Categories
Utils and modding tools

Map creation guide

Received from Craigmire [SimHQ], this is just re-upload to share.

The files helps a lot during new map creation.

terrain_utilities

Categories
Utils and modding tools

3D export-import utils

The 3D data exporter allows to export all of existing EECH 3D data and textures into set of LWO, LWS and TGA files.

After executables will be extracted into \COHOKUM\3DDATA directory,  run EE_EXP.EXE.

The directory _OBJECTS (mind the underscore) will be created along with all the 3D data.

Textures will be placed in C:\TEXTURES directory (where C is the drive where the game is installed). Some textures has several mipmap levels. Each mipmap level is two times (linearly) less than the previous. For example:

  • COLOUR_PASS.TGA
The biggest texture (64×64 pixels). LWO files refer to it. Zeroth mipmap level.
  • COLOUR_PASS@1.TGA
The first (after zeroth) mipmap level (32×32 pixels)
  • COLOUR_PASS@2.TGA
The second level (16×16)
  • COLOUR_PASS@3.TGA
The third (8×8)
  • COLOUR_PASS@4.TGA
The fourth (4×4)
  • COLOUR_PASS@5.TGA
The smallest one (only 2×2 pixels)

Windows Explorer is not a good tool for browsing in 10837 textures, 9442 objects and 2761 scenes. Try something different, like Far.

Warning! Extracting takes relatively much time (about 5-10 minutes). Be patient!

Exporter problems

Created objects and scenes are not 100% accurate. About 98% of information is used.

The following problems (unused information) are known:

  • Objects:
    All surfaces are exported as two sided
  • Scenes:
    Displacement animation

On exporting a log file eeexplog.txt will be created. That file holds details of these problems.

For details and suggestions please address to developers mail list.

Importing of objects

It is possible to modify existing objects and use them back in Enemy Engaged. It is also possible to import completely new objects (via scenes import, below).

For every object you need to know its name. Every LWO file created by the exporter starts with a 4 digit hexadecimal number. This number is the unique name of the object. You need to place a file with this name and EEO extension into \COHOKUM\3DDATA\OBJECTS directory (note: no underscore). The existing object will be replaced with the provided one. (For complete scenes import, it is lightly different.)

The only thing left is to create EEO files. You need a LWO EEO converter for this purpose. The depicted converter is a command-line utility. The name of the program file must be LWO2EEO.EXE. You need to run it as LWO2EEO file_in.LWO file_out.EEO.

The converter has many limitations. If the converter reports something, it means there is a misunderstanding between the converter and LWO file. Send a message to the developers mail list with the file attached to help solving converter issues.

Coverter allowance

  • import of polygons
    limitations:

    • polygons must be either lines or planar
    • object must be of one piece: no parts (even if modeler allows it).
    • surfaces

limitations:

    • all of the polygons for each surface must be either lines or planar
    • some surfaces are treated as two-sided (depending on the scene)
  • surface attributes (color, alpha, luminosity, reflectivity, specularity)
  • texture / luminosity texture support (both vertex mapping and discontinuous vertex mapping)
  • textures filtering, mipmapping, U/V wrapping
  • limited support of texture and liminosity texture animation (only existing animation is supported)
  • extra compatibility with Blender (under testing)

This converter is valid only for EECH v1.10+.

Importing of scenes

It is possible to replace existing scenes and add completely new ones.

To replace the scene it is required to create separate directory inside \COHOKUM\3DDATA\OBJECTS directory (note: no underscore) and put EES and, optionally, EEO files there. EES file must have the name of the scene. Names of original scenes are available using exporter. Every LWS file created by the exporter starts with a 4 digit hexadecimal number, and the name of the scene is everything, goes after the first underscore (for example, file 0001_AH64D_APACHE_LONGBOW.LWS describes scene named AH64D_APACHE_LONGBOW and file AH64D_APACHE_LONGBOW.EES should be used to modify this scene).

Scene describes composition of object, thus objects’ file names are found inside. Those files are divided in two parts:

  • Original objects
    Those object names are 4 digit hexadecimal number and they exist in the original game
    Those objects may look dissimilar to original objects with those names
    Those objects are expected to be found in \COHOKUM\3DDATA\OBJECTS directory, otherwise original objects will be used
  • Completely new objects
    Those objects names do not allow to correlate with original object (any valid combination of letters, digits and other characters may be used, for example, normal English words)
    Those objects are expected to be found in the same directory where a new scene resides (it’s a subdirectory of \COHOKUM\3DDATA\OBJECTS directory)
    Those objects must exist, because no “original” objects may be used instead of them

The only thing left is to create EES files. You need a LWS EES converter for this purpose. The depicted converter is a command-line utility. The name of the program file must be LWS2EES.EXE. You need to run it as LWS2EES file_in.LWS file_out.EES.

The converter has many limitations. If the converter reports something, it means there is a misunderstanding between the converter and LWS file. Send a message to the developers mail list with the file attached to help solving converter issues.

Converter allowance

  • Objects hierarchy
    limitations

    • Only one root object supported
  • LODs
  • Collision object
    limitations

    • No more then one collision object is allowed
  • Collision flag for subobjects
  • Shadow object
    limitations

    • No more then one shadow object is allowed
    • Either a real shadow object or shadow approximation is allowed
  • Keyframe animation
    limitations

    • No displacement animation
  • Named objects
  • Cameras with keyframe animation
  • Point lights
  • Links to other scenes
Categories
Utils and modding tools

allMods installer

allMods installer (Installer) is a Windows application, that can be used as Enemy Engaged: Comanche vs Hokum (EECH) game launcher and mods installer.

Why it may be useful

Installer provides several useful features for the players:

  • possible to add up to three different EECH versions and start each of them in one click
  • display list of available mods with statuses – compatible with current EECH version or not, update available for installed mod, incompatible mods selected for installation
  • detailed description and images available right in the Installer window (no videos or comments yet)
  • multilingual interface in plans; obviously not all content (like mods descriptions) will be translated, but at least here will be no language barriers for Installer and Website UI, manuals
  • test updates appear only if related option selected in settings
  • continuous installation process – Installer will get and unpack files of selected mods automatically, in proper order respecting dependencies
  • EXE and GWUT files can be selected before game launch
  • Quick access buttons for Installer data folder, selected game folder, EECH.INI
  • Installer executable self-update
  • news feed

Why it may be helpful for mod authors:

  • easy to sign up, no pre-moderation
  • possible to store all versions of same mod in one place
  • tools for custom page design
  • reliable images and files storage
  • you’ll be able to release mods in your local language
  • question-answer form
  • possible to notify players about new mod, release, version relisting
  • possible to release add-on for previous version of same mod, or for completely different mod
  • flexible engine that easy to adjust on request

Technical requirements

For installation process Internet connection is required, also .NET4.6.0 has to be installed in operating system, but usually it’s already available in modern Windows systems.

You have to give Administrator permissions to this program because:

  • It manipulates with files (download archive on your disc, unpack it into selected directory, store *.INI configs files in game directory and \Users\[CURRENT USER]\AppData\Roaming\EECH allMods\, change content of EECH.INI file)
  • It changes register value HKEY_LOCAL_MACHINE \ SOFTWARE \ Wow6432Node \ Razorworks \ Comanche Hokum \ INSTALLATION PATH

Program developed by EECH Dev team, still EXE file checking for malicious scripts by Google Drive service continuously.

Settings page

Up to 3 different EECH installations can be configured, each of them has separate list of installed mods and predefined EXE/GWUT files values.

Each game has two configurable fields:

  • Custom title, you can change it anytime
  • Version number, normally generated automatically. EECH version 1.11.0 (GOG) and prior (CD) appear as Original. Be careful with  changing this option – with wrong value, version compatibility system will not work correctly.

And below three configurable global options:

  • Enabled Skip this page on next load means that Updates page will be loaded by default on next program launch. You still can access Settings page by clicking on relative menu item.
  • With enabled Allow test updates option, mods that not released yet will be available for installation. Be sure that you know game well enough to participate in testing.
  • With Store archives on local drive enabled program will not remove downloaded archives from your local drive after installation is completed. In this case you can re-install previously downloaded package quickly, but only if it was not updated since last time. It may be helpful if you are experimenting with mods often and making testing environment for that.
  • Folder icon next to last checkbox will open  [USER]\AppData\Roaming\EECH allMods folder where installer config file and downloaded archives are stored.

Updates page

In left section all available mods will be listed, including updates for Installer and packages. You can see status icons next to the name:

Already installed

Update available

Not compatible with current EECH version

Conflict with another installed or selected mod; dependency not met

On far right to the title you can see lock icons:

This mod not compatible with current version or already installed. But if you click on the icon, it will become available. This way you can re-install some mod, or ignore versions conflict.

This mod available for installation. But if you have it installed (manually or by allMods package before installer usage), you can click on the icon and this mod will become checked and unavailable. For example, if you are starting installer for the first time and have EECH 1.16.0 version already installed, you need to click on this icon next to allMods package 1.16.0 to make version control system work properly.

You can click on mod title and it’s detailed description will appear in right section. If title in slightly gray color – it has no additional information.

After you have finished with selecting mods, press Update button and check information that appear in right section. If you see some warnings – try to disable mods, that has conflicts, or add required mods in case of missing dependency. You can ignore such warnings if you are sure that it will work on your set up. After Confirm button press installation will be started. Each selected mod will be downloaded and unpacked one by one, after installation finish – list of available mods will be refreshed with new statuses.

News page

The Latest posts are listed here, same as on News page of the website.