SOWStr - Question :
SOWStr - Question :
Hey, If I'm going to add in some additional names in the mapname.csv file, not the default names, does this file have to be edited.
Also - how do I edit my copy and put it into a mod, wouldn't that over-write the default sowstr file?
Also - what does this file have to do with the icons that shows such things as...roads, woods, field, etc...on the toolbar window?
And if I add in new names - how do I instruct the game to show ...say....road or woods in the toolbar?
Thanks,
davinci
Also - how do I edit my copy and put it into a mod, wouldn't that over-write the default sowstr file?
Also - what does this file have to do with the icons that shows such things as...roads, woods, field, etc...on the toolbar window?
And if I add in new names - how do I instruct the game to show ...say....road or woods in the toolbar?
Thanks,
davinci
The only true logic is that, there is no true logic!
Re: SOWStr - Question :
You can put a Text\sowstr.db file in your mod, with the contents below:
As for the terrain image it shows on the toolbar, those are specified in the toolbar file, for different possible grayscale values. So if you change them for a given grayscale value, they will be changed for all maps.
I don't recommend adding terrain icons to the toolbar because whatever you do would conflict with anything someone else does in this area, if they ran both mods at once.
If you add a new grayscale terrain value, just have its number be close enough to a similar terrain type. For instance, if you add a new kind of woods, make it 41 and it will get the woods icon.
And then reference IDS_MY_STRING_2 anywhere you would reference any other IDS_ string. For instance, in the mapname.csv file, for a terrain entry, you can set the first column to IDS_MY_STRING_1 and it will show that terrain as "my string 1" in game.IDS_MY_STRING_1,my string 1
IDS_MY_STRING_2,my string 2
As for the terrain image it shows on the toolbar, those are specified in the toolbar file, for different possible grayscale values. So if you change them for a given grayscale value, they will be changed for all maps.
I don't recommend adding terrain icons to the toolbar because whatever you do would conflict with anything someone else does in this area, if they ran both mods at once.
If you add a new grayscale terrain value, just have its number be close enough to a similar terrain type. For instance, if you add a new kind of woods, make it 41 and it will get the woods icon.
Last edited by Garnier on Sat Oct 13, 2012 6:32 am, edited 1 time in total.
Re: SOWStr - Question :
Thanks, I was not aware that I could place a Text\Folder within a mod. So that answered that question.You can put a Text\sowstr.db file in your mod, with the contents below:
Understood!I don't recommend adding terrain icons to the toolbar because whatever you do would conflict with anything someone else does in this area, if they ran both mods at once.
This is where I’m going to run into a problem, I named nine different woods for the nine different Quads on the map.If you add a new grayscale terrain value, just have its number be close enough to a similar terrain type. For instance, if you add a new kind of woods, make it 41 and it will get the woods icon.
So, the grayscale numbers are all over the map!.....I might need a plan B, C, or D on this one!
Thanks Again…G-man !
davinci
The only true logic is that, there is no true logic!
Re: SOWStr - Question :
This section of gui.csv shows which grayscale values correspond to which images:
So anything numbered 30 to 48 will get the woods icon. You can use any numbers in there. There might be other ones that also use the woods icon, I haven't memorized all of them.all,GFX_Terrain,497,735,,,,0,0,0,0,0,0,0,0,0,0,0,0,,,$terrain,,#terrainval == 50
all,GFX_Terrain,497,735,,,,0,0,0,0,0,0,0,0,0,0,0,0,,,$terrain,,200 <= #terrainval <= 215
all,GFX_Terrain,497,735,,,,0,0,0,0,0,0,0,0,0,0,0,0,,,$terrain,,230 <= #terrainval <= 255
all,GFX_Terrain,497,735,,,,0,1,0,1,0,0,0,1,0,0,0,0,,,$terrain,,95 <= #terrainval <= 155
all,GFX_Terrain,497,735,,,,0,2,0,2,0,0,0,2,0,0,0,0,,,$terrain,,160 <= #terrainval <= 171
all,GFX_Terrain,497,735,,,,0,2,0,2,0,0,0,2,0,0,0,0,,,$terrain,,180 <= #terrainval <= 185
all,GFX_Terrain,497,735,,,,0,3,0,3,0,0,0,3,0,0,0,0,,,$terrain,,85 <= #terrainval <= 90
all,GFX_Terrain,497,735,,,,1,0,1,0,0,0,1,0,0,0,0,0,,,$terrain,,30 <= #terrainval <= 48
all,GFX_Terrain,497,735,,,,1,0,1,0,0,0,1,0,0,0,0,0,,,$terrain,,#terrainval == 55
all,GFX_Terrain,497,735,,,,1,1,1,1,0,0,1,1,0,0,0,0,,,$terrain,,60 <= #terrainval <= 81
all,GFX_Terrain,497,735,,,,1,1,1,1,0,0,1,1,0,0,0,0,,,$terrain,,190 <= #terrainval <= 195
all,GFX_Terrain,497,735,,,,1,1,1,1,0,0,1,1,0,0,0,0,,,$terrain,,#terrainval == 220
all,GFX_Terrain,497,735,,,,1,2,1,2,0,0,1,2,0,0,0,0,,,$terrain,,175 <= #terrainval <= 176
all,GFX_Terrain,497,735,,,,1,3,1,3,0,0,1,3,0,0,0,0,,,$terrain,,5 <= #terrainval <= 25
Re: SOWStr - Question :
Thanks, but if I changed this, and someone activated another mod, wouldn't the mod on top take precedence over My mod?This section of gui.csv shows which grayscale values correspond to which images:
So anything numbered 30 to 48 will get the woods icon. You can use any numbers in there. There might be other ones that also use the woods icon, I haven't memorized all of them.
Or, both mods would be still be activated, and any numbers that I change would also show up. Which as you have indicated would cause a conflict!
Hmmm, sort of confused on how to implement this at the moment!
Thanks, I've never paid attention to that part of the gui file, before.
...............................................................................
EDIT Post:
I guess that the only way for this to work would be to create a separate mod that only includes the gui.csv changes. So the map could still be activated as one mod, and the gui would be another separate mod!
davinci
Last edited by Davinci on Sat Oct 13, 2012 8:02 am, edited 1 time in total.
The only true logic is that, there is no true logic!
Re: SOWStr - Question :
NO! Don't modify gui.csv.
What I'm saying is, when you make your mapname.csv, you can add new terrain types with grayscale numbers from 30 to 48, and they will get the woods icon in game. That won't conflict with other mods because your mapname.csv is only used by your map. So this won't conflict with other mods.
That portion of gui.csv I quoted is just to show you how I found that numbers 30 to 48 correspond to the woods icon. When I said "I don't recommend adding terrain icons to the toolbar" that meant "don't modify gui.csv for this".
What I'm saying is, when you make your mapname.csv, you can add new terrain types with grayscale numbers from 30 to 48, and they will get the woods icon in game. That won't conflict with other mods because your mapname.csv is only used by your map. So this won't conflict with other mods.
That portion of gui.csv I quoted is just to show you how I found that numbers 30 to 48 correspond to the woods icon. When I said "I don't recommend adding terrain icons to the toolbar" that meant "don't modify gui.csv for this".
Last edited by Garnier on Sat Oct 13, 2012 8:37 am, edited 1 time in total.
Re: SOWStr - Question :
Here is the only way that I could get this to work.NO! Don't modify gui.csv.
I created another Mod called GUI_Mod that is separate from the 10MileMap mod.
So, if someone chooses to see the road,woods,etc...icons they can activate the GUI mod.
If they choose not to, the map will still work, only the icons will not show in the toolbar .
The game still reads and shows which Quad the player is in, but no icon is displayed!
davinci
The only true logic is that, there is no true logic!
Re: SOWStr - Question :
You don't need to do that, and you shouldn't.
If you just add your nine woods terrain types using grayscale values from 30 to 48, they'll get the woods icon without any conflict, and you won't need a GUI mod at all.
How did you remove the icons from the toolbar in your 10MileMap mod without having a gui.csv included?
If you just add your nine woods terrain types using grayscale values from 30 to 48, they'll get the woods icon without any conflict, and you won't need a GUI mod at all.
How did you remove the icons from the toolbar in your 10MileMap mod without having a gui.csv included?
Re: SOWStr - Question :
If it was only the woods then that might work, but I changed a lot more greyscale values.
Basically, it is the woods, roads, and the terrain that was changed. So, anywhere that the units are standing, or marching except the fields will show a different Quad!
If someone is playing without the unit icons showing, this will give them a rough estimate of where their units are by showing which quad they are in.
Sort of like the pointing of a compass, NW , N ,NE , W , Center , E , SW , S , SE.
davinci
Basically, it is the woods, roads, and the terrain that was changed. So, anywhere that the units are standing, or marching except the fields will show a different Quad!
If someone is playing without the unit icons showing, this will give them a rough estimate of where their units are by showing which quad they are in.
Sort of like the pointing of a compass, NW , N ,NE , W , Center , E , SW , S , SE.
davinci
The only true logic is that, there is no true logic!
Re: SOWStr - Question :
Well OK. I don't see the value in that, since it's only useful for indicating a precise location when you cross the border of a quad, and if you aren't trying to be ultra realistic, you may as well use map icons.
But if it's just for you, and it works, no worries.
But if it's just for you, and it works, no worries.