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February 24th, 2001, 03:52 PM
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Corporal
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Join Date: Feb 2001
Location: Baltimore,MD,USA
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SE4 Modder GUI
Hey all,
I'm thinking about putting together a GUI
MOD package for SE4. Starting with components.txt, and then branching out from there. Something along the lines of allowing
you to graphically multiply/add to component values singly or in Groups, add/remove components, etc.
Has such a thing already been started??
If not, any further suggestions??
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--Zeno
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--Zeno
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February 24th, 2001, 06:16 PM
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Major
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Re: SE4 Modder GUI
Sounds like your going to need a bazillion search functions and stuff
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When a cat is dropped, it always lands on its feet, and when toast is dropped, it always lands with the buttered side facing down. I propose to strap buttered toast to the back of a cat. The two will hover, spinning inches above the ground. With a giant buttered cat array, a high-speed monorail could easily link New York with Chicago.
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February 24th, 2001, 06:42 PM
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Corporal
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Re: SE4 Modder GUI
Already started putting it together in an object-oriented Perl/Tk format. Reads everything in fine. Working on the browser
and editor. The messy part is going to be identifying valid modifications.
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--Zeno
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February 25th, 2001, 12:45 AM
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Sergeant
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Re: SE4 Modder GUI
Perl's perfect for this since it does great pattern recognition. Even so, it's still going to be a pretty ugly chore to get something truely useful for modders that has a good interface too. My hat's off to the intrepid coder who has accepted this challenge..
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February 25th, 2001, 09:21 AM
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Corporal
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Re: SE4 Modder GUI
Just posted my first cut in the Mods section.
SEIV Component Modder v1.0.3 Beta
Zeno42 - 02/25/2001
----------------------------------
This is my first cut at an SEIV component
modding utility. If interest holds (mine as
well as yours) I may expand its capabilities
and provide similar support for other SEIV files.
Zeno42 - 02/25/2001
----------------------------------
v1.0.3
Added ability to import components from additional files. Duplicate entries in the imported file will overwrite entries in the current file. This should allow modders to distribute files containing only their new and changed components, which Users can import into their own files as desired.
----------------------------------
v1.0.2
Limited choices for Vehicle Type, Weapon Type, Weapon Target, Weapon Damage Type, and Weapon Display Type to allowable values.
----------------------------------
v1.0.1
This is my first cut at an SEIV component modding utility. If interest holds (mine as
well as yours) I may expand its capabilities
and provide similar support for other SEIV files.
Instructions
-------------------------------------
Use the Up/Down Arrow Keys to quickly browse through all loaded components
All changes will be remembered, but none will be saved until you manually do so.
In addition to altering individual components, I have provide four means for changing component properties in Groups.
1) By General Group:
This allows you to mod all components in the
same General Group.
2) By Component Family
This allows you to mod all components with the same Family number.
3) By Component Name search string:
This allows you to mod all components whose names contain a given string.
4) By Weapon Family:
This allows you to mod all components with the same Weapon Family number.
When you select any one of these options,
you are presented with a window enabling you
to "Set", "Multiply", or "Add" any of a given
set of values. These will be applied in the
given order (set to x, multiply by y, add z).
Any values left blank will be ignored when
modding the Group. Press "Apply" to make
the changes when you have entered all desired
mod values.
[This message has been edited by Zeno42 (edited 25 February 2001).]
[This message has been edited by Zeno42 (edited 25 February 2001).]
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--Zeno
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