Medieval 2 mod builder with first ever Random Scenario Generator.
All my code is available in etwng repository.
Medieval 2 mod builder with first ever Random Scenario Generator.
All my code is available in etwng repository.
Its an award this site gives for exceptional contributons to modding normally awarded for large amounts of work on mods over several years or for making multiple tools (eg model converters) tools over an extened period.
Doing stuff like in this post: http://www.twcenter.net/forums/showthread.php?t=371454
Last edited by The Hedge Knight; November 06, 2010 at 05:07 PM.
Medieval 2 mod builder with first ever Random Scenario Generator.
All my code is available in etwng repository.
Medieval 2 mod builder with first ever Random Scenario Generator.
All my code is available in etwng repository.
Yaaaay!
Now, can someone tell me in plain English if bitmap exports will allow us to add regions on the map? I.e. splice France in more territories?
Or at least add towns here and there?
alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
"Angry Uncle Gordon" describes me well.
_______________________________________________________
Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).
XML splitting is ready and tested with JRuby.
xml2esf couldn't care less what you split at - any <xml-include path='foo.xml' /> will do.
esf2xml has list of types on which to split in convert_rec function,
just add or remove any to your liking.
That's pretty much it for this weekend, I might do a few minor things perhaps.
Wishlists for my next ETW modding tools coding binge welcome.
Remember that I have little idea what real modders need, so
I wouldn't even look at files like groupformations.bin if it wasn't requested.
With Ruby 1.8.7 startpos.esf conversion takes 3 minutes to xml, 5 minutes back.
It will be more like 1 minute / 1 minute once I'm done with it, but not just yet.
Bitmap exports alone will save a lot of time that's currently being wasted.
By the way part of semantic analysis of esf is picking up better names
for xmls than faction-0012.xml, and organizing them into subdirectories.
So don't panic yet.
Medieval 2 mod builder with first ever Random Scenario Generator.
All my code is available in etwng repository.
No.
Bitmaps embedded in .esf files are for things like climate maps and other relatively boring stuff.
The main reason I want them out is to make them editable, and get them away from
interesting things.
Campaign map is mostly vector-based. It's mostly in regions.esf as serialized vector outlines.
It will need more complicated exporter, of complexity similar to one for groupformations.bin -
that is totally doable (especially since we know more about campaign map than
about group formations), but not easy.
For now enjoy split XML export. With this everyone should be able to edit XMLs for any esf.
It's also a good time for tutorials, as interface will probably stay the same for the next
few weeks (at least until I write some simple GUI).
Medieval 2 mod builder with first ever Random Scenario Generator.
All my code is available in etwng repository.
Thanks! ! ! !
alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
"Angry Uncle Gordon" describes me well.
_______________________________________________________
Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).
Amazing
My final suggestion would be to make it seperate stuff into folders within the main folder so put all the quadtrees in on, the unit names in another and the bits you might actually want to edit in another.
Medieval 2 mod builder with first ever Random Scenario Generator.
All my code is available in etwng repository.
Minor update uploaded:
- XMLs now go into subdirectories by 'The Hedge Knight's request. You can configure splitting easily. Specification like "foo" means creating files like "foo-0123.xml", specification like "foo/" means files like "foo/0123.xml" in subdirectory.
- Pass --server option to jruby to get extra 10%-ish performance boost on big files.
- There were supposed to be other performance enhancements, but they turned out to be insignificant.
- Fixed bug with bin4/i4_ary/u4_ary - now you'll see more content, less hex data for some stuff.
Medieval 2 mod builder with first ever Random Scenario Generator.
All my code is available in etwng repository.
That was quick .
We still go by that:
jruby esf2xml <regions.esf >regions.xml
?
alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
"Angry Uncle Gordon" describes me well.
_______________________________________________________
Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).
no i belive the usage is jruby esf2xml startpos.esf (name of folder to putstuffin without brackets)
eg jruby esf2xml startpos.esf startpos1
EDIT: Ninja'd by Josst
Spoiler Alert, click show to read:
Medieval 2 mod builder with first ever Random Scenario Generator.
All my code is available in etwng repository.
Taw, I was thinking, I could program an .exe for windows, that could run the scripts via cmd prompt for people, via a simple little GUI. If your happy to let me that is? I dont wana step on any toes.
Medieval 2 mod builder with first ever Random Scenario Generator.
All my code is available in etwng repository.
alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
"Angry Uncle Gordon" describes me well.
_______________________________________________________
Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).