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Staredit Network -> Modding Assistance -> MemGraft or StarGraft?
Report, edit, etc...Posted by Shadow on 2005-06-02 at 18:52:42
Well, a few questions about eash of them.

Which is the more updated/better one to use?

Are there any significant differences with each?

Last about their differences, What should I use out of those two?


I really don't unerstand how to use either of them. I know what they are for, I just don't understand the process. Is there someone who can point me in the right direction?

Thanks ahead of the time.

If you would like me to go more in deoth of what I am doing please tell me! happy.gif


Report, edit, etc...Posted by DT_Battlekruser on 2005-06-02 at 18:56:01
It is best to use both. MEMGraft is censored.gif ed up right now and can't open saved memgraft projects, so you want to write the patch in StarGraft. When you're done with the PAT file, follow these steps by BSTRhino:

1. Create a new MemGraft patch by importing your StarGraft PAT into MemGraft 1.12b.
2. Go to the last tab of MemGraft and rename "\patch_rt.mpq" to your mod's MPQ. So, if you're using TerranDoom.MPQ, then you'd change the box to say "\TerranDoom.mpq."
3. Go back to the first tab and hit "Save Release." This will produce your mgd file for you. I recommend you call it something you can remember, like TerranDoom.mgd if you're making a mod called TerranDoom.
4. Save the EXE file...
5. Now for your MPQ, instead of doing the usual and making it from scratch, instead copy Patch_RT.mpq as TerranDoom.mpq (or whatever you're calling your mod), open it up in WinMPQ and copy all your modded files over the top of the files which are already there. Also stick your mgd in as custom\mgpatch.mgd. You need to do this because MemGraft only accepts four MPQ files, and this combines Patch_RT.mpq and your modded MPQ into one MPQ, achieving the same effect as having five MPQs using MPQDraft.
6. When you run the mod, remember to copy your EXE file and your MPQ into the same folder as StarCraft.
Report, edit, etc...Posted by Forsaken on 2005-06-02 at 19:05:11
Well, I was following the same steps to create a new PAT File with StarGraft and that part worked fine. But, when I go to open it in MemGraft I get the error "stat_txt.tbl" is not found. But, that file is found right there next to MemGraft. I have the file located in the same area as the program.
Report, edit, etc...Posted by DT_Battlekruser on 2005-06-02 at 19:07:14
When you get the stat_txt.tbl error it will prompt you for a file. Select your stat_txt.tbl file and it will work. if you don't have one, extract it from patch_rt.mpq using WinMPQ.
Report, edit, etc...Posted by Forsaken on 2005-06-02 at 19:39:09
Oh that's all. Thanks then... tongue.gif I am not the best with computers. Fascinated by them, but very oblivious... :erm: Well, thanks again.

ADDITION:
For step 5. Are you saying that I need to import that "patch(forgot filename).mpq and just "add" the .dat files that I have already modded?
Report, edit, etc...Posted by Shadow on 2005-06-02 at 20:45:35
Well, I am having the same problems as L)ark is. I don't know what step 5 means. Can someone ellaborate?
Report, edit, etc...Posted by O)FaRTy1billion on 2005-06-02 at 20:52:30
If you set the patch_rt.mpq to "TerranDoom.mpq" in Mem/StarGraft, then you would copy patch_rt.mpq and rename it as that. Then you import the mgpatch.mgd (must have that name). then import your files. (Im not good at explaining... I could redo this, but someone else may before I do)
Report, edit, etc...Posted by Forsaken on 2005-06-02 at 21:00:24
Huh?? Farty, you just lost me... Lemme see if this is what you meant:


I rename the "path_rt.mpq" to my mods name? So then it would go from "path_rt.mpq" to "random.mpq"?
Then I import the patch I made with StarDraft? Then import the .dat files?
Report, edit, etc...Posted by DT_Battlekruser on 2005-06-02 at 21:03:46
Just follow BST's steps. Fraty was attempting (unsuccessfully) to repeat them.
Report, edit, etc...Posted by Forsaken on 2005-06-02 at 21:06:25
Oh, thanks BK...

Off Topic:

I went to your DT website! Very funny. Are you guys even a clan still?

ADDITION:
w00t Look mom I'm a regular!
Report, edit, etc...Posted by DT_Battlekruser on 2005-06-02 at 21:08:28
Re: offtopic

No, not really. That site hasn't been updated since August 2004.
Report, edit, etc...Posted by Forsaken on 2005-06-02 at 21:10:16
Where can I find BSTRhino's steps? Tutorials? I hope I am wrong or I am an idiot (Bigger than I already am)
Report, edit, etc...Posted by DT_Battlekruser on 2005-06-02 at 21:16:41
Ya, you're an idiot tongue.gif

The second post. dots.gif
Report, edit, etc...Posted by Forsaken on 2005-06-02 at 21:21:34
Well, then I am still a little confused on Step 5. Was what I said here correct?

QUOTE
I rename the "path_rt.mpq" to my mods name? So then it would go from "path_rt.mpq" to "random.mpq"?
Then I import the patch I made with StarDraft? Then import the .dat files?


If so, yay?!
Report, edit, etc...Posted by BSTRhino on 2005-06-02 at 21:21:49
Actually, I do all my editing in StarGraft and just import the PAT file to MemGraft when I need it. I've never liked MemGraft's editor, and I took a look at it a while ago and realised it was missing a few things I think.

Step 5 can be broken up into more steps:
1. Copy Patch_rt.mpq to a new file called TerranDoom.mpq (or whatever your mod is called)
2. Open TerranDoom.mpq, and add your modded files to it. Overwite the files in the MPQ if one already exists with the same name. For example, TerranDoom.mpq will already have an arr\units.dat. If you edited arr\units.dat, overwrite the arr\units.dat in the MPQ with your one.
3. Add in your mgd file in as custom\mgpatch.mgd

Yes, |)ark, that's exactly what you do, overwrite files where you need to. Your final MPQ will have all the files from 1.12b, with some files changed with your modded files instead. This needs to be done because when you run MemGraft patches, StarCraft doesn't look to Patch_rt.mpq, it only looks at your mod's MPQ, so you need to make sure all the files for Patch_rt.mpq are still in there somewhere.

An easy place to get rez\stat_txt.tbl is from Arsenal III's folder.

Edit: I didn't realise you just posted |)ark. Remember to copy Patch_rt.mpq, don't just rename it. You will need the original Patch_rt.mpq lying around so you can go back to playing regular StarCraft when your mod is over.
Report, edit, etc...Posted by Forsaken on 2005-06-02 at 21:24:13
Well, thanks for everything... It's kind of sad, Shadow only posted once in here, helped me more than him/her. happy.gif :erm..:
Report, edit, etc...Posted by Slyence on 2005-06-04 at 19:30:27
QUOTE(Shadow @ Jun 2 2005, 05:52 PM)
Well, a few questions about eash of them.

Which is the more updated/better one to use?

Are there any significant differences with each?

Last about their differences, What should I use out of those two?
I really don't unerstand how to use either of them. I know what they are for, I just don't understand the process. Is there someone who can point me in the right direction?

Thanks ahead of the time.

If you would like me to go more in deoth of what I am doing please tell me! happy.gif
[right][snapback]224210[/snapback][/right]


1. StarGraft
2. I would rather use Stargraft, You can search google on how to use these, Or just look through SEN's tutorial's on how to use this, Or another solution will be to PM me, And ask me your problem.
Report, edit, etc...Posted by scwizard on 2005-06-04 at 19:50:16
Stargraft is great and all (especially considering it can acutally save...)

There is one problem though, in the requirements bar only the used units are listed, while memgraft has the used and the unused units listed.

So the question is:
If I want to change the requirements for a terran civilian and I add a new requirement (a feature memgraft doesn't have), which I name Terran Civilian and I make it for unit Terran Civilian, then put all the necisisary stuff in. When I load the unit with Memgraft, do I have to change the Terran Civilian slot they provide so it's used and has all the necisary stuff or can I rely on the new slot I made in StarGraft which doesn't show up in memgraft (becuase memgraft is stupid and doesn't support new requirement slots).

Hope I didn't confuse anyone.

Second question concerning the two:
Another of the problems with stargraft is that the list of strings you can use for buttons is predetermined by the english defult stat_txt.tbl
There is this load strings option, but it only works for txt files and not tbl files huh.gif
So is there anyway I can get a txt file with each of the strings from the english stat_txt.tbl file, so I can add strings to that list. And will the custom list be compatable with memgraft is I load the correct stat_txt.tbl upon startup?


I need anwsers to live!!!!
Report, edit, etc...Posted by Slyence on 2005-06-04 at 21:01:57
QUOTE(m.r.bob @ Jun 4 2005, 06:50 PM)
So the question is:
If I want to change the requirements for a terran civilian and I add a new requirement (a feature memgraft doesn't have), which I name Terran Civilian and I make it for unit Terran Civilian, then put all the necisisary stuff in. When I load the unit with Memgraft, do I have to change the Terran Civilian slot they provide so it's used and has all the necisary stuff or can I rely on the new slot I made in StarGraft which doesn't show up in memgraft (becuase memgraft is stupid and doesn't support new requirement slots).

Second question concerning the two:
Another of the problems with stargraft is that the list of strings you can use for buttons is predetermined by the english defult stat_txt.tbl
There is this load strings option, but it only works for txt files and not tbl files

So is there anyway I can get a txt file with each of the strings from the english stat_txt.tbl file, so I can add strings to that list. And will the custom list be compatable with memgraft is I load the correct stat_txt.tbl upon startup?
I need anwsers to live!!!!
[right][snapback]226270[/snapback][/right]


1. You have to change the Terran Civilian slot they provide so it's used and has all the necisary stuff
2. Why dont you just get the english stat_txt.tbl file. Yes the custom list will be compatable with memgraft.

Report, edit, etc...Posted by scwizard on 2005-06-04 at 21:41:46
QUOTE(Slyence(MM) @ Jun 4 2005, 08:01 PM)
2. Why dont you just get the english stat_txt.tbl file. Yes the custom list will be compatable with memgraft.[right][snapback]226328[/snapback][/right]

QUOTE(m.r.bob @ Jun 4 2005, 06:50 PM)
Second question concerning the two:
Another of the problems with stargraft is that the list of strings you can use for buttons is predetermined by the english defult stat_txt.tbl
There is this load strings option, but it only works for txt files and not tbl files  huh.gif [right][snapback]226270[/snapback][/right]


As for the first question.
NOOOOO! this seriously hinders modding becuase memgraft can't save. So every time you want to change the requirements, you have to load the pat, and redo all the requirement changing stuff.

:Þ that sucks.
Report, edit, etc...Posted by DT_Battlekruser on 2005-06-04 at 23:14:41
First MEM/Star graft tutorial added to the pinned thread.
Report, edit, etc...Posted by BSTRhino on 2005-06-05 at 02:34:13
QUOTE(m.r.bob @ Jun 5 2005, 12:50 PM)
Another of the problems with stargraft is that the list of strings you can use for buttons is predetermined by the english defult stat_txt.tbl
There is this load strings option, but it only works for txt files and not tbl files  huh.gif
So is there anyway I can get a txt file with each of the strings from the english stat_txt.tbl file, so I can add strings to that list. And will the custom list be compatable with memgraft is I load the correct stat_txt.tbl upon startup?
I need anwsers to live!!!!
[right][snapback]226270[/snapback][/right]

You can turn a TBL file into TXT file by saving it as "(something).txt" in TBLPad, and you can also do it the other way round as well.

If you're going to be using a different rez\stat_txt.tbl for StarGraft, make sure you're using the same modified rez\stat_txt.tbl for MemGraft and also in your MPQ to mod StarCraft. All that is stored in the StarGraft/MemGraft file is ID numbers to entries in rez\stat_txt.tbl, so you need to supply the same rez\stat_txt.tbl to all your modding programs if you want to see consistent results across all your modding programs. In fact, it is possible to supply Arsenal III with your modded rez\stat_txt.tbl file, although that's not relevant to what you're doing here.
Report, edit, etc...Posted by scwizard on 2005-06-05 at 12:30:18
Thanks BSTR for the helpful tips on string editing, I didn't really exspore tblpad enough so I didn't know that.


QUOTE(m.r.bob @ Jun 4 2005, 08:41 PM)
As for the first question.
NOOOOO! this seriously hinders modding becuase memgraft can't save. So every time you want to change the requirements, you have to load the pat, and redo all the requirement changing stuff.

:Þ that sucks.[right][snapback]226390[/snapback][/right]

Now becuase your the expert modder around here, how do you get around the problem outlined above?
Report, edit, etc...Posted by DT_Battlekruser on 2005-06-05 at 12:42:01
Bribe DarkWizzard for the MEMGraft source code and fix it youself tongue.gif There is no other way.
Report, edit, etc...Posted by KrAzY on 2005-06-05 at 12:42:27
QUOTE(DT_Battlekruser @ Jun 2 2005, 03:56 PM)
It is best to use both.  MEMGraft is  censored.gif ed up right now and can't open saved memgraft projects, so you want to write the patch in StarGraft.  When you're done with the PAT file, follow these steps by BSTRhino:

1. Create a new MemGraft patch by importing your StarGraft PAT into MemGraft 1.12b.
2. Go to the last tab of MemGraft and rename "\patch_rt.mpq" to your mod's MPQ. So, if you're using TerranDoom.MPQ, then you'd change the box to say "\TerranDoom.mpq."
3. Go back to the first tab and hit "Save Release." This will produce your mgd file for you. I recommend you call it something you can remember, like TerranDoom.mgd if you're making a mod called TerranDoom.
4. Save the EXE file...
5. Now for your MPQ, instead of doing the usual and making it from scratch, instead copy Patch_RT.mpq as TerranDoom.mpq (or whatever you're calling your mod), open it up in WinMPQ and copy all your modded files over the top of the files which are already there. Also stick your mgd in as custom\mgpatch.mgd. You need to do this because MemGraft only accepts four MPQ files, and this combines Patch_RT.mpq and your modded MPQ into one MPQ, achieving the same effect as having five MPQs using MPQDraft.
6. When you run the mod, remember to copy your EXE file and your MPQ into the same folder as StarCraft.

[right][snapback]224221[/snapback][/right]

Yes.
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