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Thread: [WIP] Naval Units Editor v0.4 {Update Mar 15}

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  1. #1
    ZaPPPa's Avatar RTR co-daddy
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    Default [WIP] Naval Units Editor v0.4 {Update Mar 15}

    This is an editor I am developing for Naval Units and Naval Combat in general. Considering many people are focussing on land combat and land units, I think it's more worthwile for me to focus purely on Naval Combat.

    The idea is for this editor to be available for all modders and all mod groups to make quick edits to Naval units without having to bury through hex code.

    How to use:

    - Extract the 'patch.pack' pack file. Make sure you extract the 'db' folder.
    - Start application.
    - Point to the 'db' folder

    Special features:
    - Two very handy features are the mass multiplier and mass adder. These enable you to make changes to all units with a single mouse click. For example: if you feel the ships sink too quickly, simply select 'hull' in the selection box, then enter '2.0' in the multiply box and click the multiply button. This will multiply the hull strength for ALL ships by 2.0. Using multiply will ensure the relative values stay intact. (PS. I am not sure about what all the hex values do)

    Future features:
    - Add new units based on existing template.

    NOTE:
    - Due to some weirdness in CA's db file, this only works with the 'unit_stats_naval' from the 'patch.pack' file, not the 'main.pack' or 'patch_en.pack'. CA seems to be cleaning up some of these bugs, so hopefully I won't have this problem in the future.
    - You will need .NET 2.0/2.5 installed to run this. Tested on XP 32b.
    - I have NOT yet tested this in the game. Haven't had enough time yet.

    Version info:

    v0.4
    - Added cannon battery editing
    - Added tooltips for buttons

    v0.3
    - Editing of data blocks now enabled
    - Added tabs
    - Added guns screen (test)

    v0.2b
    - Editing of individual fields added

    v0.2
    - Mass Editor mode enabled (editing individual fields will be done soon)
    - Mass multiplier & adder enabled

    v0.1
    - First version
    Last edited by ZaPPPa; March 15, 2009 at 05:51 PM.

  2. #2

    Default Re: [WIP] Naval Units Editor v0.2 {Update Mar 14}

    Thanks ZaPPPa for this useful tools!
    But I cannot "Save" the attributes I have changed for the selected ship. And the global setting tools is working fine.

  3. #3

    Default Re: [WIP] Naval Units Editor v0.2 {Update Mar 14}

    Awesome! Thanks a bundle!

  4. #4

    Default Re: [WIP] Naval Units Editor v0.2 {Update Mar 14}

    Dude, you are *SO* my hero.

  5. #5
    Dewy's Avatar Something Witty
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    Default Re: [WIP] Naval Units Editor v0.2 {Update Mar 14}

    Are you going to make one for Land?
    Oh no the picture of my dog disappeared!

  6. #6
    XiombargDei's Avatar Civis
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    Default Re: [WIP] Naval Units Editor v0.2 {Update Mar 14}

    another great breakthrough on the way to make ETW a game

    but this post should go in the modding section

  7. #7
    izanagi11's Avatar Semisalis
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    Default Re: [WIP] Naval Units Editor v0.2 {Update Mar 14}

    Congratz on the release, ZaPPPa! Nice little mod tool you made.
    "The shape of you, the shape of me, the shape of everything I see.."

  8. #8
    S-te-Fan's Avatar Primicerius
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    Default Re: [WIP] Naval Units Editor v0.2 {Update Mar 14}

    Goddamn I want a model converter :S. Still a great tool anyway.

  9. #9
    ZaPPPa's Avatar RTR co-daddy
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    Default Re: [WIP] Naval Units Editor v0.2 {Update Mar 14}

    Thanks all, I still need to enable the editting for individual fields. It will only take me half an hour or so to do that, so I'll have that up and running by this afternoon (I'm out of the house for a while this morning).

    I might make a land unit one, but it seems there's already a whole bunch of people working on that, so I'd rather focus on naval combat. I want to add a tool that allows you to create new cannons and perhaps variations of ships, based on existing models.

    @XiombargDei
    I don't know where this post belongs really. I am a bit confused about the different ETW mod forums and what the difference is. The Mod discussion forum is supposed to be closed when the other forums go live (which they did), so... I just put it here. If a moderator feels this belongs somewhere else, feel free to move this.
    Last edited by ZaPPPa; March 15, 2009 at 09:35 AM.

  10. #10
    Senator
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    Default Re: [WIP] Naval Units Editor v0.2 {Update Mar 14}

    make a thread here too - http://www.twcenter.net/forums/forumdisplay.php?f=651 - since more people discuss mods there.


  11. #11
    ZaPPPa's Avatar RTR co-daddy
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    Default Re: [WIP] Naval Units Editor v0.2b {Update Mar 15}

    Quick update to the app to allow for editing of individual fields.

    Unknown datablocks cannot be edited yet, that will be next.

    Moderators, please move to modding discussion forum if that is a better place for this thread to be.

  12. #12

    Default Re: [WIP] Naval Units Editor v0.2b {Update Mar 15}

    Thank you very much for this tool. It will be a huge time saver.

  13. #13
    ZaPPPa's Avatar RTR co-daddy
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    Default Re: [WIP] Naval Units Editor v0.3 {Update Mar 15}

    Updated. Datablocks can now be edited.
    Cannon types can now be updated

    If anybody knows what other known variables exist, please let me know and I'll add them.
    Last edited by ZaPPPa; March 15, 2009 at 05:50 PM.

  14. #14
    Athel's Avatar Civis
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    Default Re: [WIP] Naval Units Editor v0.4 {Update Mar 15}

    Hi, this looks like a really nice and useful tool,but i havent yet tried it out.
    i downloaded .net version 3.5 (this is what it says it is) and this naval units editor, but i dont understand how to extract the patch.pack file or i cant find the db folder anywhere.... could somebody help me??

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