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Staredit Network -> Modding Chat -> DatEdit: new/old SC modding tool
Report, edit, etc...Posted by BroodKiller on 2006-04-24 at 09:21:40
Hey...are you pointing out that I'm an idiot? Well....apparently I am, because you're right. I dunno what I was thinking when I wrote that...thanks ShadowFlare! smile.gif
Report, edit, etc...Posted by DiscipleOfAdun on 2006-04-24 at 09:48:39


Images.dat - 'floats?'

This deals with transparency, as far as I can tell. Change it for the wrath shadow and then cloak to see a really good example. Or, you can change it for the wraith and see what happens when you cloak. However, that's as far as I got when looking at it.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-04-24 at 10:12:11
QUOTE(BroodKiller @ Apr 23 2006, 12:38 PM)
I tested it too, with High Templar, and it disabled the Spell casting animation as well. Funny enough, the unit does spend the mana points for the spell, just that the animation doesn't happen, which is another clear indication that the sigorder opcode does the thing. It's only my intuition and I didn't test it (for some reasons my SC don't want to load up Iscript mods) but I think that in case of spell effects, the "Use Tech" property is what is called via the sigorder.
However, the movement animations worked just fine, so something else must be hapenning here.
[right][snapback]470515[/snapback][/right]

Thats because the movement flag is only blocked if something is checked in another .dat file
what did you rename the 'Hovering' flag to? (it was in units.dat)

ADDITION: if you think thats not what it does, then I dunno what to call it

heres a list of the effects it causes on units
(old list I made when I was using Arsenal III, some things might have been caused by corruptions from it)

QUOTE
1. if unchecked makes it so ground units w/o float stay at same spot as they appeard at
2. if unchecked makes it so lurker eggs, eggs, and cocoons cannot finish building but im not sure about terran/protoss buildings
3. if unchecked a unit can no longer attack
4. if unchecked for a unit that spawns 2 in 1 egg or a egg unit that morphs into unit (example egg, lurker egg, cocoon) it will have itself as its shadow
5. if unchecked for a ultralisk it will have a weird blue shadow
6. if unchecked for a spellcaster it will no longer be able to cast the spells
7. if a unit with it unchecked burrows it will still have unburrowd options but will be burrowd with the unburrowd animation w/o shadow and will be unable to unburrow
8. if unchecked for the devourer it will have itself as its shadow (reason unknown)
9. if unchecked and you cancel building something while it starts to float up to building position it wont accept any commands and will freeze (with drone)
10. if unchecked for a terran building animation it will play the first animation only untill its halfway done then will switch to completed animation and will make a weird blueish during building
11. if unchecked for addons causes game to crash during build
12. if unchecked for a refinery causes it to appear partially built even after completed
13. if unchecked for a lifted off building it cannot land and has a messed up shadow
14. if unchecked for a unit with a attached turret they wont appear
15. if unchecked for a vulture starcraft will crash when built (reason unknown)
16. if unchecked for a protoss building it becomes unable to finish building but plays finishd animation


and one DoA added to the list "If unchecked for engine overlays, they won't be removed when the unit stops moving."

Another ADDITION: someone needs to test those with DatEdit, so we can figure out which ones where from corruption
Report, edit, etc...Posted by Doodle77(MM) on 2006-04-24 at 17:03:41
QUOTE
Thats simply because it doesn't work tongue.gif

You sure?

ADDITION:
QUOTE(BroodKiller @ Apr 21 2006, 01:14 PM)
Check DLDB. And no - it does not make the program work outside "C:/IceCC". wink.gif
[right][snapback]469799[/snapback][/right]

Yeah, it completely redoes the names. It doesnt do anything about the C:/IceCC tho. I'll see what I can do.
Report, edit, etc...Posted by DiscipleOfAdun on 2006-04-25 at 10:20:40
Acutally, I think it(unknown-images.dat) doesn't block flingy.dat motion, just Iscript motion. That's my take on it. It seems really familiar to my testing of the 0x12 opcode(which is the buggiest thing ever....).

As for that list, It looks like about half of them are actually corruption problems....I hate to say it, but try retesting with DatEdit....
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-04-25 at 10:36:48
I re-tested them, and heres my new list (I skipped testing a few since I was 90% positive they wheren't corruption-related)
QUOTE
1. if unchecked makes it so ground units w/o float stay at same spot as they appeard at
2. if unchecked makes it so lurker eggs, eggs, and cocoons cannot finish building but im not sure about protoss buildings
3. if unchecked a unit can no longer attack
4. if unchecked for a spellcaster it will no longer be able to cast the spells
5. if a unit with it unchecked burrows it will still have unburrowd options but will be burrowd with the unburrowd animation w/o shadow and will be unable to unburrow
6. if unchecked for the devourer it will have itself as its shadow (reason unknown)
7. if unchecked and you cancel building something while it starts to float up to building position it wont accept any commands and will freeze (with drone)
8. if unchecked for a terran building, it will play the finished animation when its halfway done
9. if unchecked for a addon, it won't play finished building animation, and won't be connected to the building that made it
10. if unchecked for a refinery causes it to appear partially built even after completed
11. if unchecked for a lifted off building it cannot land/move, has a messed up shadow, and doesn't play lifting frames
12. if unchecked for a unit with a attached turret they wont appear
13. if unchecked for a protoss building it becomes unable to finish building but plays finishd animation
14. if unchecked for spider mines, they will not go down and will not follow units/blow up


sorry, but I cannot test the devourer one since my Brood War cd is missing tongue.gif
Report, edit, etc...Posted by DiscipleOfAdun on 2006-04-25 at 13:17:55
That's good. I wish I could tell what the exe does on that one, but it's too hard to figure out.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-04-25 at 13:31:14
I think I finally solved it...

if unchecked, it issues a block command to the units control orders, and its iscript

however there is a exception for it, if the units movement is controlled by Flingy.dat,
it overrides the block, allowing the unit to use a move command even though the other commands are still blocked
(might be some way to override the block command to allow attack and stuff, but I havn't found one yet)

want proof? test it out with the drone, uncheck it and the drone can still move since it uses flingy.dat,
but it will not play walking frames since the Iscript.bin is blocked

ADDITION: I'm going to look into this a little more, to see if it changes anything else


Another ADDITION: I just tested it some more, and im 100% sure thats what it does...but I did find a new thing out biggrin.gif

when its unchecked, the unit can still move, but when it does it stays in the first frame, just plays turning animations


if you wanna test and see if this is correct, uncheck it for the marine and copy the drones flingy.dat information to the marine, all except the sprites file field

its rather fun to play with, it lookd like the marine was floating, but without a engine!



sorry but I can't think of a name for it, good luck thinking of one tongue.gif
Report, edit, etc...Posted by BSTRhino on 2006-04-25 at 17:37:10
You're probably right about everything you said BroodKiller.

TERRAINFIGHTER, good find, I think you have solved it, because it now explains all the effects that you listed there.

All of the palette errors are probably Arsenal III-corruption related. Especially the ones where units have themselves as their shadow, almost any change to images.dat in Arsenal III will cause that.

All of the other ones in your list except for point 12 ("if unchecked for a unit with a attached turret they wont appear") can be explained because the iscript doesn't run, and so the necessary sigorders don't get run.

I don't remember the iscript for turretted units, but I wasn't aware that it was required that the iscript send some kind of sigorder command to make a turret appear. So perhaps disabling turrets is a secondary effect.

QUOTE
f unchecked for engine overlays, they won't be removed when the unit stops moving


This is really good at describing why the heck they have this command. It's all clear to me now. The floats box exists to assist the iscript in doing its job.

First I'll explain why the Wraith's engine overlays aren't removed. This occurs because the Wraith engine overlays are removed because of their iscript. If you look at the engine overlay iscript, on non-movement animations the iscript will call an "end" command which removes the engine overlay when the unit returns to idle from moving or starts doing anything else. Because the "Floats" box means that only the initial and death animations can be called, this end command never executes, and that is why the engine overlay continues to exist.

I think it's a really good concept how no unit has a main image overlay, all are treated equally and the same animations are called on all of the image overlays. That's one piece of knowledge which I haven't showcased in any of the Doom mods yet so it seems that fact isn't that well known. However, when the same animations get called on all the image overlays, that's where things can get sticky.

For example, the shadow is just meant to be following the main graphic and nothing else, right? So when the unit begins to attack, we don't want to call the attack animation on the shadow, do we? There's no point. That's what the floats checkbox is for. Even though we want the attack animation to be called on one unit graphic image overlay, we don't want it to be called on the shadow. To stop that from happening, we untick "floats".

Thanks TERRAINFIGHTER, it all makes sense now. Perhaps a name for it could be "fully animated" or something? And in the description it could be explained that when ticked, all the animations will be called on the image (overlay), but when unticked, only the initial and death animations will be called. This is necessary because StarCraft tries to call the same animations on all the image (overlays) for a unit. Some of the image (overlays) such as shadows don't need to have anything other than their initial and death animations called, and so this box is left unticked for those image overlays.

I use the word image overlay instead of image because I think it leaves a better hint that all images are actually just overlays and that there's no main image. They're all overlays.


--

Also, something else I noticed. Sprites.dat unknown 1 seems to only be checked for units and not for weapons. Could this have something to do with the fact that weapons cannot have iscript movement control?
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-04-25 at 18:20:08
QUOTE(BSTRhino @ Apr 25 2006, 04:36 PM)
All of the other ones in your list except for point 12 ("if unchecked for a unit with a attached turret they wont appear") can be explained because the iscript doesn't run, and so the necessary sigorders don't get run.
[right][snapback]472600[/snapback][/right]

actually, its not a side effect...

in the Iscript, the missile turret base orders it to place a missile turret turret overlay above it

CODE

MissleTurretBaseLanding:
imgol08         297 0 0 # MissleTurretTurret (terran\missileT.grp)


therefore, since it disables the iscripts, along with the commands, it doesn't create a image overlay biggrin.gif
Report, edit, etc...Posted by BSTRhino on 2006-04-25 at 19:44:22
Oh, I was thinking about the turrets like with the Siege Tank and the Goliath... I know what you meant about the Missile Turret and Science Vessel though.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-04-25 at 23:54:52
I finally thought of a name for it, it may not be a good name, but it will have to do untill you think of one tongue.gif

proposed name: "Enable Iscript/Unit Commands"

Description for hint box: "whether or not a animation will accept Iscript.bin orders, along with unit commands

if unchecked, a unit will no longer accept any orders and will only play the first frame
however, the unit will play turning animations (groups of 17 frames in the grp, with frame numbers 2-16 used for mirroring to save space) if 'Gfx Turns' is enabled

on the other hand, there is a way to allow the move commands to function for a unit, a way of doing so would be to have it set to flingy.dat movement control in flingy.dat, and give it working movement values, the effect of doing so allows the unit to appear like its moving by itself, without playing walking frames, and without engines.

if checked, a unit will accept all orders and any command issued by Iscript.bin"

hopefully you can find a shorter label/description disgust.gif
Report, edit, etc...Posted by BroodKiller on 2006-04-26 at 05:35:11
I'm sure you meant the "unknown" checkbox, right BST? smile.gif

It's a good find, TF, thanks. Fkorz it'll be added to the next DatEd's version, but a better name should be invented for it.

As for other news, I've been hex-checking the pre-BW Iscript.bin (I know, I'm crazy), which is different than the BW one. I heard that it had a certain data section at the beginning, which is in the BW-version filled with 0s (That's where ICE stores it's custom headers' names, btw smile.gif), and decided to investigate.

My finds are the following - this section is just the header/offset table that , in the BW-version, is located at the end of the Iscript. It works the very same way, just that it is at the beginning instead of the end of the file. I don't have a clue why Blizzard did move it though...
Report, edit, etc...Posted by DiscipleOfAdun on 2006-04-26 at 09:46:49
QUOTE(BSTRhino)
Also, something else I noticed. Sprites.dat unknown 1 seems to only be checked for units and not for weapons. Could this have something to do with the fact that weapons cannot have iscript movement control?


I could have sworn Unknown 1 was unused. I could never find the exe using that data. My opinion, it is something that is left over. However, I could be wrong.
Report, edit, etc...Posted by ShadowFlare on 2006-04-26 at 20:41:01
BTW, are you using the lastest GRPapi version in DatEdit yet, BroodKiller?
Report, edit, etc...Posted by BroodKiller on 2006-04-27 at 03:25:55
SF>Well, yeah, although I haven't time yet to use it to 100% of its abilites (loading GRPs from MPQs etc.), Why?

QUOTE(BST)
8. Sprites.dat vertical position - You probably already noticed this, but if the info section described vertical position as a signed value, going from the range -128 to 127 might make more sense.

Maybe, but maybe not. The "logics" behind the way this property works is twisted: you'd have value form -128 to 0 make the circle be put more downwards, and then from 0 to 127, downwards but from the top of the screen. How would a "logical" interpretation look like? I can't think of one...
Report, edit, etc...Posted by ShadowFlare on 2006-04-27 at 14:53:01
QUOTE(BroodKiller @ Apr 27 2006, 12:25 AM)
SF>Well, yeah, although I haven't time yet to use it to 100% of its abilites (loading GRPs from MPQs etc.), Why?
[right][snapback]473645[/snapback][/right]

I just wanted to know if you had downloaded it and were using it instead of the older one, that's all. smile.gif
Report, edit, etc...Posted by BroodKiller on 2006-04-27 at 15:01:37
smile.gif
Btw, Whaddya say for what I asked you via PM?

I think I'll try to find out what the sfxdata.dat 4 unknowns are all about....
Report, edit, etc...Posted by MasonMcCoy on 2006-04-30 at 00:09:00
I just thought I might share a little data about the sfxdata.dat unknowns that took me about two minutes to gather.

Unknown 3 {
ID 005 = 1
ID 006 = 2

Others = 0
}

Unknown 4 {
ID 007 = 40
ID 008 = 30
ID 009 = 20
ID 010 = 10
ID 011 = 10
ID 012 = 10
ID 013 = 10
ID 014 = 10
ID 020 = 100
ID 084 = 20
ID 085 = 50
ID 388 = 50

Others = 0
}

------------
Personally, I can't think of anything that would be stored in the sound data file other than length (which would be unneeded), perhaps the instances of the sound that could be played at once, and maybe some sort of pitch or length manipulation, but I doubt that most of all.
Report, edit, etc...Posted by DiscipleOfAdun on 2006-05-01 at 09:26:47
As far as I can tell, they work very similar to the unknowns in portdata.dat....telling how frequently each is played.(kinda...)
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-05-02 at 20:19:15
in Units.dat's Graphics tab, the hint for Direction needs to explain it better

heres about how it should be explained
QUOTE(New 'Hint' for it)
Direction unit will face after created.
Calculated by frame directions in the grp, 17 directions = 1 frame.
However, this field isn't based on the number of frames in the grp, its based on the frames starcraft uses.
In starcraft, it reads the first 17 frames from the grp, then mirrors frames 2-16 to create a 360 degree angle of turning directions.
The maximum number for this field is 32 because it's the first 17 frames, then the 15 mirrored frames (if added up, it equals 32)
Report, edit, etc...Posted by Darktossgen(MM) on 2006-05-03 at 16:41:56
No, 32 is a random direction.
Report, edit, etc...Posted by Ojan on 2006-05-03 at 17:37:39
Even if that hint is technically correct (which, as toss pointed out, it isn't), it really doesn't help a newbie understand what it is. It is way too confusing.

I suggest you either have a straight-forward EASY explanation, followed by the technical stuff, or simply keep the technical stuff out of it, since those interested can probably find that out in other ways...

I realize some technical talk may be needed to make people understand that value, but do try to keep it on a much easier level.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-05-03 at 18:52:45
okay, I'll try to fix it up so its shorter and easier to understand tongue.gif
QUOTE(Darktossgen(MM) @ May 3 2006, 03:41 PM)
No, 32 is a random direction.
[right][snapback]478763[/snapback][/right]

Sorry about that, turns out it reads 0-32...I was thinking it was 1-32 and there was no random direction (0-31 are regular)

ADDITION: heres my shorter version of the 'Hint'
QUOTE(hint for turning direction)
Direction unit will face when created.
0-16 is the turning frames from the grp, 17-31 are 1-15 flipped horizontally to save space, and 32 is random


Another ADDITION: I was just working on my mod, editing the lockdown spell...
and I realised that the calling order for the spell (in orders.dat) is mis-named,
its "Magna Pulse" when it should be "Lockdown" or "Cast Lockdown"
Report, edit, etc...Posted by Ojan on 2006-05-04 at 01:58:59
Those names are loaded from rez\stat_txt.tbl, so it's Blizzard's name, not ours.

Look at entry 992 in the file tongue.gif
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