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#188780 - 15/06/2008 Creating custom IMPs - A Tutorial

Brms08
corporal
Registered: 15/06/2008
Posts: 31
Hi all,

Just to give something back to the community, here's how I always create my custom IMPs.

First, the list of tools/files you need:

1. JA2 Custom MERC Editor v1.03 (JA2CME.EXE)
2. HEX Editor (HxD.EXE or any other)
3. An empty IMP.dat
4. CALC.EXE for HEX conversions (Scientific Mode)
5. \Data-1.13\TableData\Items.xml

The first three are in this package:

http://rapidshare.com/files/122574427/IMPEDIT_TOOLS.zip

Now, follow these steps:

PART I - Create an IMP

1. Copy 'IMP.dat' into \Data-1.13\ folder.

2. If you want all the 6 IMPs (3 male + 3 female) then you have to create 6 copies of 'IMP.dat'.

To do this, simply select IMP.dat and press CTRL+C, then press CTRL+V six times. Now you have 6 copies of IMP.dat.

I'm going to rename these files as '1.dat', '2.dat',..., '6.dat'.



I'm going to create only one IMP using '1.dat' though, as an example.

3. Now, run JA2CME.EXE

Here's how it looks like



4. Click on 'Set IMP.dat path' button and select 'Jagged Alliance 2 (Gold)\Data-1.13\' folder.

In the file open dialog box, type '*' as 'File Name' and press 'ENTER'. Now, you will be able to select '1.dat'.



Click on '1.dat' and click 'Open'.

5. JA2CME does not read the values in .dat files automatically,
so you need to click on 'Read/Reset Custom' button once.

6. Click on 'Name' button and give your IMP a name and a call sign.
I choose 'John Doe' and 'JD'.



7. Click on 'Portrait' button and choose a portrait for your IMP.



8. Click on 'Appearance' button and customize the appearance of your IMP.



9. You can use the 'Inventory' section to give equipment to your IMP but this program is not fully compatible with 1.13 items, so only a few of the weapons such as P90, FAMAS and C7 will work with 1.13. The rest probably won't. So I recommend using the following method to give your IMP weapons, armor or other items. So I'm going to skip the 'Inventory' button here.

10. You can now choose the Attributes, Experience, Sex, Voice, Traits and Personality of your new IMP.



11. Ok, now let's save it. Click 'Save Custom'.


There are a few BUGS in JA2CME.EXE:

- JA2CME.EXE won't read the skin color from the file properly, but it saves it without any problem. So be sure the skin color is what you wanted before saving the IMP file.

- If you create a male IMP which uses the 2nd voice, the program will not save it properly. You'll need to use the HEX editor to fix it. I'm going to explain it a bit later, it's really simple to fix.



PART II - Equip your IMP (the dirty way)

This part involves a bit of HEX editing but it's really easy.

12. Run the HEX editor HxD.EXE and open '1.dat' that you've just saved.

13. Adjust 'Bytes per Row' as 8 (The red part in the pic).



14. To fix the bug I mentioned earlier (2nd voice), simply change the highlighted value from 33 to 34.



15. Now, go to the offset 000001A8. The highlighted area in the pic is where we add all of our items, such as armor, weapons, etc.



Every 4 HEX digit represents an item, so we can't have more than 19 items.

16. Now, open Items.xml and Windows calculator.

17. Here's how to calculate the HEX value of an item:

Choose an item from Items.xml. Let's take 'FO Dyneema Vest' as an example.

As you can see below the item number for FO Dyn. Vest is 869.

<uiIndex>869</uiIndex>



Now, we need to convert 869 to HEX. We can use Windows Calculator to do this.

Type 869 in the calculator and then click on the 'Hex' radio button. Now you see the HEX value 365 which means the value we're going to enter in HxD is 6503.




I prepared an MS Excel worksheet to make things easier for you. Here's how it looks like.



Mind you, some of these items may only work in Scifi mode, such as SO Vest etc. So you should either edit Items.xml or choose another item.

18. Let's enter these items in the HEX editor.




19. Save the file.

20. Create a new game in JA2, go to IMP website and type '1', then press 'ENTER' and enjoy.


That's it. wink


[Credits to authors of JA2CME]


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#240271 - 19/12/2009 Re: Creating custom IMPs - A Tutorial [Re: Brms08]

Sincleanser
Corporal 1st class
Registered: 11/11/2009
Posts: 97
Loc: Houston
I'm relatively sure about this, but, this is outdated now by the main game 1.13 and the XML Editor, correct?


Edited by Sincleanser (19/12/2009)
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#240272 - 19/12/2009 Re: Creating custom IMPs - A Tutorial [Re: Sincleanser]

Logisteric
i'm the mean and blunt kraut here
Brigadier General
Registered: 05/12/2008
Posts: 6663
Loc: Bär-City
there are rumours the pope might be a catholic

the times when imps were stored in *.dat-files are gone with the dinosaurs pawprint
_________________________
no war was ever won on guns or grunts - but mules

i know not with what weapons world war III will be fought, but world war IV will be fought with sticks and stones albert einstein
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#240283 - 19/12/2009 Re: Creating custom IMPs - A Tutorial [Re: Logisteric]

Burzmali
master sgt
Registered: 25/03/2007
Posts: 333
Loc: Estonia
i'm sure glad that dinosaurs are still alive in NightOps and DoM wave
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time sure flies when you're having fun
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#240285 - 19/12/2009 Re: Creating custom IMPs - A Tutorial [Re: Burzmali]

Logisteric
i'm the mean and blunt kraut here
Brigadier General
Registered: 05/12/2008
Posts: 6663
Loc: Bär-City
he was talking about main 1.13, wasn't he?

i guess with DoM and nOps the 6-imp-batch is working
_________________________
no war was ever won on guns or grunts - but mules

i know not with what weapons world war III will be fought, but world war IV will be fought with sticks and stones albert einstein
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#242392 - 23/01/2010 Re: Creating custom IMPs - A Tutorial [Re: Logisteric]

vik_casar
private 1st class
Registered: 13/11/2009
Posts: 24
So how do you edit the imps now?
Lets say Ill create my guy in game on the imp website, so i can get the STOMP traits working, then i quit the game and edit the file of the merc with some real guns and and equipment.
Speaking about latest 1.13 with HAMSTOMP, where is the imp guy stored?
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#244340 - 16/02/2010 Re: Creating custom IMPs - A Tutorial [Re: vik_casar]

Lei
private 1st class
Registered: 15/02/2010
Posts: 20
Loc: Indonesia
i only know to edit the IMP Gears through IMPItemChoices.xml file, but it must be create using the IMP creation from the game it self.

the easy way is this :
search for : [name]Marksmanship[/name]
now you will see there many tag under the Marksmanship, all you have to do is fill the tag with Item gun id found in Items.xml

example :

[bItemNo1]631[/bItemNo1]
[bItemNo2]631[/bItemNo2]
[bItemNo3]631[/bItemNo3]
[bItemNo4]631[/bItemNo4]
[bItemNo5]1[/bItemNo5]
[bItemNo6]644[/bItemNo6]
[bItemNo7]1076[/bItemNo7]
[bItemNo8]1076[/bItemNo8]
[bItemNo9]23[/bItemNo9]
[bItemNo10]630[/bItemNo10]

as you can see, i fill the tag bItemNo9 with id 23 = Diemaco C7A2 in Items.xml
the tag work like this,
bItemNo7 = marksmanship value between 61 - 70
bItemNo8 = marksmanship value between 71 - 80
bItemNo9 = marksmanship value between 81 - 90
bItemNo10 = marksmanship value between 91 - 100

so if my IMP has marksmanship between 81 - 90 the he/she will get the Diemaco C7A2

to fill other gears, you can start to experiment with other tag traits like Sniper, Ranger etc

oh don't forget about this tag :
[ubChoices]2[/ubChoices]
[ubNumItems]2[/ubNumItems]

that mean there 2 choice of item and all of it will be assign to the IMP.

i had to change the "<>" into "[]" because it seems the forum doesn't allow it






Edited by Lei (16/02/2010)
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#274374 - 24/02/2011 Re: Creating custom IMPs - A Tutorial [Re: Lei]

Sincleanser
Corporal 1st class
Registered: 11/11/2009
Posts: 97
Loc: Houston
This can be done using the base XML editor that comes with 1.13? If so... THANK YOU SO MUCH!

If so, how? And, when using STOMP traits, which traits apply to which traits? Does STOMP use foo expert only? Random Item tab in particular, how does it calculate which item to give to the merc?


Edited by Sincleanser (24/02/2011)
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#322654 - 13/07/2013 Re: Creating custom IMPs - A Tutorial [Re: Brms08]

SharkD
first sergeant
Registered: 18/07/2003
Posts: 571
necro


Is this post still accurate and the recommended way of altering IMPs?

Also, I've been looking here about IMPItemChoices.xml, but the wiki page does not seem to be up-to-date, and is written in poor English (incomplete sentences, grammar, punctuation). I especially am confused about how ubNumItems and ubChoices work. Can anyone elucidate these for me?
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Homepage: http://isometricland.net
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#322656 - 13/07/2013 Re: Creating custom IMPs - A Tutorial [Re: Brms08]

Flugente

Sergeant Major
Registered: 26/04/2009
Posts: 1788
Loc: Germany
The wiki is outdated, but in this case, the system described is still used.

ubChoices are the number of items the game can choose from. Have that be the number of entries there, otherwise the game will crash (not sure why we don't check instead of just crashing, but that's not the point). ubNumItems is the number of items taken from that list. So if you have ubChoices = 7 and ubNumItems = 2, we will take 2 items from that 7-item list.
_________________________
Due to unforeseen consequences, I will be unable to work on JA2 until at least mid-April. You can PM me all you want, I won't answer.
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#322657 - 13/07/2013 Re: Creating custom IMPs - A Tutorial [Re: Brms08]

SharkD
first sergeant
Registered: 18/07/2003
Posts: 571
Thanks! Are the choices selected randomly?
_________________________
Homepage: http://isometricland.net
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