Received from Craigmire [SimHQ], this is just re-upload to share.
The files helps a lot during new map creation.
Received from Craigmire [SimHQ], this is just re-upload to share.
The files helps a lot during new map creation.
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:
| The biggest texture (64×64 pixels). LWO files refer to it. Zeroth mipmap level. |
| The first (after zeroth) mipmap level (32×32 pixels) |
| The second level (16×16) |
| The third (8×8) |
| The fourth (4×4) |
| 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!
Created objects and scenes are not 100% accurate. About 98% of information is used.
The following problems (unused information) are known:
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.
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.
limitations:
This converter is valid only for EECH v1.10+.
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:
\COHOKUM\3DDATA\OBJECTS
directory, otherwise original objects will be used\COHOKUM\3DDATA\OBJECTS
directory)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.
allMods installer (Installer) is a Windows application, that can be used as Enemy Engaged: Comanche vs Hokum (EECH) game launcher and mods installer.
Installer provides several useful features for the players:
Why it may be helpful for mod authors:
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:
Program developed by EECH Dev team, still EXE file checking for malicious scripts by Google Drive service continuously.
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:
And below three configurable global options:
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.
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