Quick Object Tool

 

Inhalt

  1. Preface
  2. Installation
  3. Usage
    1. The User Interface
    2. Preparing the mission / setting markers
    3. Importing the mission file
    4. Edit markers
    5. Adding Modules
    6. Saving the mission file
  4. Importing new modules
    1. Creating new modules
    2. Importing module created in 2.xx to 3.00
    3. Adding screenshots

 

 

 

 

 

Preface

 

 

 

 

 

It takes ages to add scenery objects to homebases and targets using the built-in "Full Mission Builder" of „IL-2 Forgotten Battles“ as you can only add one object at a time. Using this tool the time needed for creating an atmospheric mission will be decreased greatly as it contains complex arrangement ready for placement. Firstly this tool aims at precisely aligning objects on airports and therefore contains detailed closups of these map sections. Secondly it also allows to place and align those object module everywhere on a map although on a void map graphics (default-map).

I would like to take the chance and thank

  • SchwarzerPrinz (Moduls, testing)
  • NSU (Moduls)
  • Queensix (Moduls, testing)
  • Lowpull (Moduls)
  • CullGermany (Moduls)
  • Brendel (Moduls)
  • Keiler (Moduls)
  • Golfplatz (Moduls)
  • Grille Chompa (i18n, testing)
  • lowfighter (Translation, English)
  • ZG15_Falke (Translation, English)
  • Bazur (Translation, Russian)
  • _ITAF_Radar (Translation, Italian)

for their help during betatests and for creating objects to be included in this tool.

Feel free to send your suggestions and critics to tigger@jagdgeschwader5.de

 

 

 

 

 

Installation

 

 

 

 

 

After having downloaded the Installer please execute ObjectTool_Setup.exe to start the installation wizard which will guide you through the installation process. To install this application you need to accept the licence agreement. After successfully completing the installation start the tool by clicking on the Quick Object Tool link created on your desktop.

 

 

 

 

 

Usage

 

 

The User Interface

 

 

 

 

Quick Object Tool Programmoberfläche

 

 

 

 

  1. The program's menu bar: Select the desired function. Keep in mind that the menu entries may contain sub-menus.
  2. Game map (automatically recognized during import): Only those maps included with this tool can be recognized. Otherwise the map has to be chosen manually.
  3. Air field or other grid square: Each map included in this tool features detailed views on all air fields as well as additional custom square grids
  4. List of markers and their grid coordinates: List of all available markers in the mission. Add a new marker by a click on the „+ button”.
  5. List of available modules: These modules can be added to your mission.
  6. Module alignment: Use these controls to turn markers respectively modules. For 5 degree turns either use the buttons [<] and [>] (also possible numblock ‘0’ and ‘.’) or use the graphical input area.
  7. Module preview screenshot
  8. Season selector: Switch between summer, winter and desert objects.
  9. Module alignment: Use these controls to move markers respectively modules. On click results in a shift of 1meter to the chosen direction or by using numblock keys 1 to 9 (but key 5). Think of a coolie-hat in terms of the desired direction of movement.
  10. Add-button: Add the module on the selected marker position to the list.
  11. Remove-button: Remove the selected module from the list.
  12. List of all modules to add: All the modules listed here will be exported into the mission when saving.
  13. Current mission file name
  14. Quick import mission button
  15. Detailed map view, Shows all the markers in the selected square grid or on the default map if there is no detailed view available. Selected markers will be shown in red, occupied markers in green. During module placement you will see the outline shape in yellow.
  16. Game coordinate of the current marker position
  17. Zoom Button: Not the same like „ingame“ but a proper zoom to deliver a more detailed overview of modules nearby.
  18. Type of module: Refers to listbox “5”, selects a certain type of module (e.g. depots). The type is also assigned to a party (e.g. blue). All types are shown while choosing “none” .
  19. Assignment of module: Refers to listbox “5”, selects modules of a certain party. Modules of all parties including neutral types are listed while choosing “none” .
  20. Description of module

 

 

 

 

 

Prepare the mission file / set markers

 

 

 

 

 

The first step in preparing your mission for the Quick Object Tool is to insert the markers at the rough position in your mission. Open the "Full Mission Builder" in "IL-2 Forgotten Battles" and load your mission which may already contain other objects. Choose the object Objekt 177 from the selection „Objects“ and place it as a marker on the position where you would later like to insert the module. The center of the marker will always represent the lower left corner of the module. You can turn and move the marker later on in the tool. You can place as much markers as you like and there is no need to use each and every marker later one, e.g. you can place more markers and leave some of them "empty".

Markers can be repositioned later on by using the alignment features of the program.

After having added all necessary markers save the mission. There is no need to close the editor. Minimizing it will do as well.

 

 

 

 

 

Importing the mission file

 

 

 

 

 

Open the "Quick Object Tool"  now. Importing a mission file is easiest achieved by pushing the „Import mission file...“ Button (14). Alternatively choose Mission file / Import from the menue bar, browse to the desired Missionfile and import it by double-clicking. The tool now loads the mission and recognizes all the markers contained in this mission. You can check the correct marker count in the program's UI (4).. Additionally the map will be identified automatically (2), if the map is known to the program.

Either choose the square grid (3) or any marker from the list  (4)  to choose the module's position. You will see a detailed view of the square grid (if available) and the marker chosen to the right (15).The bold dot marks the marker position, the line points towards the marker's heading and equivalents the module's lower border. You can switch between different square grids and markers at any time.

 

 

 

 

 

Edit markers

 

 

 

 

 

To edit a marker either left-click on the marker in the map view to highlight it in red (15) or choose it from the list of markers (4). You are now able to edit the marker's properties: Change the marker's alignment (6), move the marker (9). Modules can be assigned (10) or revoked (11). By clicking on the [<] and [>] or using the numlock keys (0) and (') you can choose the angle of the installation. If you are satisfied with the alignment click on the "add module" button to assign the module to the marker. You can change the module's/marker's alignment at any time even after having added it to the list already.

Please select the correct season for alle modules by clicking on the button (8) You will select the season for all modules on the map.

Attention: The map and air fields as well as other object graphics will ALWAYS show the summer look even if the winter or desert version of a map has been loaded. The graphics are irrelevant in this case as the object coordinates are everything the tool deals with. You will select the season solely using button (8).

 

 

 

 

 

Adding modules

 

 

 

 

 

To add modules to a certain marker simply click the marker first so that it's highlighted in red. You might as well use the marker list (4), to select the desired marker. Secondly you just need to select the desired module from the list (5) and click on the „Add Module...“ button (10). The module will show up in the module list (12) and you will see the shape of the module on the map (15) next to the corresponding marker. You will be able to judge the dimension of the module easily. Just select another and continue with these steps to add more scenery. Already added modules are highlighted in green. Assigned but not yet added modules print out in yellow.

Remove a module by selecting it in the list box (12) and pushing the “remove module” button (11).

What if you decide to attach a different module to an already occupied marker? Select the marker, add a different module chosen from the list box (4)  and click the „Add Module...“ button (10). Thus the previous assignment is overwritten.

 

 

 

 

 

Saving the mission file

 

 

 

 

 

If you have finished adding all your modules you can export all the modules from the list (12)  into a new mission file.

Choose „Mission File“ from the menu (1) and select „Save“. The object data will be added to the .existing .mis-file.Another option is so save a new version of the .mis file while using „Mission File“ from the menu (1) and select „Save as…“

Check the position of all Objects inserted by the "Quick Object Tool" within "Full Mission Builder" in "IL-2 Forgotten Battles". If anything doesn’t seem to fit, feel free to jump back to "Quick Object Tool", reposition or align your modules where desired and verify results in IL2 again. Do not forget to reload the mission file in IL2 each time you expect changes to show up in the .mis file after being finished in "Quick Object Tool".

 

 

 

 

 

Importing new modules

 

 

Creating modules

 

 

 

 

 

Every object can be added to the program's module list and used later on. To create a new module you start by loading any map you like in the „Full Mission Builder“ of „IL-2 Forgotten Battles“. The map should not contain any object except those you want to be included in the new module.

Continue with creating your module by placing objects. The front side of the module will be the southernmost line of objects and should be limited by a virtual horizontal line.

If you have finished your arrangement place a „Object 177“   object from the „Objects“. There are not to be any objects to the left and below the center of that object.

A module can consist of any object from group „Artillery“, "Stationary Objects",           "Stationary Armor",              "Stationary Ships",               " Stationary Airplane" and "Objects"..

Save the mission as coop-mission.

Open the „Quick Object Tool“ and choose „Object“ and „Import...“. from the menu bar (1). Choose the mission you have just created. Enter a name for the new module (for example "TrainDepot2"). Fill in requested information for „module name“, „file name“(note that filename must´nt contain any spaces), „description“ etc. Press save to create corresponding data in directories „\Daten\Objekte\{Modulname}.txt“ and  „\Daten\Objekte\{Modulname}.ini“ .Restart „Quick Object Tool“  to display new modules in list box (5).

Informations on moudles can be added later on within file „\Daten\Objekte\{Modulname}.ini“ edit the corresponding record there. Name and Description mustn´t contain word-wraps.

Codierung for party:
0 = neutral
1 = red
2 = blue

Codierung  type of module:
0 = none
1 = Parking Area
2 = Artillerie position
3 = Railway station
4 = Control tower
5 = Industry
6 = Bunker
7 = Depot
8 = Hangar
9 = Airfield
10 = Village/town/castle
11 = Flak position
12 = Illumination
13 = Radar
14 = Trench system
15 = Harbour
16 = Fuel station
17 = Workshop
18 = Others
19 = Tanks
20 = Cars
21 = complete Airfields
22 = Ships
23 = Planes

 

 

 

 

 

Importing version 2.xx modules to version 3.00

 

 

 

 

 

To import costum modules from version 2.xx to version 3.00 first copy file from 2.xx to directory „\Daten\Objekte\“  of version 3.00 installation folder. Secondly you must generate a file {Modulname}.ini within the same spot. The structure of the file is the same as a default-INI-file. Open file „\Daten\Objekte.txt“ from version 2.xx installation and look for the module being imported. Transfer the corresponding information like shown in the figur below. Save and close the INI file. Finally add a line {Modulname} to the file „\Daten\Objekte.txt“ of version 3.00. Make sure not to add any parameter to the list.

 

 

 

 

 

Adding Screenshots

 

 

 

 

 

Additionally you should create a screenshot of the newly created module (Format: max. width 230 pixels and max. height 175 pixels, JPEG-file with max. 20kb ), name it with the same name as the module {Modulename}.jpg and save it to the same directory „\Daten\Objekte\“. You will now see a preview picture of the module in the tool.