Blitzkrieg 2 Anthology Mods

Legatus Judicum//Hi. I've played around with data.pak file and BK2 editor for a while and examined how people designed their mods, so I think I have very basic knowledge. My primary goal for now is to export tank models from other games(for example, World of Tanks) and use them for new units in BK2. I set up my Maya 6.0 with BK2 plug-ins and managed to export few models from WOT and saved them as.mb files. But I'm stuck at the procedure of importing them into the actual game.

  1. Blitzkrieg 2 Anthology Mods 2
  2. Blitzkrieg 2 Anthology Mods Pc

I tried to follow some guidelines from Russian websites, but the sentences turn out to be sorta vague after google translation, even though I learned that I should do something with BK2 Resource Editor and MechUnitRPGstats.xdb files. I'm continuously trying to make some progress, and any sort of help will be highly appreciable. Wow that is pretty advanced. Very advanced in deed. The units you have creataed with Maya can be converted into BK by the (map) editor in (resource mode).

Apr 26, 2017 - Universal Mod is a modification for Blitzkrieg 2: Fall of the Reich, created. FilesSteamSteamAppscommonBlitzkrieg 2 AnthologyBlitzkrieg 2. Blitzkrieg 2 is a RTS located in WW2. As its predecessor and the similar Sudden Strike games, Blitzkrieg 2 focuses on the battles of World War II rather than real-time strategy aspects like base building and resource extraction.

You probably know the same tutorial I know. I stuck in it too.There is a Polisch guy who has managed to convert models, but he did not told me how to do it so far. He is presenting his works here:As you see I dont know much. The resource editor is definitly the map editor and you need to activate same features via the table (fifth button on the left side). Thats the point where i stuck.

Somehow need to open or import your maya file into the editor and then it will put out all files. The Link is blocked. Could you provide it one more time? I asked a modder from Eastern Europe about this problem last year, and his reply is posted below.

It is somewhat confusing but still might help you. Please let me know if you figure out.

Of course, I will let you know if I find it out. I will keep trying. Anyway, thank you for your comments.-Well, in any case it is possible to create new MechUnitRPGStats.xdb files in B2 Resource Editor, but in doing this Resource Editor needs another, already existing MechUnitRPGStats.xdb file as a reference. I recommend the following sequence:1) Export the model up to the last stage (MechUnitRPGStats.xdb)2) Create new MechUnitRPGStats.xdb in Resource Editor. A new window will appear, asking for two files - the 'Model' file (commonly named Whole.xdb) of the recently exported model, and MechUnitRPGStats.xdb of already existing unit - use the one you feel close to your new unit. Hit OK.3) Once exporting stops, select the new MechUnitRPGStats.xdb file (one click!

DO NOT open it with double click) in Resouce Editor and run 'Force Export'. This will make Resource Editor to set all variables in MechUnitRPGStats.xdb that are dependent on a model (such as location of dust or smoke appearance, or location of a gun 'muzzle') correctly. After that, all you need is to set the game stats (armor, weapon values, HP, name and such) and the unit will be ready.If you had accidently opened the MechUnitRPGStats.xdb in Resource Editor (unit model appeared) before running 'Force Export', then save it, restart Resource Editor, select the file and run 'Force Export'.If you use multiple models (it is possible in BK2 to have one 'full HP' model, one 'destroyed' model and several 'damaged' models for each unit) then it will be better to check the links to these models in MechUnitRPGStats.xdb before running 'Force Export'. To me this sounds like a very late stage of work.The MechUnitRPGStats.xdb just needs to contain the right names of the locators. According to my experience it don't even need to know where they are.

This is part of the pre existing model. The model infos are saved in the bin folder in separate categories 5-20 files for every unit.

The problem is that we need to find out how to get the Editor to the point of creating this model files from a maya file. The rest can be done manually too.Unfortunatly I am a little busy these days. I will not find time to investigate this befor the weekend. I will keep it detailed.Behavior and the abilities linked to a unit class are defined by several parameters in the MechUnitRPGStats.xdb of a unit:DBRPGTYPEARMMEDIUMMediumTankJust the actions can be accessed and changed, but while it just defines the special abilities of a unit it will not help us.Basically a units weapon has a parameter for penetration and one for random penetration.A unit will attack an armor plate frontal as long as it is not thicker than penetration+random penetration. However in this case there is still a chance to penetrate (Somewhere between 50% and 10% the farer it gets from the penetration value)Finally my proposal is:Give tanks an install and uninstall time, like several AA Spgs have.0.50.5After this tanks will not move on there own at all after they reached their destinated location unless you give them a new movement order. However this solution has some severe gameplay disadvantages:+ Tanks will attack everything they can penetrate, even with the lowest probability- Tanks will probably still not attack too heavy armor (Have you ever seen a Wirbelwind attacking a T-34?

Codes

I don't)- Tanks wil act more like artillery. You will need to bring them into target range manually. They wont move there on their own. At least I assume this.In the end this option would work, but I think it is more harm than help.Sorry for not having an usefull answer. I think that is actually a good idea, At least it's better than my own solution.(I changed the firing type of tanks into that of artillery, and then they just shoot, pen, and damage target regardless of armor) I will try on that.

Thanks!Right now, I'm trying to put those new models from the link into the game and the map editor, but they don't appear in any way. I tried merging them with the original data.pak file, and made a separate folder for a mod and put them within it, but none of them work. Do you know how to apply the new models so that I can use them in the map editor? (I wanted to ask the modder from the link, but my account hasn't been approved to comment.).

Wittman has the strange habit to put his new units into national folders that already exist (i.n. France - America, Czechia - USSR). So the fact that you dont see new units raises the question if you have implemented Wittman's stuff correctly.I would recommend to use Wittman's stuff as a mod then it is also easier to share your work with others. Unless you plan to change the campaign, that dont works with mods.If you do so you dont even need to write a new filter, with would be necessary for my mod and some others. So this is how I've tried. I will try to write as detailed as possible, so please see if anything seems not right.1. I downloaded and unzipped.rar and then.pak, which gave me bunch of folders(including bin, Obejcts, Units, etc).

Blitzkrieg

Blitzkrieg 2 Anthology Mods 2

I copied those folders.2. I opened the map editor, created a mod named M1, and then exited.3. I went to Blitzkrieg 2/mods/M1 and pasted the folders.4. I launched the game, loaded the mod M1, then exited. I opened the map editor, opened the mod M1.5.

Blitzkrieg 2 Anthology Mods Pc

I loaded a new map to see the unit lists.6. Still don't see the new units.

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