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[ORIGINE] http://www.suddenstrike.com/index.php?uid=forum_message_list&uid_forum_topic=39190&uid_forum_section=39140&offset=end#botmsg
Posté par Kamui
de: Warmaster - Adeptus Mechanicus
MODDING SUDDEN STRIKE
Overview:
1.) Tools
2.) Files & Directories
3.) How to unpack ?
4.) A closer look on units
5.) The Misc file
6.) Modifying existing units
7.) Creating new units
8.) How to repack
9.) Unit Parameters
10.) My Personal settings
Tools:
Sudden Strike takes use of files packed in a certain format called “sue”. In order to make any changes and modifications you need to unpack certain packed directories ending with “.sue” make your changes there, repack again and move them to your appropriate Sudden Strike II Directories. Several other programmes have been released by Stirlitz or other people, however since i haven’t used them i can’t tell you bout them either
Directories:
Like i said, there are several Files and Directories in Sudden Strike you need to make changes on for modifications. Here are the important ones:
Desc_common.sue – This Directory holds the most vital game informations, Damage system, Units listing and stock of units used in the game.
Lang.sue – This Directory holds an copy of Units and Unitfiles adapted to regional language. By SUST Standards these files overwrite the one in Desc_Common.sue
Game_Common.sue – This Directory holds the Unitgraphics used in the game. If you want to introduce an new unit, normally this is the place where you copy your graphic files to.
Edit_Common.sue – This Directory holds the graphic informations for the Editor. How units will appear in the editor is defined there.
Misc – This File in the Desc_CommonMisc Directory defines the Damage System & Infantry Colors. It’ll be your main target to modify at first.
There are some other files worth mentioning too, especially in use with the MMS, however i didn’t get that far and you might ask an professional modder about them.
How to unpack:
I’ll explain you now how to unpack .sue files by help with Sue.exe and Unsue.exe in DOS Window. First thing you have to do is to copy your Desc_Common.sue , Lang.sue etc. files to a new directory where you also have those two packing programmes. Then opend the Dos Window and type following:
unsue desc_common.sue descmod - This will create a new directory called “descmod” and unpack all the files from Desc_Common to this directory
unsue lang.sue langmod - This will create a new directory called “langmod” and unpack all the files from lang to this directory
A closer look on Units:
After you unpacked your files to your new directories, change to them and take a look at descmod and langmod. You’ll notice in both, descmod and langmod an directory called “units”. That’s where the gameunits are listed and where you need to do your modifications on. You should be aware of following:
I. There are single units (like Tanks, Infantry) and multiple connected ones (like Ship, Ship Turret)
II. The Desc_Common directory is the main directory which will lateron get overwritten by the Lang directory. However, in Desc_Common there are different Unit files as in Lang. These are the multifiles I talked about (Ship- or Trainparts), Whitehorse Jeep and the Units file which is a listing with all units in the game.
The Misc File:
Browsind the descmod directory, you’ll also will see a directory called Misc. Open that one, and among other things, you’ll find an file also called misc. That’s where Damage System and Infantry Colors are defined. Here’s what you have to know:
The Damage system consists of 3 lines to every Damage class, looking like this:
Shot_Damage 5 1000
Shot_Armor 1 200
Shot_Delta 1000
Sudden Strike Damage systems are ordered in a simple multiplicator line. You set an minimum and a theoretical maxium, so the system can calculate Damage Ratings. As you can see in this system The Shot_Damage is an 5 multiplicator of the Armor, which means in order to penetrate 1 point of armor, you need to do 5 points of damage. In order to penetrate 10 points of armor, you need to do 50 points of damage, and so on. The Shot Delta finally is an multiplicator which defines how damage is deducted from units health. From what I’ve found out now I can say that 1000 means damage is deducted once, and 1 means damage is deducted twice.
The Infantry Colors consist of three numbers, specifying an RGB Volume mulitplied by the factor 2,745098. For example
SoldClr 240 288 180 in SUST2 stands for 87 105 66 in RGB
Modifying existing units:
You begin your modifications in the descmodunits Directory with the help of an editor programme like Ultraedit or others. Open the files and change their Parameters as you like them to be, in regards also with your changed Misc file (for a correct Damage system). I’ll explain on the Unit Parameters lateron. When you’re done, save your changes and then copy your modified single unit (Do not copy multi-units or units not naturally in Lang) to langmodunits Directory. The programme will only work if values in Lang and Desc are one and the same.
Creating new units:
You can create new units easily by opening an existin unit, change some unit parameters and then save them as new unit with different name. For example, the german and british armies are missing an mortarist. So change the japanese or american mortarist with fitting parameters and save him as new unit as “dmortar” or “emortar”. Copy your files to langmodunits as described above. Additonally you have to edit the “Units” file in descmodunits which is as I said an list to all units in the game. The game must be aware that there’s a new infantry unit. So open the Units file and add to the section guner the dmortar or emortar.
That’s about it, if you want to add new vehicles with different graphics it’s more complicated, you need to add files to game_common.sue and since this didn’t work out with me yet, i realy can’t tell you to much about that matter of course. It’s best to ask an professional modder.
How to repack:
After you made your changes, you want to test your modifications in the game. To do this, you have to repack your modified files in the .sue format. Open the dos window again and change to the directory where your packing programmes are. Then type folowing:
sue desc_common.sue descmod - This will repack your modified directory into it’s proper designaiton for the Original Sudden Strike Game
sue lang.sue langmod - This will repack your modified directory into it’s proper designation for the Original Sudden Strike Game
Now move your freshly made desc_common.sue and lang.sue to your SuddenStrike2Game directory. If you’re asked if you want to overwrite click on “yes” (Note, do an backup of your original files). That’s about the first steps on the modding way. For further info ask the people who’re professionally into it.
Unit Parameters:
Internal comments for unit files (These don’t appear in the game)
Syntax: -Mass
Usage: Comment for weight
Used for: All units
Example: -mass 3.4
Syntax: -Size
Usage: Comment for size
Used for: All units
Example: -size 3080 1620 1620
Syntax: -Armouring
Usage: Comment for armouring front/side/rear
Used for: All units
Example: -armouring 12 8 10
Syntax: -Primaryweapon
Usage: Comment for primary weapon
Used for: All armed units
Example: -primaryweapon F32 mod. 1940 76 31.5 6.3 612
Syntax: -Secondaryweapon
Usage: Comment for secondary weapon
Used for: All armed units
Example: - secondaryweapon 4xDT MG 7.62
Syntax: -Ammo
Usage: Comment for ammunition primary/secondary
Used for: All armed units
Example: -ammo 135 2772
Syntax: -Speed
Usage: Comment for units moving speed
Used for: All mobile units
Example: -speed 34
Syntax: -Crew
Usage: Comment for crewstrength
Used for: All vehicles
Example: -crew 5
Syntax: -Loadstock
Usage: Comment for how many soldiers can ride on the vehicle
Used for: Infantry carrying units
Example: -loadstock 6
Syntax: -Chassis
Usage: Comment for type of chassis
Used for: All units
Example: -chassis Track
Syntax: -Nation
Usage: Comment for nationality
Used for: All units
Example: -nation Russian
Syntax: -Year
Usage: Comment for year of produciton
Used for: All units
Example: -year 1940
Syntax: -Firearmtype
Usage: Comment for type of armament
Used for: All armed units
Example: -firearmtype TANK_P
Syntax: -Usedfor
Usage: Comment for objected usage
Used for: Aerial units
Example: -usedfor BOMBER
Syntax: -Information
Usage: Comment for internal information
Used for: All units
Example: -information Mag34/35
Syntax: -Url
Usage: Comment for informal website
Used for: All units
Example: -url http://www.achtungpanzer.com
Editor Informations for unit files (These will be used in the Editor only)
Syntax: *Name
Usage: Unit designation in the editor
Used for: All units
Example: *name KV-1
Syntax: *Picture
Usage: Picture used in the editor
Used for: All units
Example: *picture KV-1-.pck KV-1-.col
Syntax: *Nationtype [Nationality] [Unittype]
Usage: Nationality in the editor
Used for: All units
Example: *nationtype russian tank
[Nationality] = russian / japanese / german / american / none / british / italian / other / french
[Unittype] = tank / at / antiaircraft / mortar / apc / sold / none / plane / furg / stug / car / fortification / othertypes / crew / ship / rail / support
*Canbepara
Unit can be used in the editor for transport plane (0=NO, 1=YES)
*Guncrewunit
Definition in the Edior which Infantry type will be automatically added
Unit Informations used for the normal game
Name
Unit designation in the game
Shortname
Unit short designation
File
Reference to the unit file in SUST directory
Icon
Icon used when beeing in a transport truck
Art
Animation to be used for soldiers manning an gun
Newtypegaub
Enables direct firing for howitzers
Dieexplosion
Animation when beeing destroyed
Removeexplosion
Animation when beeing removed
Watertrace
Animation for movement over shallows
Permanentanimask
Used when an permanent animation is placed over the unit
Health
Unit Hitpoints
Healdelay
Amount of time required to recover hitpoints
Movedamagehp
Amount of healthpoints required to stop moving
Radius
Unit size as radius for damaging
Walkonground
Unit can move on ground (0=NO, 1=YES)
Walkonwater
Unit can move on water (0=NO, 1=YES)
Walkonshallows
Unit can move on shallows (0=NO, 1=YES)
Canbepara
Unit can be dropped from transport plane (0=NO, 1=YES)
Canbetowed
Defines the weightclass - important for towing
Havepricep
Defines wich which weightclass can be towed by this unit (WEIGHTLESS, LIGHT, MEDIUM)
Pricepspeed
Movement speed with trailed unit
Marchenabled
Unit has marchmode (0=NO, 1=YES)
Crewcanbehealed
Unit can heal it's crew (0=NO, 1=YES)
Canmovebackward
Unit can drive backward (0=NO, 1=YES)
Cannattackpoint
Weapon used to fire on blank space (1=PRIMARY, 2=SECONDARY)
Canbecrew
Infantryunit can drive wich vehicles (0=NONE, 1=VEHICLES, 2=PLANES, 3=VEHICLES & PLANES)
Canbecrushed
Infantryunit can be crushed by tanks (0=NO, 1=YES)
Officerradius
Radius in Pixels where officer raises experience (NO EXP, FULL EXP)
Binocular
Sightrange and angel for binocular use
Crouchtofire
Infantryunit will crouch to fire (0=NO, 1=YES)
Passcanfire
Passengers in the vehicle can fire (0=NO, 1=YES)
Nationtype
Homenation + unit type
Camouflage
Camouflage scheme used
Native
Defines sound files used for crew speaks
Doubletrace
Animation for 2wheeled or 2tracked vehicles (0=DEACTIVATED, 1=ACTIVATED)
Engine
Reference to the chassis used
Altitude
Flying altitude for planes
BombAltitude
Bombing altitude for planes
Idlesnd_move
Soundfile used for moving unit
Idlesnd_idle
Soundfile used for idle unit
Mech
Defines if unit can be repaired by supply units (0=NO, 1=YES)
Scandelay
Duration of time needed to actualize field of vision (25=1sec)
Groundtrace
Animation used for units traveling over land
Crew_unit
Type of crew used in unit
Crew_number
Number of maximum crew members
Attackcrew
Amount of crewmembers required to attack
Movecrew
Amount of crewmembers required to move
Crew_ver
Bail out chances for transported infantry (0.00= 0%, 1=100%)
Stock
Amount of passengers for cars
Moralemax
Amount of maximum Morale
Moralenoattack
Amount of Morale required to crew stops firing
Moralerage
Amount of Morale required to crew goes berserk
Moraleresist
Amount of Morale required to unit changes sides
Moralerndmove
Amount of Morale required to crew stops moving
Sight
Sightrange (NO EXP, FULL EXP)
Crouchsight
Sightrange while crouching (NO EXP, FULL EXP)
Marchsightbonus
Additional Sightrange while in marchmode (NO EXP, FULL EXP)
Turndelay
Turning speed (NO EXP, FULL EXP)
Anispeed DIE
Animation speed of Infantryunit dying (1=DEFAULT)
Anispeed FIRE
Animation speed of Infantryunit firing (1=DEFAULT)
Anispeed RUN
Animation speed of Infantryunit running (1=DEFAULT)
Anispeed STOP
Animation speed of Infantryunit stooping (1=DEFAULT)
Anispeed THROW
Animation speed of Infantryunit throwing (1=DEFAULT)
Alarmrange
Radius in which unit notices and reports enemy units
Expa_crush
Amount of experience gained from crushing infantry (NO EXP, FULL EXP)
Expa_loosehp
Amount of experience gained from loosing hitpoints (NO EXP, FULL EXP)
Expa_heal
Amount of experience gained from beeing healed (NO EXP, FULL EXP)
Davirange
Radius in which tanks attack and crush enemy infantry units
Scanrange
Radius in which supply vehicles will resupply friendly units
Ammoregendelay
Amount of time needed to regenerate ammunition on supply vehicles
Getminetime
Time used to recover mines (NO EXP, FULL EXP)
Layminetime
Time used to lay mines (NO EXP, FULL EXP)
Marad
Regeneration speed for infantry ammunition (0=NEVER, 4096=DEFAULT, 32678=MAX)
Movesmoke
Animation of engine exhausts
Movespeed
Movement speed forward (NO EXP, FULL EXP)
Crouchmovespeed
Movement speed while crouching (NO EXP, FULL EXP)
Backmovespeed
Movement speed backward (NO EXP, FULL EXP)
Maxgund
Turning speed of an gun (0=MINIMUM, 30=MAXIMUM)
Soldtomove
Amount of Infantry units required to pull artillery
Paraani
Animation used for dropping parachutists
Paraexplosions
Animation used for parachuted items landing
Cancrouchexpa
Soldiers will automatically crouch when beeing attacked (0 = activated, never= deactivated.) !Please note for Infantry without fitting crouching animations an 0 causes the game to crash
Dirboomtype
Animation when receiving a direct hit
Radboomtype
Animation when receiving a indirect hit
Targettype
Unit type classification
Seltype
Defines to which group classification the unit is selected with a doubleclick
Bonus_sight
Bonus to sightrange for infantry riding (NO EXP, FULL EXP)
Bonus_shotdeadzone
Addition/Substraciton bonus to deadzone (NO EXP, FULL EXP)
Bonus_shotrange
Addition/Substraciton bonus to shotrange (NO EXP, FULL EXP)
Shot1_id
Reference to the weapon type in SUST directory
Shot1_sound
Primary weapon startsound
Shot1_endburstsound
Unknown yet
Shot1_animation
Reference to the weapon animation in SUST directory
Shot1_animat
Reference to the gunsmoke animation in SUST directory
Syntax: Shot_delay [x] [y]
Usage: Delay time for a projectile to leave the barrel (74=1Second) [x= 0 EXP] [y= FULL EXP]
Used for: Armed Ground units
Example: Shot_delay 74 0
Syntax: Shot_burstshots [x] [y]
Usage: Number of shots fired in one salvo [x= 0 EXP] [y= FULL EXP]
Used for: All armed units
Example: Shot_burstshots 4 6
Syntax: Shot_burstreloadtime [x] [y]
Usage: Timedelay between firing one salvo to the next one (74=1Second) [x= 0 EXP] [y= FULL EXP]
Used for: All armed units
Example: Shot_burstreloadtime 370 296
Syntax: Shot_reloadtime [x] [y]
Usage: Timedelay till unit starts reloading ammo (74=1Second) [x= 0 EXP] [y= FULL EXP]
Used for: All armed units
Example: Shot_reloadtime 444 518
Shot1_damage
Weapon damage (NO EXP, FULL EXP)
Shot1_range
Weapon range in pixel (NO EXP, FULL EXP)
Shot1_accuracy
Weapon accuracy [can deviate from original target point with given amount of pixels] (NO EXP, FULL EXP)
Shot1_deadzone
Weapon blind range in pixel (NO EXP, FULL EXP)
Shot1_expa
Amount of experience gained from firing 1 shot (NO EXP, FULL EXP)
Shot1_speed
Weapon shotspeed (NO EXP, FULL EXP)
Shot1_useammo
Amount of ammo used for 1 shot (NO EXP, FULL EXP)
Ammo1
Weapon ammunition
Reload1
Amount of material and time used to reload weapon
Gunshotwait
Gun firing speed
Gunturndelay
Turret turning speed
Shot2_id
Reference to the weapon type in SUST directory
Shot2_sound
Secondary weapon startsound
Shot2_endburstsound
Unknown yet
Shot2_animation
Reference to the weapon animation in SUST directory
Shot2_animat
Reference to the gunsmoke animation in SUST directory
Shot2_delay
Weapon rate of fire - when projectile leaves the barrel after firing [25=1Second] (NO EXP, FULL EXP)
Shot2_damage
Weapon damage (NO EXP, FULL EXP)
Shot2_range
Weapon range in pixel (NO EXP, FULL EXP)
Shot2_accuracy
Weapon accuracy [can deviate from original target point with given amount of pixels] (NO EXP, FULL EXP)
Shot2_deadzone
Weapon blind range in pixel (NO EXP, FULL EXP)
Shot2_expa
Amount of experience gained from firing 1 shot (NO EXP, FULL EXP)
Shot2_speed
Weapon shotspeed (NO EXP, FULL EXP)
Shot2_useammo
Amount of ammo used for 1 shot (NO EXP, FULL EXP)
Shot2_reloadtime
Timedelay before firing the next shot [25=1Second] (NO EXP, FULL EXP)
Shot2_burstshots
Number of shots fired in one salvo before reloading (NO EXP, FULL EXP)
Shot2_burstreloadtime
Time needed to reload one salvo after one shot(NO EXP, FULL EXP)
Ammo2
Weapon ammunition
Reload2
Amount of material and time used to reload weapon
Armor AIR
Armoring against AIR damage (front,front,side,side,rear,rear)
Armor EXPLOSIVE
Armoring against EXPLOSIVE damage (front,front,side,side,rear,rear)
Armor FIRE
Armoring against FIRE damage (front,front,side,side,rear,rear)
Armor MACHINE
Armoring against MACHINE damage (front,front,side,side,rear,rear)
Armor MINE
Armoring against MINE damage (front,front,side,side,rear,rear)
Armor PIERCE
Armoring against PIERCE damage (front,front,side,side,rear,rear)
Armor TRANSPIERCE
Armoring against TRANSPIERCE damage (front,front,side,side,rear,rear)
Armor SNIPER
Armoring against SNIPER damage (front,front,side,side,rear,rear)
Protection AIR
Crew protection against AIR damage (front,front,side,side,rear,rear)
Protection EXPLOSIVE
Crew protection against EXPLOSIVE damage (front,front,side,side,rear,rear)
Protection FIRE
Crew protection against FIRE damage (front,front,side,side,rear,rear)
Protection MACHINE
Crew protection against MACHINE damage (front,front,side,side,rear,rear)
Protection MINE
Crew protection against MINE damage (front,front,side,side,rear,rear)
Protection PIERCE
Crew protection against PIERCE damage (front,front,side,side,rear,rear)
Protection TRANSPIERCE
Crew protection against TRANSPIERCE damage (front,front,side,side,rear,rear)
Protection SNIPER
Crew protection against SNIPER damage (front,front,side,side,rear,rear)
Attackpref APC
Attack priority for APC
Attackpref BOAT
Attack priority for BOAT
Attackpref BUILDING
Attack priority for BUILDING
Attackpref CAR
Attack priority for CAR
Attackpref CRUISER
Attack priority for CRUISER
Attackpref GUN
Attack priority for GUN
Attackpref HEAVYTANK
Attack priority for HEAVYTANK
Attackpref LIGHTTANK
Attack priority for LIGHTTANK
Attackpref MAN
Attack priority for MAN
Attackpref MEDTANK
Attack priority for MEDTANK
Attackpref SMALLGEAR
Attack priority for SMALLGEAR
Attackpref SOFT
Attack priority for SOFT
Attackpref TRAIN
Attack priority for TRAIN
Attackpref TURRET
Attack priority for TURRET
Scorevalue
Points achieved for destruction of this unit
Scoretype
Classification in score system
Selector
Unknown yet
Soundtype
Sound variety to be used for this unit
Soldonarmor
Unit types who can be transported on roof
Repair
Amount of material and time used to repair unit
My personal settings:
MY DAMAGE SETTINGS
PIERCE DAMAGE:
Shot_damage pierce 5 1250 5 Points damage = 1mm Penetration
Shot_armor pierce 1 250 1 Points armor = 1mm Armoring
Shot delta 1 1 Delta effects = Damage x 2
EXPLOSIVE DAMAGE:
Shot_damage explosive 20 5000 20 Points damage = 1mm Penetration
Shot_armor explosive 1 250 1 Points armor = 1mm Armoring
Shot delta 1000 1000 Delta effects = Damage x 1
MINE DAMAGE:
Shot_damage mine 20 5000 20 Points damage = 1mm Penetration
Shot_armor mine 1 250 1 Points armor = 1mm Armoring
Shot delta 1000 1000 Delta effects = Damage x 1
TRANSPIERCE DAMAGE:
Shot_damage transpierce 5 1250 5 Points damage = 1mm Penetration
Shot_armor transpierce 1 250 1 Points armor = 1mm Armoring
Shot delta 1 1 Delta effects = Damage x 2
MACHINE DAMAGE:
Shot_damage machine 10 2500 10 Points damage = 1mm Penetration
Shot_armor machine 1 250 1 Points armor = 1mm Armoring
Shot delta 1000 1000 Delta effects = Damage x 1
SNIPER DAMAGE:
Shot_damage sniper 10 2500 10 Points damage = 1mm Penetration
Shot_armor sniper 1 250 1 Points armor = 1mm Armoring
Shot delta 1000 1000 Delta effects = Damage x 1
FIRE DAMAGE:
Shot_damage fire 10 2500 10 Points damage = 1mm Penetration
Shot_armor fire 1 250 1 Points armor = 1mm Armoring
Shot delta 1 1 Delta effects = Damage x 2
AIR DAMAGE:
Shot_damage air 1 10 Damage = AP Pen x4 for light Calibre
Shot_armor air 1 10 Damage = AP Pen x10 for medium Calibre
Shot_delta air 1 Damage = AP Pen x20 for heavy Calibre
ABJECTIVE DAMAGE:
shot_damage abjective 1 10
shot_armor abjective 1 10
shot_delta abjective 1
MY FIRING RANGE SETTINGS
Long Range Artillery: Range= (((Authentic Range km – 1km): 3) x 1280)+1280
Tank Guns & AT Guns: 500m=640pxl / 750m=960pxl / 1000m=1280pxl
Sniper, heavy Machineguns: 500m=640pxl
Rifle, MG, AT-Rifle: 453m=580pxl
Assault Rifle, Carbines: 390m=500pxl
Submachineguns, Bazookas: 351m=450pxl
Pistol, Handgrenades, Flamethrowers: 281m=360
MY SIGHTRANGE SETTINGS
1 Sightpoint = 32pxl
Officer/Sniper + Glasses: Sight = 30
Infantry/Scoutcars: Sight = 20
Open Guns: Sight = 16
Trucks / closed Guns: Sight = 12
Tanks: Sight = 8
PERSONAL COMMENTS
Delay Time: 50 points = 1 Game Second
Sightrange: 1 point = 32 Pixels
Shotrange: 1 point = 1 Pixel
Shotspeed: 1 point = 25 m/sec Adapted / 2: Shotspeed = Original / 12,5
Movespeed: 0,0111 = 1 km/h Adapted x 3: Movespeed = Orginal * 0,0333
Movespeed Base: 1 1,3
Movespeed Infantry: Pistol/SubMG = 24km/h, Rifle = 20km/h, MG/ATR/PzFst = 16 km/h , Mortar/Flamer = 12 km/h
Fire armor: Armored units everywhere 256 except exhaust sides with 6 points
Health: small Gears=150 HP, medium Gears=300 HP, large Gears=500 HP
Health: Tanks = Weight(t) x 22
AA-Ammo: heavy Guns=30 Shots,
Accuracy: Tank MG=44/39, Flamer=10/10, Grenade=25/23,Bazooka=18/16, PzFst=22/20
Tank
--Message édité par le 02-04-07 à 17:44:01--
--Message édité par le 06-04-07 à 10:05:34--
--Message édité par le 06-04-07 à 10:07:29--
--Message édité par le 06-04-07 à 10:08:35--
--Message édité par le 06-04-07 à 10:10:28--
Molon Lavè !