SCMoveHint
  ShowProps = Yes
  UseFPSLimit = Yes
  UseHighQualityVideo = Yes
  FramesPerSecondLimit = 30
  DisablePixelShader = No
  ;Windowed = No
  ;XResolution = 1680
  ;YResolution = 1050
  MaxShellScreens = 8
  UseCloudMap = Yes
  UseLightMap = Yes
  BilinearTerrainTex = Yes
  TrilinearTerrainTex = Yes
  AnisotropicTerrainTex = No
  MultiPassTerrain = Yes
  AdjustCliffTextures = Yes
  StretchTerrain = No
  UseHalfHeightMap = No
  ShowObjectHealth = Yes
  HideGarrisonFlags = No
  Use3WayTerrainBlends = 1
  DrawEntireTerrain = No
  TerrainLOD = DISABLE  ; should be handled by options screen.
  TerrainLODTargetTimeMS = 45
  TextureReductionFactor = 0; 1 is half res, 2 querter res, etc.
  RightMouseAlwaysScrolls = Yes
  UseWaterPlane = Yes
  UseCloudPlane = Yes
  UseShadowVolumes = Yes
  UseShadowDecals = Yes
  ShowSelectedUnitMarker = Yes
  UseSimpleHordeDecals = No
  UseSimpleMergeDecals = Yes
  OpacityOfSimpleMergeDecals = 35%
  UseBehindBuildingMarker = Yes
  DefaultOcclusionDelay = 3000  ; in ms
  OccludedColorLuminanceScale = 0.5
  WaterPositionX = 0.0
  WaterPositionY = 0.0
  WaterPositionZ = 7.0
  WaterExtentX = 2000.0
  WaterExtentY = 2000.0
  WaterType = 0
 
 
  ; Default Healing & Repair Buff Fx lists
  DefaultUnitHealingBuffFxList     = FX_DefaultUnitHealBuff
  DefaultStructureRepairBuffFxList = DefaultStructureRepairBuffFx
   
  ; when a structure is reduced to rubble, set its z-height to this if nothing else is specified.
  DefaultStructureRubbleHeight = 8.0

  ;the following are for vertex animated water
  VertexWaterAvailableMaps1       = Maps\nVidiaDemo\nVidiaDemo.map
  VertexWaterHeightClampLow1      = 0.0
  VertexWaterHeightClampHi1       = 16.3
  VertexWaterAngle1               = 45     ;in degrees
  VertexWaterXPosition1           = 2700.0
  VertexWaterYPosition1           = -750.0
  VertexWaterZPosition1           = 2.9
  VertexWaterXGridCells1          = 65
  VertexWaterYGridCells1          = 360
  VertexWaterGridSize1            = 10.0
  VertexWaterAttenuationA1        = 1.0
  VertexWaterAttenuationB1        = 0.0
  VertexWaterAttenuationC1        = 0.0
  VertexWaterAttenuationRange1    = 20.0

  ;the following are for vertex animated water
  VertexWaterAvailableMaps2       = Maps\CHI03\CHI03.map
  VertexWaterHeightClampLow2      = 0.0
  VertexWaterHeightClampHi2       = 31.2
  VertexWaterAngle2               = -12    ;in degrees
  VertexWaterXPosition2           = 282.0
  VertexWaterYPosition2           = -20.0
  VertexWaterZPosition2           = 3.0
  VertexWaterXGridCells2          = 100
  VertexWaterYGridCells2          = 200
  VertexWaterGridSize2            = 11.0
  VertexWaterAttenuationA2        = 1.0
  VertexWaterAttenuationB2        = 0.0
  VertexWaterAttenuationC2        = 0.0
  VertexWaterAttenuationRange2    = 20.0

  ;the following are for vertex animated water
  VertexWaterAvailableMaps3       = Maps\GLA01\GLA01.map
  VertexWaterHeightClampLow3      = 0.0
  VertexWaterHeightClampHi3       = 45.0
  VertexWaterAngle3               = -12     ;in degrees
  VertexWaterXPosition3           = 1424.0
  VertexWaterYPosition3           = -270.0
  VertexWaterZPosition3           = 2.0
  VertexWaterXGridCells3          = 75
  VertexWaterYGridCells3          = 360
  VertexWaterGridSize3            = 10.0 ;11.0
  VertexWaterAttenuationA3        = 1.0
  VertexWaterAttenuationB3        = 0.0
  VertexWaterAttenuationC3        = 0.0
  VertexWaterAttenuationRange3    = 20.0

  ;the following are for vertex animated water
  VertexWaterAvailableMaps4       = Maps\USA06\USA06.map
  VertexWaterHeightClampLow4      = 0.0
  VertexWaterHeightClampHi4       = 16.3
  VertexWaterAngle4               = 45     ;in degrees
  VertexWaterXPosition4           = 2700.0
  VertexWaterYPosition4           = -750.0
  VertexWaterZPosition4           = 2.9
  VertexWaterXGridCells4          = 65
  VertexWaterYGridCells4          = 360
  VertexWaterGridSize4            = 10.0
  VertexWaterAttenuationA4        = 1.0
  VertexWaterAttenuationB4        = 0.0
  VertexWaterAttenuationC4        = 0.0
  VertexWaterAttenuationRange4    = 20.0
 
  DownwindAngle = -0.785    ; Northeast! AKA "Away and to the right"
  DrawSkyBox = Yes

    ;------------------------------------------------------------------------------------------------------------
    ;These are the primary camera settings
    ;****CHANGING ANY OF THESE VALUES WILL AFFECT CINEMATICS*****
    ;------------------------------------------------------------------------------------------------------------
    DefaultCameraMinHeight            = 120.0    ;The minimum height of the camera relative to the terrain.
    DefaultCameraMaxHeight       = 700.0    ;The maximum height of the camera relative to the terrain.
    DefaultCameraPitchAngle           = 37.5    ;The pitch angle of the camera off top down view.
    DefaultCameraYawAngle            = 0.0    ;The direction the camera faces by default.
    DefaultCameraScrollSpeedScalar    = 1.0    ;How much faster or slower all scrolling is.
    ;------------------------------------------------------------------------------------------------------------
    ;****DO NOT CHANGE ABOVE VALUES *********
    ;****PS: These values haven't been changed since original Generals anyways, this is an educational message.
    ;------------------------------------------------------------------------------------------------------------
    ;------------------------------------------------------------------------------------------------------------
        
    CameraLockHeightDelta = 150.0
    CameraTerrainSampleRadiusForHeight = 1.0 ;Controls how sensitive the camera height adjust is to nearby terrain. If you move the camera near a mountain, it'll raise up sooner with a large value.
 
  ;;OK TO UNCOMMENT ;;  CameraEaseFactor = 0.2 ;for softening the tethered camera (while locked to an object or a drawable)
 
  ;These figures are compatible with the new 25-degree projection angle
  ;MaxCameraHeight = 7500.0  ;2300.0
  ;MinCameraHeight = 430.0

 
  UseCameraInReplay = No    ;Not working, don't use it yet.
  CameraAdjustSpeed = 0.3      ; between 0 and 1 - this is how fast the camera snaps to the desired height
  ScrollAmountCutoff = 50.0      ; arbitrary units - above this value, we don't update height while scrolling
  EnforceMaxCameraHeight = No      ; Obey max camera height while scrolling?
  TerrainHeightAtEdgeOfMap = 100.0
  UnitDamagedThreshold = 0.65
  UnitReallyDamagedThreshold = 0.4
  GroundStiffness = 0.8
  StructureStiffness = 0.3
  ; acceleration due to gravity, in dist/sec^2
  ; note that our distance units are roughly one foot, so
  ; this corresponds to earth-normal gravity (32 ft/sec^2)
  ;Gravity = -32.0
  ; this "feels" better...
  Gravity = -64.0
 
etc etc etc...................

 

The  lines i changed into an higher value ( DefaultCameraMaxHeight       = 700.0    ;The maximum height of the camera relative to the terrain ).

 

And the line: ;These figures are compatible with the new 25-degree projection angle
  ;MaxCameraHeight = 7500.0  ;2300.0

like you folks adviced me, but 1e nothing changed i have the same zoom distance in game and 2th after altering the value i cant even use my mouse wheele to zoom in and out anymore.

Also num 2 and 8 not working to zoom in and out.

 

So im doing something badly wrong.

 

Or do i have to place this part of code:

 

DefaultCameraMinHeight = 40.0 ;The minimum height of the camera relative to the terrain.
DefaultCameraMaxHeight = 300.0 ;The maximum height of the camera relative to the terrain.
DefaultCameraPitchAngle = 37.5 ;The pitch angle of the camera off top down view.
 
in the data\ini\default\gamedata.ini  instead of the object\gamedata.ini  ?
 
After opening the data\ini\default\gamedata.ini it only shows this code and nothing more:
 
GameData
  MapName = NoName.map
End

 


Edited by Mshraks, 07 April 2013 - 08:37 AM.


#50 Mshraks

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Posted 07 April 2013 - 11:18 AM

Ok guys i tried something else.

I extract the map.big file into another new folder.

So i opened up worldbuilder searched for the map "map good isengard" and opened it.

In worldbuilder i went to tab Edit-->Edit map settings and changed the min and max camera behaviour and saved.

 

I want to do this for all singleplayer/solo campaign maps because its pretty straight forward.

But how the hell do or can i compress the whole folder with maps back into the map.big file so i can place it back in the main game folder?

I cant find that option in World builder or FINAL.Big editor and i googled but found no explanation about it or a tutorial.


Edited by Mshraks, 07 April 2013 - 11:19 AM.


#51 Maximan

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Posted 07 April 2013 - 12:43 PM

Dunno if u meant this : but first you would extract the maps.big <-- the one EA made. Then start doing w/e u need to do in every map, then I WOULD go to C:/ create folders such as maps\map evil <name of map>\map <map name>.map ( Like ea did, and I would replace evil with good, if it were good maps :I ), then I would open FINAL Big and click Edit>Add Directory find the maps folder in C:/ then click ok, then save it as <name u want>.big and then I would use that one as the modded maps big file(Dunno if that's what u meant :) )

 

 

 

Edit: I hope it helps if that was what you were looking for :D


Edited by MaximanBFME2Tut, 07 April 2013 - 12:46 PM.


#52 Mshraks

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Posted 07 April 2013 - 05:30 PM

Dunno if u meant this : but first you would extract the maps.big <-- the one EA made. Then start doing w/e u need to do in every map, then I WOULD go to C:/ create folders such as maps\map evil <name of map>\map <map name>.map ( Like ea did, and I would replace evil with good, if it were good maps :I ), then I would open FINAL Big and click Edit>Add Directory find the maps folder in C:/ then click ok, then save it as <name u want>.big and then I would use that one as the modded maps big file(Dunno if that's what u meant :) )

 

 

 

Edit: I hope it helps if that was what you were looking for :D

 

yes thats what i meant fully m8 and i got it fixed also.

I can finally zoom out far enough to oversee the whole map but when i zoom out to much some black fog covers everything.

So now i have to find out how to reduce or remove that also.

But everything is working great now.

Very much thx for all help.



#53 Maximan

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Posted 08 April 2013 - 02:28 PM

You're welcome :)


Edited by MaximanBFME2Tut, 08 April 2013 - 02:29 PM.





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