everything concerning HAPX files

Want Mechs in 1914? Or to make Cuba a US colony? Someone here can likely tell you to do it.

Moderators: Balthagor, Moderators

Post Reply
Message
Author
georgios
Brigadier Gen.
Posts: 589
Joined: Aug 13 2012
Human: Yes

everything concerning HAPX files

#1 Post by georgios » Mar 30 2018

I don't find something in the forum and the wiki so I start this thread to become the place of discussion about HAPX files.

I set the first questions to trigger it:


2) what mean the names of HAPX files?
3) how can we create new HAPX files, what can they do and what they can't?

evildari
Colonel
Posts: 251
Joined: Aug 10 2017
Human: Yes

Re: everything concerning HAPX files

#2 Post by evildari » Mar 30 2018

Best to start to write what .hapx files are: thats the layout of the User Interface (UI) of the game - starting with the very first main menu

answer to 2) most of the filenames seam to be an info about location or function. ie: TRE_S1 looks like the "main page" of the Finance Department which should show basic treasury data (but does not because of calculation errors |O ). Best way to identify the parts you like to mod: look for a tooltip, and search for it, if its not a part of some translation variable you may find it.

answer to 3) total new hapx files wont help you, if it is not called / used by either other UI elements or directly called by the game (hardcoded)
best way until (see my own point 4 later) is to copy and edit current .hapx and learn their effects

4) i guess thats a question to the devs: how can we run the hapx-builder (dont know your official name of it) that seems to be in the builder.hapx / builderx.hapx file
calling it through a modded mainmenu with obUdefxp didnt work - not even with a -haps shortcut (just a guess caused by the first 3 letters...)
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 87&t=26151 (MARSX1)

User avatar
Balthagor
Supreme Ruler
Posts: 20746
Joined: Jun 04 2002
Human: Yes
Location: BattleGoat Studios

Re: everything concerning HAPX files

#3 Post by Balthagor » Mar 30 2018

The builder for hapx files is our own proprietary tool, it will not be released.

We don't mind users digging in the UI files, but this is an area we wont' be able to support. It's really easy to make the whole game crash when changing these.
Chris Latour
BattleGoat Studios
chris@battlegoat.com

User avatar
Fistalis
General
Posts: 3298
Joined: Jun 23 2009
Human: Yes
Location: x:355 y:216
Contact:

Re: everything concerning HAPX files

#4 Post by Fistalis » Apr 04 2018

Balthagor wrote:
Mar 30 2018
The builder for hapx files is our own proprietary tool, it will not be released.

We don't mind users digging in the UI files, but this is an area we wont' be able to support. It's really easy to make the whole game crash when changing these.
That being said.. it is entirely possible to create new ones and or edit old ones as some of my old mods demonstrate.

Always keep back ups and trial and error are your friend.
Si vis pacem, para bellum
my Supreme Ruler mods Site
Redistribution of my mods is prohibited. By downloading them you agree to not redistribute the file(s) without expressed permission.

Post Reply

Return to “Modding SRGW”