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COH2 Modding: Getting started with the official tools

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5 Feb 2019, 21:12 PM
#202
avatar of Tank fish

Posts: 2


Unfortunately, it's not possible to use any custom models, textures or sounds, with the exception of vehicle skin packs. So you could paint all your vehicles pink, but not change their shape.


Thank you.
Any other way to do it? Or its total impossible?
6 Feb 2019, 09:51 AM
#203
avatar of Planet Smasher
Senior Modmaker Badge

Posts: 632 | Subs: 1

Thank you.
Any other way to do it? Or its total impossible?

The modding tools don't support it, so it's completely impossible. Sorry!
13 Mar 2019, 20:25 PM
#204
avatar of samfhisher

Posts: 2

Hello Modder friends, Just joined after modding and playing COH 1.
I want to know does this modding tutorial change the units stats like health (hitpoints), range etc in single player mode aswell? casue I am seeing only mp at the end of all units name.
e.g

ranger_commander_mp
ranger_mp

Please help thank you
14 Mar 2019, 01:09 AM
#205
avatar of Planet Smasher
Senior Modmaker Badge

Posts: 632 | Subs: 1

Hello Modder friends, Just joined after modding and playing COH 1.
I want to know does this modding tutorial change the units stats like health (hitpoints), range etc in single player mode aswell? casue I am seeing only mp at the end of all units name.
e.g

ranger_commander_mp
ranger_mp

Please help thank you


Some units have SP and MP variants. In that case, SP means only the campaign and ToW missions while MP is everything else: Automatch and custom matches against humans and AI.
14 Mar 2019, 05:10 AM
#206
avatar of samfhisher

Posts: 2

thank you PS.
but I cant find the sp (single player) attributes in the list please help. as far I know ebps and sbps from COH 1 they have same attributes. I just dont see any _sp units.
28 Apr 2019, 01:24 AM
#209
avatar of KiwiBirb

Posts: 789

Do you need Flex SDK?
28 Apr 2019, 07:49 AM
#210
avatar of RagnarTheGamer
Master Modmaker Badge

Posts: 317

Do you need Flex SDK?


Yea you need it. At one point you will run into an error that is connected to not haveing Flex SDK.
28 Apr 2019, 17:28 PM
#211
avatar of KiwiBirb

Posts: 789



Yea you need it. At one point you will run into an error that is connected to not haveing Flex SDK.


Well shit I can’t figure out how to unzip FlexSDK without using winzip (b/c that’s what the computer tries to use, but my trial has expired)

I tried using 7zip but I didn’t know how
28 Apr 2019, 17:34 PM
#212
avatar of RagnarTheGamer
Master Modmaker Badge

Posts: 317

I tried using 7zip but I didn’t know how


If you right click on the file you want to unpackage there is a 7zip option "unpack here" or something like that.
29 Apr 2019, 16:56 PM
#213
avatar of KiwiBirb

Posts: 789



If you right click on the file you want to unpackage there is a 7zip option "unpack here" or something like that.


For me it just brings up all the files in the folder in 7 zip.

I watched some yt videoes on how to use 7zip, when they right click > 7zip there is another menu after they click 7zip, but for me I t just brings up the files in 7zip

Also when I tried just unzipping the entire folder I got 50+ errors. So yeah I guess I’ll try again later
8 Jan 2020, 15:10 PM
#214
avatar of Sir Edgelord

Posts: 127

I wished to create several things:
1) A squad with a combo of both Pioneers of Wehr and Sturms of OKW, successful, but then I added an upgrade of Volks STG44s and my idea was to give them to the Pioneer models, so that the full squad regains STGs, and especially after tests that it has better mid-range firepower, but for some reason, only the Sturms models get them. I had tests, and sometimes a Pioneer model may get 1, but only 1 Model out of 2.

2) A combo of Volks and Ostruppen models in a squad-4 Ostruppen models and 1 Volk model, and I wish to give him a Volk STG44 (basically copy of a CoH1 Volks squad), did the same actions to combine models in Pios-Sturms combo, doesn't work.

3) I created a unit, consisting out of 3 Panzergrens models, based off the Obersoldaten (models combo and 0 Obers models, 3 PZGs models) and put them into T0 (Main HQ) instead of the MG34-doesn't work entirely, even with giving them a new name and stuff.

4) How do I combine upgrades? Like a Flamer+Shreck upgrade into 1?

5) How do I combine the Veterancy upgrades? And how to, for example, make a Volks' flame grenade open for them not from an sWS truck, but from a Vet 1, as well as a lower RA?

18 Apr 2020, 21:09 PM
#215
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

Do I need this Java Jre7 path or no. If yes, where can I get it? I don't have it installed on my PC it seems.
19 Apr 2020, 08:14 AM
#216
avatar of SneakEye
Senior Modmaker Badge

Posts: 813 | Subs: 5

Do I need this Java Jre7 path or no. If yes, where can I get it? I don't have it installed on my PC it seems.

Any version of java works: https://www.java.com/en/download/.
Though I think Java is only required for including custom art.
16 Aug 2020, 16:26 PM
#217
avatar of Support Sapper

Posts: 1220 | Subs: 1

Can someone help me ? i setup the tools by the guide but in AE i cant find the squad loadout file to change the number of models.
4 Sep 2020, 20:49 PM
#218
avatar of Mr. Someguy

Posts: 4928

I have 2 issues. I wanted to create a mod that me and my friends could mess around with, and see if I could try to realize some fantasies such as the Commander in my sig, but I did not get far.

I'm receiving this error when I attempt to open the Attribute Editor:



Maybe this is because I skipped the Flex SDK step because the Flex SDK seems to be gone (Problem 2). This is why such software should be prepackaged with the tools, but I guess there would be licensing issues to deal with then. I see an "Air SDK" although I have no either what either Flex SDK or Air SDK is or if they're interchangeable.



Also probably nothing, but I want to point out that the file path for Flex was already pre-filled when I launched the tools for the first time ever. The path was "C:\Program Files\Nem's Tools\Adobe Flex" which oddly does not exist, so I have no idea where this came from. There is a Nem's Tools folder in my AppData\Local files but it only contains GCFscape configurations.
(GCFscape is a Source modding tool used to view and extract files from old GCF or Valve's VPK archives)
24 Nov 2020, 12:55 PM
#219
avatar of shelmez

Posts: 1

Good time! I have a mod ,, All Units ,,. Is it possible to make changes to the characteristics of some units? How do you do it? How can I add files from another mod to my own? I would be grateful for any help
11 Jan 2021, 13:54 PM
#220
avatar of WolfHeinz

Posts: 14

Good I have a question, I have seen that in several mods the commander's escort units change "Skin" I have tried to look for the option but it was not given to me, someone who can tell me pls.
11 Jan 2021, 14:59 PM
#221
avatar of SneakEye
Senior Modmaker Badge

Posts: 813 | Subs: 5

Good I have a question, I have seen that in several mods the commander's escort units change "Skin" I have tried to look for the option but it was not given to me, someone who can tell me pls.

The skin can be set in 'ebps' > "your tank file" > ui_ext.
set 'skin_pack_override' to True.
and set the right names in 'skin_summer' and 'skin_winter'.
The names can be found in the category 'inventory' > skin_pack > skin_name.
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