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Thread: WIP: Naval Units Editor v0.6 {Update July 12}

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  1. #1
    ZaPPPa's Avatar RTR co-daddy
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    Default WIP: Naval Units Editor v0.6 {Update July 12}

    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. Because this tool is so specific, it has a very user friendly interface and very specific functionality per file.

    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 or whichever pack file you're working with. 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.

    Cannons:
    Slot 1 - Front
    Slot 2 - Rear
    Slot 3-7 - Work from top deck down

    Single deck ship: Slot 3,4
    Two deck ship (with open deck): Slot 3,4,5,6
    Two deck ship (closed middle deck) : Slot 6,7 or Slot 5,7


    Version info:

    v0.6
    - Updated for patch 1.2 / 1.3
    - Added point of sail speed
    - Added pitch & roll
    - Added turn speed

    v0.5
    - Adding new ship names.

    v0.4c
    - Ship names (view only)

    v0.4b
    - Labels renamed to proper variables

    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
    Last edited by ZaPPPa; July 12, 2009 at 11:40 PM.

  2. #2

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

    Wow nice. I am surprised no one else has replied. Definitely giving this a try.

    + rep

  3. #3
    Ace_Ares's Avatar Laetus
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    Default Re: [WIP] Naval Units Editor v0.4b {Update Mar 15}

    I was so excited when I saw this tool. I've been dying for an indepth ship editor ever since the land unit editor came out. Unfortunately, I can't get this to work for me. I extracted the right pack (patch.pack), I point the editor to the db folder, press Okay, and it immediately pops up with the generic error, "NavalEditor has encountered a problem and needs to close." I have .NET 2.0 for sure, every other mod tool works fine. Am I doing something wrong? Does the exact folder structure other than pointing to the db folder matter?

    Thank you for making this tool, either way.

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

    UPDATE:
    Started work on ship names editor. For now view-only, but will add editing capabilities later.

    @Ace_Ares
    That is odd. I'll need to add some exception handling tomorrow so I know where it is failing. I have unpacked different packs on top of eachother, so it is possible I have two different versions now. You may want to try unpacking other packs (main.pack and patch-en.pack) and see if any of those work.

    Try the latest version. I have added some very generic error messages that should tell you where it is failing.

  5. #5
    Ace_Ares's Avatar Laetus
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    Default Re: [WIP] Naval Units Editor v0.4c {Update Mar 15}

    The latest update seems to be working, it loads the files fine and I can edit and save everything just fine. It's just giving two small errors though, "error loading guns," and "error loading ship names."

    Thank you so much!

  6. #6
    ZaPPPa's Avatar RTR co-daddy
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    Default Re: [WIP] Naval Units Editor v0.4c {Update Mar 15}

    Those two screens aren't doing much yet. The following folders (with their files) need to exist in 'db' for all screens to work:

    'gun_types_tables'
    'ship_names_tables'
    'unit_stats_naval_tables'

  7. #7
    ZaPPPa's Avatar RTR co-daddy
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    Default Re: [WIP] Naval Units Editor v0.4c {Update Mar 15}

    Any feedback or requests?

    I have been chugging away making this tool, but haven't had the time to test it's functionality in the game yet. I am wondering if the game is able to read the edited file correctly and if the changes make it into the game properly. Also, if anyone knows the function of other hex values, please let me know so I can incorporate them.

  8. #8

    Default Re: [WIP] Naval Units Editor v0.4c {Update Mar 15}

    Have been looking forward ot making some adjustments to the naval side of things.

    will changing the hull points (increasing them)also reduce the visual damage shown to the ships? i.e. is the visual damage shown on the ships tied inexorably to the amount of damage done to the ship hull points...or is it tied to something else?

  9. #9
    ZaPPPa's Avatar RTR co-daddy
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    Default Re: [WIP] Naval Units Editor v0.5 {Update Mar 16}

    Update.

    You can now add new names for ships very easily. Just pick the region from the drop-down box and enter a new name. That is all.

    Click Add to add the name(s) to the list, then click save to save your file.

  10. #10
    izanagi11's Avatar Semisalis
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    Default Re: [WIP] Naval Units Editor v0.5 {Update Mar 16}

    Cool beans, I like ZaPPPa! I'm assuming we going to be able to modify gun info later. Nice touch giving us the ability to add or change ship names.
    "The shape of you, the shape of me, the shape of everything I see.."

  11. #11

    Default Re: [WIP] Naval Units Editor v0.5 {Update Mar 16}

    does your tool really modify the hull strength? cuz i've been toying around with most of the numbers in the navy stats.

    and the one your tool says is hull strength for a first rate is probably a secondary morale stat.

  12. #12
    the_mango55's Avatar Comes Rei Militaris
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    Default Re: [WIP] Naval Units Editor v0.5 {Update Mar 16}

    Any way to add sail/rigging strength to your mass multiplier tool?

    I think hull strength is fine, but I want chain shot to be a bit more effective.
    ttt
    Adopted son of Lord Sephiroth, Youngest sibling of Pent uP Rage, Prarara the Great, Nerwen Carnesîr, TB666 and, Boudicca. In the great Family of the Black Prince

  13. #13
    ZaPPPa's Avatar RTR co-daddy
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    Default Re: [WIP] Naval Units Editor v0.5 {Update Mar 16}

    Quote Originally Posted by the_mango55 View Post
    Any way to add sail/rigging strength to your mass multiplier tool?
    I don't think it is known yet where that value lives in the file. What I thought was rigging strength actually turned out to be hull strength.

    It is tough finding out where rigging strength lives, because the value is not public anywhere in the game. There are still 200+ unknown hex values in the naval units file. It could be anyone of those.

    Quote Originally Posted by juhzun View Post
    does your tool really modify the hull strength? cuz i've been toying around with most of the numbers in the navy stats. and the one your tool says is hull strength for a first rate is probably a secondary morale stat.
    In v0.4 I corrected some of the labels. The first one is thought to be morale and the second hull strength. At first I interpreted it as Hull Str and Rigging Str.
    If the labels in v0.5 are still incorrect, let me know.

    To all. Feel free to experiment with the values in the two list boxes with unknown Hex values. All these values do something, we just do not know what it is yet. If you find out anything, post it! I'd be more than happy to include it in the tool.

  14. #14
    titanvoyager's Avatar Biarchus
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    Default Re: [WIP] Naval Units Editor v0.5 {Update Mar 16}

    Do you think we will be able to change things like the visual damage of the hull and the sails (that BIG holes) and modify the textures sides (adding the missing cannon port cover, new painting...)?

  15. #15
    aronnov's Avatar Tiro
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    Default Re: [WIP] Naval Units Editor v0.5 {Update Mar 16}

    +rep. very nice.

    do any files have to be repacked into patch.pack?
    Last edited by aronnov; March 17, 2009 at 07:39 AM.
    Honor ... means that a man is not exceptional; fame, that he is. Fame is something which must be won; honor, only something which must not be lost. ~ Schopenhauer

  16. #16

    Default Re: [WIP] Naval Units Editor v0.5 {Update Mar 16}

    +rep interesting tool!!

  17. #17
    ZaPPPa's Avatar RTR co-daddy
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    Default Re: [WIP] Naval Units Editor v0.5 {Update Mar 16}

    Quote Originally Posted by titanvoyager View Post
    Do you think we will be able to change things like the visual damage of the hull and the sails (that BIG holes) and modify the textures sides (adding the missing cannon port cover, new painting...)?
    This may be linked to the hull strength or (what I believe to be) hit points. So, if you increase those values, your hull damage may go down automatically.

    Quote Originally Posted by aronnov View Post
    do any files have to be repacked into patch.pack?
    Yes. I do not wish to infringe on other people's work, so I will not develop a packer myself. You will have to repack using LtChambers packer.

  18. #18

    Default Re: [WIP] Naval Units Editor v0.5 {Update Mar 16}

    Nice handy utility thankyou. But I dont see the gun_types_tables' or
    'ship_names_tables' files anywhere.

    I extracted the patch.pack file successfully and see the folders listed in the db folder.

    Your help is appreciated.

  19. #19
    ZaPPPa's Avatar RTR co-daddy
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    Default Re: [WIP] Naval Units Editor v0.5 {Update Mar 16}

    Quote Originally Posted by Mandor View Post
    Nice handy utility thankyou. But I dont see the gun_types_tables' or
    'ship_names_tables' files anywhere.

    I extracted the patch.pack file successfully and see the folders listed in the db folder.
    Sorry, I meant you need the 'ship_names_tables' folder and the 'ship_names' file. Same for the other files (file = folder without the '_tables').

  20. #20

    Default Re: [WIP] Naval Units Editor v0.5 {Update Mar 16}

    Thanks! I extracted the main.pack as well and i now see the folders and files you mentioned, great!

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