![]() |
Modding Tools--Component Creator
I wanted to make sure that this didn't get buried in a topic no one read anymore (the Open Ended Tech Levels thread); so I copied it and gave it its own thread. Here's the scoop:
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> Good news/bad news. http://forum.shrapnelgames.com/images/icons/icon7.gif Good news first: After months (ok, parts of a couple of weeks) of hard labor (fiddling), the Component Creator is officially finished! Well, at least Version 0.75 of it is. I wanted to post it and get some feedback from modders\modders-to-be\players who want to be modders but haven't had time. Bad news: The initial download is a hefty 2.05MB. (Sorry to all dial-up Users like me.) This is due to the size of the DLL I'm using. I haven't figured out yet how to extract only the functions I need from it and link to them in a smaller DLL. However, the good news is that future updates will be in the 300KB range; so added features won't mean another 10 minute download. The entire package is included in a self-extracting RAR file; just extract to your SEIV directory. It will create a "Component Creator" directory with the required files and two sub-directories. If, for some reason, you would rather have a different archive format, post and let me know; the RAR just saved 400KB over ZIP, which modem Users appreciate. http://forum.shrapnelgames.com/images/icons/icon7.gif Anyway, enough jabber; here it is: Component Creator.exe Please comment--this is definitely a work-in-progress. If you have questions, please see the included readme first. <hr></blockquote> |
Re: Modding Tools--Component Creator
Ok, I have played around with it for most of the afternoon. My first impression is this is very cool. It has the potential to be a very useful tool for modders. I do have a few suggestions.
I am guessing a lot of people would like to use this for tweaking and extending exsisting components. It needs some sort of text input to make this convienent. I understand that the level modifiers could be very difficult to calculate, but some parsing of the Basic Info, Tech Reqs, Abilities for level one, and other base values would really speed up the process to get things started. The weapon data screen is very good, however as you state it doesn't work very well for damage at ranges if the damage is not linear, or if it drops off like APB. Perhaps for those weapons give the ability to manually input each levels damage at range chart, instead of calculating them. It would take more work for the user, but it would still be easier that making the whole components by hand. Of course that can be done now by simply putting garbage numbers and going back later and tweaking the damage chart for each level. Would be nice if it would have a little more flexibility on the tech level modifiers for the cost/tonnage/supply settings. Instead of postive and negative numbers it would be nice to be able to multiply by a decimal. For example, instead of -10 per level until I reach zero and then go negative, I'd like to be able to multiply by .95 per level, getting closer to zero each level, but never quite getting there. Of course it would have to round off, and at some point I guess it would round to zero, but it would never go negative. Geoschmo |
Re: Modding Tools--Component Creator
Oh yeah. And just a basic UI gripe. I can't see my task bar when the program is on top. I have to minimize the program to be able to switch to another screen.
Geoschmo |
Re: Modding Tools--Component Creator
Heres an alternative component editor/creator that i wrote.
It differs from Krsqk's editor in that it reads in the abilties.txt and techareas.txt files and makes them selectable as tech requirements and/or abilties selectable for the component being created. It is intended for use as an individual component editor, and not a multiple component creator as Krsqk's is. Features -> Creation of valid components following correct format for use in the components.txt file, program reads in the current components.txt file then appends the newly created component to another copy of the current components.txt file, so that the original data is not overwritten. -> Editor takes note of any abilities and tech requirements that the component should have, it does not check whether there are that many levels of that tech or if the ability values are too high. -> Allows maximum of 9 tech requirements and/or 9 abilities to the component that is being added. -> Editor takes note of weapon type and adds or does not add the relevant weapon details to the component in the file. -> Abilities and tech areas required for the component is flexible, and takes note of already modded Versions of techareas and abilties so that the program can be used to create valid components for existing mods. Component Editor Ver 0.35b Also - On the + side, download is only 21k as program was written in VC++ and makes use of standard windows dll's which are already present on windows PC's |
Re: Modding Tools--Component Creator
I still find that the most powerful comp modder is the Excel spreadsheet I'm using now, using Word to mailmerge it into SE4 format.
|
Re: Modding Tools--Component Creator
How do you do that Andres? That sounds interesting. Does it format the lines properly and eveerything?
Geo |
Re: Modding Tools--Component Creator
comps.zip
Here's an example of the Excel file. I don't have the Word merger document here, but I do make a line for every column even if it is not needed the game doesn't have problems with that (although the final file size is unnecessary bigger). |
Re: Modding Tools--Component Creator
I have been doing the same thing for any text file I want to create, from Components to TechAreas. All you really need to do is make an excel sheet with a header row for each of the catagories you are going to want in the final merge (a hint that will save time and repetition - if you have a row that is going to be the same all the way through, such as "Custom Group := 0", then you can put that in the Merge file rather than a column). After you setup your Excel file, go into word and copy out a sample component and the clear out the variables you want to change (eg - Name := PDF Cannon I - Erase the "PDF Cannon I, but leave the space after the := ), also be sure to hit enter at the end to give you a space in between components! Then you go to Tools and choose MailMerge and pick Catalog for the merge (this will create a stream of components/techs/etc. rather than one per page). Then you can either save it as a text file or (what I do) copy it and paste it into the correct data text file in metapad or notepad.
By using the merge option, I have been able to create over 2000 weapons in the B5 test mod where the only real trouble was creating the data on the spreadsheet for the merge! If you want to get fancy, you can even create VB scripts and excel formulas that will increase/decrease the techs by preset percentages http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Modding Tools--Component Creator
Version 0.90 of the Component Creator is now released. This patch fixes a bug in v0.75 which caused the left/right damage multipliers not to be saved to data files. It also adds some requested features, such as parsing of text files and editing damage at range. See included readme.txt for complete details.
A patch is available for Users of v0.75. Component Creator v0.90--extract to SE4 directory (will install in its own directory) v0.75 to v0.90 patch--extract to SE4 directory Questions/comments/suggestions still very much welcome. |
Re: Modding Tools--Component Creator
I downloaded from those links you provided, but the title bar on the program still read 0.75, not 0.9
PS: I did browse through the readme, but I didn't see how to enable/use matrix (dimensional) components. |
Re: Modding Tools--Component Creator
"I downloaded from those links you provided, but the title bar on the program still read 0.75, not 0.9"
Heh heh. Oops, you're right. I forgot to change the title bar. http://forum.shrapnelgames.com/images/icons/blush.gif "PS: I did browse through the readme, but I didn't see how to enable/use matrix (dimensional) components." They're not available yet. I need to tweak my classes a bit before they'll be workable. Since my graduate recital is tonight, don't expect an update today. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Modding Tools--Component Creator
Newest Version of my component editor/creator
Program now displays a listing of all components from the components.txt file found in the same directory as the program and allows the user to browse and edit the component data at will. All component data fields are loaded for easy visual modification. This makes it useful for inexperienced modders to browse the types of data associated with existing components, and saves time for modding when adding new Versions of existing components http://forum.shrapnelgames.com/images/icons/icon7.gif As before, this program can be used with ANY existing modded Versions (or differing Versions such as Gold vs 1.49) of the components.txt, abilities.txt and techareas.txt files by placing the program in the same directory as those 3 files. [EDIT] NOTE - Have yet to implement saving of data for edited components (as in if u modify PPB 1 it saves changes to PPB1 in file) currently if u save the edited component it just adds it to the file. Will fix this once i have time tomorrow. Browsing capabilities are fully functional though http://forum.shrapnelgames.com/images/icons/icon10.gif Component Editor v0.48 Program Version 0.48 File size 26.5 Kb (Zipped), 88 Kb (Unzipped) See Release notes for further information Gimboid [ 09 March 2002: Message edited by: Gimboid ]</p> |
Re: Modding Tools--Component Creator
It looks like it'll be quite useful. It also reminds of the original data editor for Space Empires III...
|
Re: Modding Tools--Component Creator
Another MODDING tool that would be of great help would be one that allowed use to modify ships. Right now in order to mod a ship you have to do it manually by opening VehicText. A program that works like the component modder but only for ships would be a great addition to the modding tools already availible.
|
Re: Modding Tools--Component Creator
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Atrocities:
Another MODDING tool that would be of great help would be one that allowed use to modify ships. Right now in order to mod a ship you have to do it manually by opening VehicText. A program that works like the component modder but only for ships would be a great addition to the modding tools already availible.<hr></blockquote> Once ive gotten the component modder working fully then i'll give your idea a go Since the vehicles.txt file is likely to be quite similar in layout to the other data files i think it should be quite easy to add that extension to the program http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: Modding Tools--Component Creator
This looks like a damn good and useful tool. Just some questions: If I edit organic armor or cryst. armor, I see a
Value1 = Amount of minerals generated Instead of something like Amount of damage repaired. I guess this is just a cosmetic problem ? And if I edit a component, you always add the change to the end of the list as far as I have seen for now, so I have to edit/add something and afterwards delete the old comp., I guess this is a kind of insurance. @Atrocities: You are talking about other already available modding tools, would mind to list them for us modding newbies ? I know there is a special tools forum for it, but maybe some of them are not posted there, or hidden in Posts of this forum? Thanx a lot, guys. |
Re: Modding Tools--Component Creator
Heres the virtually completed component modding program.
Features added since Last update (0.48) - Program now updates listing of components after a new component is added (or edited), so that program does not need to be restarted to continue the modding process. All data fields of newly added component are saved properly. (Continuos modding now enabled in other words http://forum.shrapnelgames.com/images/icons/icon7.gif ) - If you edit a components details the data is saved with the edited component, and not added to end of list as before. - All new components are added to the end of the list. - Ability to copy and paste component details for easy extension of existing component series. I like this feature personally, quite useful to have - Components can now be deleted from the list of components. Besides adding a preview of the image selected and make the component list sort when adding a new extension of an existing component set, i cant think of anything else to add to this. And once i get Gold Version in the mail next week ill check over data file compatability and compile a gold Version if need be If anyone has any suggestions or comments about the program then post them here, i'd like to hear them Program Version 0.61 Filesize: Zipped - 29 Kb, Unzipped - 92 Kb Component Modder Version 0.61 Gimboid |
Re: Modding Tools--Component Creator
Great http://forum.shrapnelgames.com/images/icons/icon10.gif , I am impressed. If you plan to create such tools for the AI txt files... research ... design_creation... http://forum.shrapnelgames.com/images/icons/icon7.gif
I guess these could be some Goodies for the SEIV Platinum Version. |
Re: Modding Tools--Component Creator
If you could make it so a person could copy and paste whole entries between different instances of the Component Creator program that would greatly speed up mod compiling.
Say person A does the first 1/2 of components.txt and person B does the second, I could just open up two instances of Component Creator and copy and paste entries into one of those or even a third instance from the component list. Tadaa, super fast compilation. Also the ability to move components up and down would be helpful. P.S. the component list automatically scrolls back up to the top again after the edit component details window is closed. This could be a pain for modders who have to continually open and close windows. [ 10 March 2002: Message edited by: Urendi Maleldil ]</p> |
Re: Modding Tools--Component Creator
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Urendi Maleldil:
If you could make it so a person could copy and paste whole entries between different instances of the Component Creator program that would greatly speed up mod compiling. Say person A does the first 1/2 of components.txt and person B does the second, I could just open up two instances of Component Creator and copy and paste entries into one of those or even a third instance from the component list. Tadaa, super fast compilation.<hr></blockquote> Alas no, this is not a feature the program would be able to support without doing a massive overhaul and changing the design process to make use of threads for data transference. I will probably not be doing anything like this to the program But, there is a way todo exactly what you want it to do. If person A and B have completed their designing for their respective halves of the components.txt file (what they have done would be saved to the COMP.txt files they both would have created upon using the program), then a simple copy+paste job in notepad would suffice provided it kept a one line gap between the first component in the 2nd list, and the Last component from the first (this is the same gap that all components must have in the components.txt file). Once pasted into the components.txt file, reloading the component modder would display all the entries present. <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Urendi Maleldil: Also the ability to move components up and down would be helpful. P.S. the component list automatically scrolls back up to the top again after the edit component details window is closed. This could be a pain for modders who have to continually open and close windows. [ 10 March 2002: Message edited by: Urendi Maleldil ]<hr></blockquote> Its not a hassle to set the current selection back to the one that you just finished editing. This will be included in the next revision for sure http://forum.shrapnelgames.com/images/icons/icon7.gif As for moving entries up and down, this would be useful as well, thats definately going on the todo list |
Re: Modding Tools--Component Creator
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by PsychoTechFreak:
This looks like a damn good and useful tool. Just some questions: If I edit organic armor or cryst. armor, I see a Value1 = Amount of minerals generated Instead of something like Amount of damage repaired. I guess this is just a cosmetic problem ? And if I edit a component, you always add the change to the end of the list as far as I have seen for now, so I have to edit/add something and afterwards delete the old comp., I guess this is a kind of insurance. Thanx a lot, guys.<hr></blockquote> That Value 1 = thing u mentioned was a display bug and has todo with the index of the descriptions array lining up with the actual ability currently selected. It is now fixed, as were a number of other slight bugs that were known of [EDIT] Hmmm, i just checked out crystal and organic armor and u are right, not all the value 1 descriptions are correct for it. Strange, the components i tested it on (such as engines which has 3 abilities, and SY which has 4) show it correctly... I will look into this, thanks for spotting it.[/EDIT] Also, as i added in the Last message i didnt get around to changing how it added to the end of the list yesterday. As it was i posted that Version at midnight Last night... so i ran out of time yesterday. The latest Version fixes that as well, edited data fields are saved with the actual component that was selected for editing. Only new components are added to the end of the list http://forum.shrapnelgames.com/images/icons/icon7.gif Gimboid [ 10 March 2002: Message edited by: Gimboid ]</p> |
Re: Modding Tools--Component Creator
Nice work Gimboid. http://forum.shrapnelgames.com/images/icons/icon7.gif
I am one of those guys that could use good editing tools for data files, so I greatly appreciate your efforts. As for improvements, the only two things that come to mind right now is that there could be: a) Preview picture of component b) Play sound option for components |
Re: Modding Tools--Component Creator
Wow, I'm impressed. That response was quick. Thanks for making a great modding tool.
|
Re: Modding Tools--Component Creator
After playing around with the new movement buttons it seems that a "move to bottom" button would be helpful. Also the ability to highlight and move Groups of components.
!!bug... If a component is moved below the Last entry it loops back up to the top and appears as a blank entry deleting the first one. [ 11 March 2002: Message edited by: Urendi Maleldil ]</p> |
Re: Modding Tools--Component Creator
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Urendi Maleldil:
After playing around with the new movement buttons it seems that a "move to bottom" button would be helpful. Also the ability to highlight and move Groups of components. !!bug... If a component is moved below the Last entry it loops back up to the top and appears as a blank entry deleting the first one. [ 11 March 2002: Message edited by: Urendi Maleldil ]<hr></blockquote> Ive now added move to top and move to bottom buttons to the movement panel. The bug u mentioned has also been fixed, one of those off by one errors in my error checking code http://forum.shrapnelgames.com/image...s/rolleyes.gif I can see why you might want to have it so that you could highlight Groups of components and move them as a whole, i will have to look into it as i havent used multiple selection lists before. But if its not that different then i'll be able to put it in. |
Re: Modding Tools--Component Creator
Does the program only work for 95/98 machines? I'm having trouble on a NT 4.0 machine. I'll try it on 98se when I get home, sounds great though!!!
|
Re: Modding Tools--Component Creator
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Val:
Does the program only work for 95/98 machines? I'm having trouble on a NT 4.0 machine. I'll try it on 98se when I get home, sounds great though!!!<hr></blockquote> It was designed for Win 95/98/ME machines so it hasnt been tested on NT based systems... and since you have had trouble running it i guess NT doesnt like the way my program operates. |
Re: Modding Tools--Component Creator
I'll test it on some of the other systems we have out here and let you know if it works on XP http://forum.shrapnelgames.com/images/icons/icon7.gif
|
Re: Modding Tools--Component Creator
Newest program revision for my component modding program.
Fixes - Updating selection from component list, so that after editing a component that component is still the component selected from the component list. - Component self destruct device was not being read in correctly due to truncation of read in data. No longer a problem. New features - Ability to change the order of components in the list by moving components up or down by 1 or 10 places. Program Version 0.65 Filesize: Zipped - 30 Kb, Unzipped - 92 Kb Component Modder Version 0.65 Gimboid |
Re: Modding Tools--Component Creator
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Daynarr:
As for improvements, the only two things that come to mind right now is that there could be: a) Preview picture of component b) Play sound option for components<hr></blockquote> Picture preview was already on my list of things todo, and sound, thats a good one to have as well. I will probably change it so that u select the file from a standard windows popup (like the open file screen u get when u load a file for Word, etc) and have it update the edit box to display the filename u selected. And then have it playable by pressing a button Does anyone know where the standard icon that they have on play sound buttons (the speaker pic) can be found??? |
Re: Modding Tools--Component Creator
Latest Version of my component modding program (0.71)
-> Added pop up dialog to select the weapon sound file you want to use for a weapon component. -> Improved speed when deleting items from component list, and moving items. -> Checked Version compatability with Gold and manually implemented the Launch Drones ability (it was not listed in the abilities.txt file and was not being read in automatically) **Program is compatible with 1.49 and Gold 1.60** Im still yet to implement the displaying of the current pic selected or the playing of the current sound selected. I will get to these in between uni assignments... Component Modder Version 0.71 Program filesize is 96Kb unzipped, 31Kb zipped Gimboid |
Re: Modding Tools--Component Creator
Latest program update (0.73)
-> Incorporated suggestion from PvK to allow browsing of weapon families and component families so that modder knows what components are associated with what family As before program allows graphical browsing of components and easy addition/editing of existing components. Program Version 0.73 Filesize 100Kb unzipped, 34Kb zipped Component Modder Version 0.73 Gimboid |
All times are GMT -4. The time now is 11:39 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.