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[TOOL] Cope's DoW2 Toolbox - V1.991h released! [09/01/2012]

  1. #401
    I don't see how its the dictionary. You can't possibly place all of a mods art files into the dictionary and have it used as a lookup that way. I think its a feature of the app, a sort of file lookup. Like how when you want to point to an ability rbf file it scans all the ability rbfs. The problem with render models is that it shouldn't be done that way as there are far too many and it locks up the app.

  2. Modding Senior Member  #402
    If you're using the dictionary which comes with the current version: Yeah, it's the dictionary. The dictionary allows you to set up custom search-paths for certain keys. If you don't like this feature, remove the search-paths from the dictionary .
    "When life gives you lemons, make lemonade. Then use the profits to buy an assault rifle. See if life makes the same mistake twice."
    When to report?

  3. #403
    Ah ok, I've found the dictionary lines:

    [render_model]
    ?DATA:art\???

    Serves me right I guess for DLing a third party file without reading it :P

    That definitely cannot be in there, hehe.

  4. Modding Senior Member  #404
    I probably should add a search-path free version of the dictionary for those running slower machines. It's not too bad for me, I'm running a quad core with more than 'just' a sufficient amount of RAM and don't really notice such lags.

  5. #405
    Senior Member horusheretic's Avatar
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    out of interest, does it show up all the textures and the like?

    if so thats why.

    the actual models list themselves dont take more than a second or two for the list to load
    Tutorials_And_Helpful_Sites_Here <-link
    Want a 3d model commissioned? I may do so. Pm me!
    http://steamcommunity.com/groups/dow40k2-woa Join up for updates and view other members.

  6. #406
    Also running a quad core with a ton of RAM. It's all pretty fast except that. I didn't really check exactly what the list was being populated with horus as I was mostly trying to avoid the dreaded thing.

  7. #407
    Member Z405's Avatar
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    my system is currently still running on xp and only 2 gb worth of ram, so not alot sadly.

    for me it actually seems to load mostly ALL of the choosable render models, which is alot.
    Dawn of War 2: Warhammer 40.000 MOD

    *your commander requires aids*

  8. #408
    Senior Member horusheretic's Avatar
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    http://forums.relicnews.com/showpost...&postcount=389

    that's the most up to date one. i checked it and it doesn't load all the extra files. only from these folders and respective model files:

    Code:
    [render_model]
    ?DATA:art\race_marine\troops_wargear\?art\race_marine\?model?
    ?DATA:art\race_marine\vehicles_wargear\?art\race_marine\?model?
    ?DATA:art\race_chaos\troops_wargear\?art\race_chaos\?model?
    ?DATA:art\race_chaos\vehicles_wargear\?art\race_chaos\?model?
    ?DATA:art\race_eldar\troops_wargear\?art\race_eldar\?model?
    ?DATA:art\race_eldar\vehicles_wargear\?art\race_eldar\?model?
    ?DATA:art\race_ork\troops_wargear\?art\race_ork\?model?
    ?DATA:art\race_ork\vehicles_wargear\?art\race_ork\?model?
    ?DATA:art\race_tyranid\troops_wargear\?art\race_tyranid\?model?
    ?DATA:art\race_tyranid\vehicles_wargear\?art\race_tyranid\?model?
    ?DATA:art\race_marine\troops\?art\?model?
    ?DATA:art\race_marine\vehicles\?art\?model?
    ?DATA:art\race_chaos\troops\?art\?model?
    ?DATA:art\race_chaos\vehicles\?art\?model?
    ?DATA:art\race_eldar\troops\?art\?model?
    ?DATA:art\race_eldar\vehicles\?art\?model?
    ?DATA:art\race_ork\troops\?art\?model?
    ?DATA:art\race_ork\vehicles\?art\?model?
    ?DATA:art\race_tyranid\troops\?art\?model?
    ?DATA:art\race_tyranid\vehicles\?art\?model?
    ?DATA:art\race_marine\structures\?art\?model?
    ?DATA:art\race_marine\projectiles\?art\?model?
    ?DATA:art\race_chaos\structures\?art\?model?
    ?DATA:art\race_chaos\projectiles\?art\?model?
    ?DATA:art\race_eldar\structures\?art\?model?
    ?DATA:art\race_eldar\projectiles\?art\?model?
    ?DATA:art\race_ork\structures\?art\?model?
    ?DATA:art\race_ork\projectiles\?art\?model?
    ?DATA:art\race_tyranid\structures\?art\?model?
    ?DATA:art\race_tyranid\projectiles\?art\?model?
    perhaps you do not have it?

    grab the library there too if you haven't

  9. #409
    Member Z405's Avatar
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    hey Thanks Horus, that did the trick indeed; i guess i overlooked that library update of yours

    (though, i do think that a feature similar to uploading a file at something like filefront, where you have the option to "select file" that enables you to search through all the folders in a new menu. should be similar to the .rbf library, but maybe something like a "model" library?)

  10. Modding Senior Member  #410
    I'm not interested in implementing anything similar to a library in the near future. A "Select File" is theoretically possible, but I don't actually see why it's supposed to be a dialog at all. I can imagine having a system were you're able to drag / drop nodes from the directory tree onto a certain value to insert it's path there. Even easier to implement: A right-click option to copy the relative path of a file in the directory tree to the clipboard; that way you can simply copy/paste what you need.

    -cope.

  11. #411
    That library still does not seem to populate the the lists correctly although its must faster.
    For example each entry beings with "troops_wargear/..." instead of "art/...".

  12. Modding Senior Member  #412
    That's the dictionary and not the library. The dictionary tries to recreate paths from the current path which works great for attrib-files but not that good for data-files. For data files you should use custom search-paths.

    Edit: Ignore this post. All I wrote is true but I only noticed now that you're talking about the dict/lib provided by horus and not about the inbuilt feature .
    Last edited by Copernicus; 10th Jun 10 at 1:58 PM.

  13. #413
    Senior Member horusheretic's Avatar
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    For example each entry beings with "troops_wargear/..." instead of "art/...".
    ok fixed, and removed the rubble files from the list since they are mostly irrelevant.

    Fixed DICTIONARY <---

    Slightly Updated LIBRARY <---
    Last edited by horusheretic; 10th Jun 10 at 1:49 PM.

  14. #414
    Yep that works. One thing I've noticed is that a longer attachment list takes significantly longer to load. My theory here is that for searching the virtual and local files for each 'attachment' key rather than searching once and populating each key's combo box accordingly. Seems like an optimization could be made so that it only searches one time for each unique key and then populates identical keys with the gathered data.

  15. Modding Senior Member  #415
    ...and would miss all files which have been created between the call to the function and the process of populating the combo box.

  16. #416
    Hmm not sure I got across what I meant correctly or that it even works this way.

    Ok, every time I select 'animator_attachments' it goes to the dictionary and the dictionary tells it to scan a bunch of directories for .model files. Thats cool.

    However, if 'animator_attachments' has one 'attachment' key this process is near instant. If it has 5 then it takes about 1.5 seconds to populate. Not a huge issue, but my thoughts are that the directory scan is being done for each 'attachment' key as I don't think populating the lists would add that much time... unless it does, I don't know, .NET can be slow.

    Theoretically a file could be created between the call and the population, but thats a non issue as we're talking about seconds. I'm not saying do the search only once for the first instance and never again. I'm saying for duplicate sub keys under a single table the user has selected. Again, not sure if you already do this or not, but it seems to get exponentially slower the more sub keys there are.

  17. Modding Senior Member  #417
    Now I got your point. That indeed makes sense.

  18. #418
    Member Z405's Avatar
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    I`m going to add a silly question to this useful discussion:

    When i use CTRL+T (testmod ofcourse), how do i make it so that the game will run without movies? I tried adding "-nomovies" to set launch options found within steam, but this did not have any effect. Might have added it in the wrong way, (just like this "-nomovies") but maybe your tool doesnt support it; not sure.

  19. Modding Senior Member  #419
    It does not support it yet, I can of course add some options or a textbox for you to add more parameters.

  20. #420
    Member Z405's Avatar
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    It does not support it yet, I can of course add some options or a textbox for you to add more parameters.
    I'd certainly appreciate that ^^

  21. Modding Senior Member  #421

    V1.78 Released!

    Download

    Changelog:
    V1.78 - 06/11/2010
    General:
    - you can now specify additional parameters to be passed to DoW2 when testing the mod

    RBF-Editor:
    - multiple string values using the same key with a searchpath now cache the content of their comboboxes
    Not too many changes this time but I don't see any sense in not releasing it .

    -cope.

  22. #422
    Cool, much faster now, ty.

  23. #423
    Member Z405's Avatar
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    Cope; if it weren't for your tool i would have quit modding a couple of months ago. Your tool makes it so easy, without wasting time. First i had to constantly go back and forth between Corsix's tool and the SGA extraction tool; often not even knowing what types of files there are. Just thought i'd mention it; it's not like i`m an elite modder or anything, but i think your tool is probably one of, or the best thing, that happened for DoW2 rbf modding.

    3 thumbs up. (damn phantom limbs)

  24. #424
    Senior Member horusheretic's Avatar
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    i just wouldn't code XD

  25. #425
    Member Z405's Avatar
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    I've got a small bug; it doesn't result in a crash, but it's still kinda annoying. Whenever i want to duplicate/copy-paste an .rbf file, i open the file in explorer (while ToolBox is running) and copy-paste it. The moment i want to open the "new" rbf, i receive an error report and the file will not be opened. Then when i look back in the folder, there's a "copy of -etc.rbf-" with the size of 0kb, which i also cannot delete until i shutdown and restart ToolBox >.>

  26. Modding Senior Member  #426
    I can't reproduce that bug, copy/pasting files and opening them works for me. Log?

  27. #427
    Member Z405's Avatar
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    Not sure if you`ll find what is needed to sort it out, but here it is:

    log



    *edit

    I recreated the error with a clean logfile and this came out of it:

    new log



    (the original file i copied and then renamed was also open in ToolBox. Then when i tried to open the newly created/copy pasted file, it gives the error)
    Last edited by Z405; 12th Jun 10 at 5:48 AM.

  28. Modding Senior Member  #428
    Thanks, your last post had some more information than your first post on the bug (you didn't actually mention that you're renaming the file before opening it) which enabled me to fix the bug .

  29. #429
    Member Z405's Avatar
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    Ah, great. Well i pinned down the exact problem. Simply renaming an extracted .rbf and then opening this .rbf will create this error. Now i constantly need to reopen the toolbox in order for the new file to be opened. It's driving me nuts btw

  30. Modding Senior Member  #430
    I'll release the updated version later on this evening (GMT+1).

    Edit: V1.79 Released!

    Download

    Changelog:
    V1.79 - 06/12/2010
    General:
    - added the ability to copy relative paths of files in the directory view
    - copying and renaming files now does not cause crashes anymore
    Last edited by Copernicus; 12th Jun 10 at 2:10 PM.

  31. #431
    Member Z405's Avatar
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    thanks alot

  32. Modding Senior Member  #432

    V1.8 Released

    Download

    Changelog:
    V1.8 - 06/13/2010
    General:
    - added UCS support:
    - 'Tools->Add UCS String' ([CTRL]+[U]) allows you to quickly add UCS strings
    - automatic UCS file creation
    - added 'Tools->Mod Settings' which allows you to change some global aspects of your mod
    - 'Release Mod' will now also copy all archives which have been added using the 'Mod Settings' dialog
    - User Guide updated ('What is a UCS file?', 'How can I add maps to my mod?', changing global stuff etc)
    - various smaller fixes

    RBF-Editor:
    - added UCS lookup
    At first I created some kind of UCS-editor (never finished it) but later on I realized that it's not actually the way you're modding the game. It's easier to have the tool do all that stuff itself -- and if you should ever need to edit anything you can still do it manually by opening the UCS file.

    -cope.

  33. #433
    Nice, it auto detected my UCS file and current index position.

  34. #434
    Member Dharkhar's Avatar
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    Hum, I'm sorry, I've maybe done something wrong, but the new tool (v1.8) crashes when I try to open my mod (which worked perfectly before). Here is the log file, as you ask it by the program

    Spoiler

    [Dow2] Zone Control
    Once again, sorry for my poor english .. ;)

  35. #435
    Member Z405's Avatar
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    - added UCS support:
    - 'Tools->Add UCS String' ([CTRL]+[U]) allows you to quickly add UCS strings
    - automatic UCS file creation
    You are incredible! This is pure awesomeness imho. Tried it out and this really works amazing, as if you were peeking into my mind, because i've been thinking about a similar feature

  36. Modding Senior Member  #436
    Dharkar, would you mind using code tags?

    Edit:
    Ok, it crashes because of the language. Before loading the mod, go to the options and set the language to french .

  37. #437
    Member Z405's Avatar
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    Allright Cope... for your next add to this amazing tool i would like to see the following>>> no longer do i want to restart DoW2 to see the changes i implement in with your tool. When i edit an .rbf file, or ucs file etc i'd like to see the change directly in-game...

    right...


  38. Modding Senior Member  #438
    Oh noes, I spoiled you. Actually it would probably be quite interesting to implement.

  39. #439
    Member Z405's Avatar
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    Oh noes, I spoiled you.
    Haha, yes you have, but i`m not complaining

    Actually it would probably be quite interesting to implement.
    It would be equally interesting for me to work with it

  40. Modding Senior Member  #440
    Using Dll-injection (I knew I one day I'd be thankful for me having converted my Dll-injection code to C#!) I could setup a server which the tool can connect to. This server could then be sent commands like reloading files; it would need to get the instance of the PropertyGroupManager and hook up on SimEngine.dll to call the ReloadPG method. This might work out for RBFs!

  41. #441
    Member Z405's Avatar
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    Damn, i just mentioned this as a joke (though a wishful one) and you actually might even have an idea how to get it done... sounds like an awesome plan; one thing though; would this, asuming you succeed, require a "fast" desktop?

  42. Modding Senior Member  #442
    I don't suppose it would actually need anything special. Well, you should of course be able to quickly switch between DoW2 and the tool to gain full profit from such a feature.

  43. #443
    Member Z405's Avatar
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    Well, then my pc is suffice i think. Going to upgrade it anyway with some more memory, so it will be fine. Gotta say, this is getting me excited about if you can pull it off. Modding DoW2 would never be the same ^^

  44. #444
    Gotta be a DirectX overlay and should be capable of making my coffee for me as well. That process is far too slow atm! :P

  45. #445
    Member Dharkhar's Avatar
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    Hum I tried to change of language, but the tools doesn't seem to save this setting (always in english when I come back to options ...)

  46. Modding Senior Member  #446
    @Clonesa:
    /me does not like DX programming. /me has actually poked around with it and had some attempts to get around DX. There was an interesting approach which rendered a transparent windows form w/ always on top on top of a windowed version of the program -- but this would only work with Vista/W7 because of the transparency.

    @Dharkhar:
    I'll look into it. Create an English subfolder in your GameAssets\Locale to solve the problem .

  47. #447
    Member Quozzo's Avatar
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    I copied my mod folder and your tool onto my laptop for some light moding but your tool crashed when i tried to open the mod by selecting the .module. i should probably note that my laptop doesnt have DoW2 installed and opening individual .rbf works (and since your tool remembers the last directory that an .rbf was opened, it isn't really necessary) but navigating using the tree view would be so much easier.
    Your unique, just like everyone else

    [Combat Squads | Pop Cap]

    IA: Phoenix Angels

    Chapter Name Creator | Chapter Library

  48. Modding Senior Member  #448
    Post logfile . No logfile, no fixes.

  49. #449
    Member Quozzo's Avatar
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    sorry, i didnt post it as i didnt think you would fix it, i guess you do spoil us

    log


  50. Modding Senior Member  #450
    That bug has already been fixed for the next release .

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