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Aessaya posted a topic in Modder ManualsThis tutorial is aimed mostly at people who already have some experience with creating mods for WoWS client but are stumped by the changes released in the most recent 0.6.13 patch. So, what gives? A single quizzical (and ultimately useless) line blurb about something that pretty much turned the sound mods upside their heads. Moreover, whoever translated this from Russian patch notes introduced a mistake. It's not "a control.xml file", it is supposed to read "a control(ler) XML file". Subtle but big difference. Especially since the file is supposed to be named mod.xml. Which we only find out after digging around the clients packed files. So what actually happened? Well, those familiar with sound mod structure before 0.6.13 will know that the audio files were organized into a strict but complex directory which described what file is supposed to be played for what event (voice and sfx included). The structure worked, but was a fair bit of a pain to maintain, because folders typically were two-three levels deep and contained just a handful of files per folder on the deepest level. For example, Mermaid's Wrath for 0.6.12 client contained 646 files in 328 folders. That's on average about 1 folder per 2 files. Yikes! In 0.6.13 Wargaming moved away from the folder structure (thank gods), and decided to have an XML file to keep check of which file goes where. XML is a pretty simple and straightforward format, which most people related to programming in one way or another should be well familiar with. And now the sound files ended up all lumped into one directory, with the XML file telling client what it needs to do with them. without this XML file the mod is useless. The XML file looks roughly like this: <?xml version="1.0"?> <AudioModification.xml> <AudioModification> <Name>EN</Name> <ExternalEvent> <Name>Play_GoodHit</Name> <Container> <Name>Voice</Name> <ExternalId>VGoodHit</ExternalId> <Path> <StateList/> <FilesList> <File> <Name>En_Speech_Hit_Confirmation_1.wem</Name> </File> <File> <Name>En_Speech_Hit_Confirmation_2.wem</Name> </File> <File> <Name>En_Speech_Hit_Confirmation_3.wem</Name> </File> <File> <Name>En_Speech_Hit_Confirmation_4.wem</Name> </File> <File> <Name>En_Speech_Hit_Confirmation_5.wem</Name> </File> </FilesList> </Path> </Container> </ExternalEvent> <ExternalEvent> <Name>Play_Last_Hope</Name> <Container> <Name>Voice</Name> <ExternalId>VLast_Hope</ExternalId> <Path> <StateList/> <FilesList> <File> <Name>En_Speech_Last_Hope_1.wem</Name> </File> <File> <Name>En_Speech_Last_Hope_2.wem</Name> </File> </FilesList> </Path> </Container> </ExternalEvent> </AudioModification> </AudioModification.xml> I've taken liberty and shortened it up for you to two elements, but you get the structure. It's reminiscent of the folder structure before, with top level directory entries residing in <ExternalEvent> containers, which sports description of what event it is associated with, sound type (Voice or SFX, in the <Name> tag inside the <Container> tag that resides in the <ExternalEvent>. The <ExternalId> tag describes the specific event type, which roughly corresponds to the second-level folder name "VGoodHit" would be the "GoodHit" folder, and so on. The "V" part signifies that it's Voice type. "S" would be for SFX, I'll get to that part later. Below the two descriptor tags we have the main containers, corresponding to the third level directories in the old folder structures (where applicable, some events did not have this), the <Path> tag. Some events (like "Torpedo_Danger") can have multiple <Path> elements, one for each direction, as it was the case in old folders. <Path> itself contains two final containers: <StateList> and <FilesList>. <FilesList> is pretty much self-explanatory, these are the files associated with particular event and state, each sitting in its own <File> wrapper with filename under <Name> element. <StateList> element, however, is a fair bit more tricky. It can be empty (but it must be present, otherwise the mod will fail) if there are no special conditions, and if there are, it will contain them, one condition per <State> flag. Some <Path> elements can contain multiple conditions, such as, for example, plane squadron IDs: <Path> <StateList> <State> <Name>Plane_Type</Name> <Value>Torpedo</Value> </State> <State> <Name>PlaneID</Name> <Value>id5</Value> </State> </StateList> <FilesList> <File> <Name>En_Speech_Pilots_Torpedo_ID_5.wem</Name> </File> </FilesList> </Path> In order for the event to play, all the conditions must be matched. So it's a logical AND. There can also be special conditions, such as crew member names for voiceovers specific to special captains (the ARP/HSF ones, Steven Seagal, etc.). One special note on the <File> element, the <Name> can contain relative path to a file in a subdirectory relative to the mod.xml or the mod's root directory. Path separator should be "/" (forward slash). Omitting a specific <ExternalId> and/or <State> for an event will result in default voiceover/sound playing for it. If an event is specified, but none of the files provided are found in the directory, default sound will be played. I know some modders embraced this similarity between the XML structure and folder structure in order to make tools for automatic mod.xml file generation. But I, personally, embraced the ability to not have gazillion of folders inside and reorganized Mermaid's Wrath into a much more handleable directory structure. I've also made a tool of my own to facilitate ease of editing the mod.xml, which I intend to release a bit later once I have it polished up. And finally, Wargaming was nice to include a special descriptor mod.xml file in the client's res/banks folder on the main path, and this file appears to have all of the moddable event names and external IDs, which also includes a lot of SFX events as well, so this tutorial may prove useful for the SFX modders out there as well, who are willing to experiment with these. I'll likely include this functionality in my tool at some point if there's any demand for it. Unfortunately, the event descriptors are all in Russian. Of course, the launch didn't go without its fair share of problems, since the client turned out to be very fickle about the leftover paths, and XML files specifically. Caveats to be aware of: For example, a malformed or wrongly placed (or even non-existant one) mod.xml can easily break not only player mods, but also Wargaming's official voiceovers, such as ARP captain voices. If it is, you can try this workaround first if that happened to your client. The client expects the file to be in ANSI encoding. If you try to feed it a file encoded in UTF-8 with BOM, it'll fail silently. Apparently the much vaunted mp3 support for sound mods is broken, so we're all stuck with the proprietary WEM format for now. MP3 files are recognized, but never play. 0.6.14 changes 0.6.14 has landed! So far no major changes have been spotted. Default languages mod.xml has finally regained parts for module activation/deactivation voiceovers, and that's about it. Looks like the new OP does not have any exposed voice over lines, or any voice overs for that matter. 0.7.0-0.7.2 changes 0.7.0 saw a random disappearance of all Operations tasks voiceovers. Luckily they returned soon in 0.7.1. And as for 0.7.1.1 I have noticed some new voiceover options in the mod.xml, namely some game mode and class specific tips. Stand by for more information on that one! 0.7.2-0.7.5 changes Nothing much happened since last update. The aforementioned game/class tips are still suspiciously absent from being triggered by the client, so no additional info on them so far. Even though the lines are present in default language mod.xml files, at least for Russian and English languages, haven't checked the rest. 0.7.6-0.7.7 changes Starting from 0.7.6 the battle end condition lines found for some HSF captains are now being triggered for all mods who have them set up, so that's some news for you. Here's a code fragment for those wanting to introduce their own lines in their mods for all captains: As of 0.7.10 the main battery fire, torpedo fire, and torpedo hit audio cues are working with all captains, so feel free to use: There have also been another audio cue spotted out in the wild, and appears to be working on 0.7.10, the player ship destroyed audio bit: Some extra linkages: mod.xml creator/conversion tool by KinoMyu SoundModCreator (Russian) Guide on converting mp3/wav into wem format (english) Feel free to ask and suggest what I should add to this tutorial.
I promised a while back that I would make a tutorial to help people make their own UI mod or to update ones that have been abandoned. This tutorial is aimed at doing a cosmetic UI mod ( such as the outdated one I made here ). It does NOT help with any complex mods that require coding knowledge. In this tutorial, I assume that you know how to use mods and how to install them. I also assume you have some knowledge of an image editing software (such as Photoshop), so you can edit your picture. This tutorial do not show how to actually edit the pictures, but rather how to have them appear in the game. What you will need: Resourcefulness. Not everything is spelled out here. You will need to test and explore things by yourself. Patience. You'll need it. WoWs Unpacker tools JPEXS Flash Decompiler (Free) or Sothink SWF Decompiler ($) Notepad++ (Free) An image editing software, such as Photoshop ($), paint.net (Free) or GIMP (Free) Resourcefulness. I cannot stress this enough. You will need to be able to look things up by yourself and test things out. You will not always find the answer ready for you. Starting tips A good way to find out how things are modded is to download other people’s mods and try to emulate what they do. This will help you figure out how to change some things. Incidentally, this is also how I learned how to do a UI mod. Do not hesitate to ask for help! It is my experience that most modders are happy to help and even provide with modified files when asked properly. However, do not steal their work... Lastly, share the knowledge! Find something new to mod or a new way to do it? Why not share the knowledge so more people can do it? Others will then be even more prone to help you or others when the time comes! The modding community is great, let’s continue this way! Extracting files To start modding, you will need to access the needed files. In World of Warships, almost everything is packed and needs a special unpacker to get access to. MajorRenegade has been very helpful in providing the link to the unpacker here! Major has also kindly added a small tutorial to use the unpacker. You’ll realize that it is very easy to use and allow you to find everything you need. Do note that from now on, I will assume that you have unpacked the files mentioned and needed to make the mod. Backgrounds A lot of things in the UI are very easy to change. For example, most of the background pictures are just jpg or png files that can be swapped. Just find a picture you want to use or craft one in your picture editing software and put them in the right folder. As a small note, when making or picking a background picture, I recommend taking into consideration what will be shown above it. You may not want to use pictures that will catch the attention more than the actual content of the page. Here is a small list of some of what I think most people will want to change first and their location: Tech Tree and Profile Tabs Background /gui/bg/ Maps Loading Screens /gui/maps_bg/ Operations Loading Screens /gui/pve/ Of course, there is a lot more stuff that can be changed easily just by changing the picture. You will have to explore by yourself and find what you need. Commanders Pictures Very similar to the background pictures, changing the commander pictures is done by swapping the picture used. Commanders can be found in /gui/crew_commander/. The “base” subfolder is the actual picture, while the “overlay” one is where the medals of the commander are shown. Base Change the pictures shown to what you want. Each nation has its own set of commanders and some nations have more than others. Special commanders have unique names and they will not be in the “pool” of pictures when recruiting a new commander. Overlay As mentioned above, those are the medals that change depending on the rank/level of the commander. Chances are you will want to change all of them to empty png so that they do not show. Ship Preview /gui/ship_previews/ and /gui/ship_previews_ds/ These two folders are used to change the picture of the ship at the bottom of the screen in Port and in the Tech Tree. The “ds” folder is used for the gray’d out pictures of ship you have not unlocked yet in the Tech Tree. These are very easy to change since you only need to swap the picture for the one you made. ship_previews_ds is a darken version of the picture that is used on unresearched ship in the tech tree To help you find the proper picture you can find a list of all the ship at the root of the unpacker, file named contentPackages.xml. However, below are the basic rules for the IDs to help you identify what you’re looking for (please note that some ships, mostly older ones, do not follow those rules). Alternatively, you can use the text file (global.mo) to find the corresponding ID. Ship Icons /gui/ship_icons/ /gui/ship_dead_icons/ /gui/ship_own_icons/ Ship Icons are very similar to Ship Previews. They have the same IDs and you only need to change the pictures to have them work. However, there is 3 sets of icons. The basic “ship_icons” folder is the one with the grey silhouette. They are the ones you see on the roster during battle and in port when using the compact carousel mode. The “ship_dead_icons” are obviously used for dead ship. Lastly, the “ship_own_icons” are used to identify the player, with the gold color. In some cases, when adding text to the icons for example, you will want to keep the icons from flipping in battles. To do this, you will need to mod a few xml files that can be found in /gui/unbound/. battle_loading.xml battle_stats.xml results_screen.xml team_structure.xml I will not go into details about what exactly needs to be changed, because I’m not sure how to explain it. However, I recommend getting an icon mod from an established modder (such as MajorRenegade's or hakabase's) and compare their files with your unmodified ones (using Notepad++). This way, you can see what gets changed and you can understand why they do so. Extra By default, ship icons have different sizes depending on class of ships. However, most Icon mods use similar size rectangle icons. This makes them unaligned in port when using the Compact Carousel. To align them, you need to mod the dock.xml found in the unbound folder. Find these lines and delete them. The icons will now be aligned properly in port! Find these lines and delete them to align ship icons in port. Do note that the line numbers may not be the same as they change everytime this files gets updated. Randomized Loading Screens To change the game loading screens (the ones when you boot up the game, not the battle loading ones), you can download the basic files for it here. All you have to do is change the pictures in the gameloading_res subfolder. When you start the game up, it will pick one of the pictures at random. Randomized Loading Screen Download Note: I did not make this and was provide by WG a while back. I did not find the original link so I'm hosting the files I used. Flash Files This is where the more “complicated” work starts. You will first needto get JPEXS Flash Decompiler, which is free. This will allow you to open the swf files and change the pictures in it. All the flash files are found in /gui/flash/. Basic JPEXS tutorial Open the swf file with JPEXS. Go in the “images” folder of the swf Locate the picture you want to edit Right-click on it and select “Export selection”. Save as PNG where you want. Edit the picture and save it as PNG again In JPEXS, right-click the picture again and select “Replace…” Select you edited picture. Save This is pretty much all there is to it. You export the pictures you want to mod. You do any editing you want to do and then you import the modded ones back in. Lossless2 vs JPEG3 JPEXS does a great job, but for some reason, it is not compatible with JPEG3 compression. This means that if you try to change JPEG3 pictures in it, they will break and not appear properly. To change those pictures, we have to use a special trick… Export and edit the picture normally Put the swf file and the picture in the PJEXS folder. It needs to be in the same location as the “ffdec.bat” file. Shift + Right-click in the folder and select Open command prompt ffdec.bat -replace filename.swf filename.swf # #.png lossless2 Hit enter Example: To change picture 529 (Clan battle icon in this example) in the service_lib.swf file, export it and mod it as wanted. Put service_lib.swf and 529.png in the PJEXS folder. Shift+Right-click in the folder and Open Command Prompt. Write ffdec.bat -replace service_lib.swf service_lib.swf 529 529.png lossless2 Hit Enter. You can open the service_lib.swf file and check the change. The file is now ready to use! There is an alternative to JPEXS that can deal with JPEG3 compression fine without using any of the coding trick. Sothink SWF Decompiler is another decompiler, however it is NOT free. So you guys can see if you think it is worth getting. Flash files of interest hud_lib.swf Contains many of the in-battle icons and the ribbons. lobby_graphics_lib.swf This is where the Port header is located. login.swf Contains the blurry background of the WoWs logo in the login screen (that red picture). options.swf Not whole lot in this one, but it contains the items found in the option screen. service_lib.swf This is the big file. It contains almost everything related to the UI in Port. Ressource List of modding tutorials NA Modding tutorial section EU Modding tutorial section
_My Youtube Channel: https://www.youtube.com/channel/UC74D_SmTQbp9qIs0LckfZDQ _My Website: https://www.minds.com/EPHESIANS612 _My website & youtube channel are devoted to "exposing deception" in 2018:_including UFOS, PARANORMAL ACTIVITY, DEMONIC POSSESSION, FALSE FLAGS : 9/11, ALL School Shootings, the JESUIT'S & VATICAN, FAKE ALIENS, FAKE FOOD, FAKE NEWS, FAKE SPACE, FAKE N.A.S.A., FLAT EARTH, BIO-METRICS, TRANSHUMANISM, BLOCKCHAIN, the OCCULT, SYMBOLOGY, ILLUMINATI, CLIMATE CHANGE HOAX, WEATHER MODIFICATION_GEO-ENGINEERING, MIND CONTROL, 5G DANGERS, & END TIME PROPHECY † Galatians 4-16 Ending.mp4