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Staredit Network -> Modding Chat -> DatEdit: new/old SC modding tool
Report, edit, etc...Posted by BroodKiller on 2005-09-29 at 12:15:57
Check here for a few more details:

http://forums.samods.org/index.php?showtopic=5518

Basically, DatEdit is Arsenal3 but without its bugs and flaws, and with a few fonctionalities added to the original. The application is about 80-85% done at the current moment, with ALL the major fonctionalities and issues done and tested in the game.

If you have any ideas about some possible improvements to the program - just name them, I'll see what can I do smile.gif
Just remember - DatEdit is mainly a DAT file editor and will keep this character no matter what, so don't ask things that does not belong to this area if SC modding.

Any comments, feedback and opinions are most welcome, of course smile.gif

Report, edit, etc...Posted by TERRAINFIGHTER on 2005-09-29 at 14:25:54
Looks good so far but can we see some of the other .dat editing areas in it since it might help us spot some unknowns u have and help you figure out what they are
Report, edit, etc...Posted by Centreri on 2005-09-29 at 14:50:52
Looks very nice smile.gif
More attractive layout then arsenal 3, or maybe its contrast between program and desktop..
Anyway, Ill be sure to use it once its released
Report, edit, etc...Posted by Voyager7456(MM) on 2005-09-29 at 14:57:17
Excellent! Arsenal III is good, but sometimes it has a few errors (Especially with some of the unused sprites like eldfire.grp, Venom, etc.)
Report, edit, etc...Posted by DT_Battlekruser on 2005-09-29 at 19:32:37
Just call it Arsenal IV tongue.gif
Report, edit, etc...Posted by BSTRhino on 2005-09-29 at 19:58:23
Very cool BroodKiller, this is long overdue!

I hope you get to type in or select referenced ID numbers, like for ground weapon, air weapon and other things. That way I might choose to lose my beloved Arsenal Zero.
Report, edit, etc...Posted by BroodKiller on 2005-09-30 at 13:32:13
QUOTE
Looks good so far but can we see some of the other .dat editing areas in it since it might help us spot some unknowns u have and help you figure out what they are


Sure, I attach a screenie of the Images Editor. Anyone can give a detailed try to the checkboxes?
QUOTE
More attractive layout then arsenal 3, or maybe its contrast between program and desktop..

tongue.gif
QUOTE
ADDITION: Also, the unknown in the flingy.dat file (using Arsenal III) enables animations other then turning therefore if you uncheck it for the zealot it wont be able to walk cause it cant play movement animation but if you uncheck it for the drone it will still be able to move just wont play movement animation

Sounds reasonable...could you elaborate a bit? Or just put a few "."s and ","s in, ok? wink.gif
QUOTE
Just call it Arsenal IV

That was my first thought, if you wanna know, but then I realised that nothing will bring the Camsys spririt back, and driving on their popularity would be most faul.
QUOTE
I hope you get to type in or select referenced ID numbers, like for ground weapon, air weapon and other things. That way I might choose to lose my beloved Arsenal Zero.

There will be a jump button for the Air/Ground Weapons, certainly.

http://forums.samods.org/index.php?act=Att...e=post&id=96427

Note: I didn't do the above, Disciple of Adun did, but it gets the message through I think...smile.gif

BST>What other linkers would you like to use? Flingy->Sprites->Images, maybe?

QUOTE
Yeah I agree with what BSTRhino sayd except I think it should still have a select bar on the left and add a number jump to thing to the right of the manual selector

In case you didn't notice, there is a JumpToID box on the right-hand bottom corner of the app smile.gif

QUOTE
can you PM me a beta version in it so I can help you solve some of the "unknowns"

I'd love to, but the application's usability is quite limited at the moment. I've got the core algorithms running well, but I need to do the UI also. Units Editor for example is not done AT ALL, it's just blank space, because in case I couldn't get all the fonctionality I wanted, making it would be a sheer waste of time. But I will count you in for the pre-release testing, if you want?
Speaking of the unknowns....check the topic at SA

http://forums.samods.org/index.php?showtopic=5518

for the details. Otherwise, I didn't have time to achieve more than Arse3 gives me, because I concentrated on the core algorithms and not on format research. If you have any information to share - make sure to post it, because everyone in the community would be able to profit from it when using the editor smile.gif
Report, edit, etc...Posted by BroodKiller on 2005-09-30 at 14:27:52
QUOTE(TERRAINFIGHTER @ Sep 30 2005, 08:11 PM)
I checked it but I cannot post there since I dont have a account and im too lazy to make one

I say - go for it. SA is pretty much the best modding-oriented community I've ever been to, and I've visited plenty of them (CC, CS, AEN, SC.ORG, AlkS, AL, CuC, BlizzF). smile.gif
Report, edit, etc...Posted by StealthyDeath on 2005-10-01 at 09:35:59
Looks excellent so far, keep up the good work. happy.gif

There are actually more then just 30 and 127. You can find 60 on the interceptor, 24 on the probe, scout, shuttle, corsair, and 20 on the dark archon.

As far as I can tell, air units and ground units that use the 'float' entry from the units.dat use 30 and those that don't use 127 along with buildings.

I am wondering, have you fixed the problem that corrupts the images.dat?

I find that the only reason Arsenal III corrupts your images.dat because of a flaw in it. The entries (usually only for shadows) that use palette 10 (from AZ) will switch back it back to the 'Unit Default?'(AZ=0) because the one that it uses doesn't exist in the Arsenal III.

(AZ standpoint) For example, the image is set as a shadow and it doesn't have the palette to 10, then it will appear as a blinking black/gray color.

Arsenal Zero doesn't have this problem since you can specifiy the palette that it uses.
Report, edit, etc...Posted by BroodKiller on 2005-10-01 at 11:33:51
QUOTE(StealthyDeath @ Oct 1 2005, 03:35 PM)
Looks excellent so far, keep up the good work. happy.gif

Thanks smile.gif
QUOTE
I am wondering, have you fixed the problem that corrupts the images.dat?

I wouldn't use the word 'fix' here, because that could imply that DatEdit is an improved version of Arse3, whereas it's a completely new application, but yes - there is no problem with my Images Editor so far. I presume this flaw was because Arse3 had a different parsing algorithm for each DAT file, some of which were good, some were not. In the case of DatEdit there is only 1, versatile parsing algorithm. The advantage of this is that either it works for every DAT file, or doesn't work for any of them, and given the succesful try to edit a DAT (it was flingy.dat, if you wanna know) and patching it to the game, I'd say that the former option is the case smile.gif
Report, edit, etc...Posted by SuperToast on 2005-10-01 at 19:43:40
I'll use it, it looks really nice.
Report, edit, etc...Posted by BroodKiller on 2005-10-03 at 10:00:55
Here, a few more screenies.
Could you tell me please which way do you like the Units Editor better: with tabs or flat buttons?
Report, edit, etc...Posted by DiscipleOfAdun on 2005-10-03 at 13:17:37
QUOTE(TERRAINFIGHTER @ Sep 29 2005, 03:28 PM)
I think the unknown is for movement, 30 for if its moving 127 for needs speed upgrade or doesn't move

example :
The unknown in the flingy.dat file (using Arsenal III) enables animations other then turning therefore if you uncheck it for the zealot it wont be able to walk cause it cant play movement animation but if you uncheck it for the drone it will still be able to move just wont play movement animation
[right][snapback]324198[/snapback][/right]



Could you be more specific on how you think this works. I've been doing a lot of exe research into the unknowns, and would like to hear your ideas. Oh, however, the speed upgrades are determined based on ID in the exe, so... you may not be completely correct. But, any ideas would help.
Report, edit, etc...Posted by TERRAINFIGHTER on 2005-10-03 at 17:30:41
Sorry I had to edit the post alot since when I created my post I was testing 2 unknowns at the same time and I accidentally got them mixed up cry.gif

QUOTE(TERRAINFIGHTER)
it enables animations other then turning therefore if you set it to 127 for the zealot it wont be able to walk cause it cant play movement animation but if you set it to 127 for the drone it will still be able to move just wont play movement animation cause it uses a float command and not a walking command


And I think the reason the interceptor has 60 in the number is cause you cannot control them without controling them through the carrier and the movement is read from the Iscript or hardcoded
Report, edit, etc...Posted by StealthyDeath on 2005-10-04 at 08:36:31
QUOTE(BroodKiller @ Oct 1 2005, 08:33 AM)
Thanks smile.gif

I wouldn't use the word 'fix' here, because that could imply that DatEdit is an improved version of Arse3, whereas it's a completely new application, but yes - there is no problem with my Images Editor so far. I presume this flaw was because Arse3 had a different parsing algorithm for each DAT file, some of which were good, some were not. In the case of DatEdit there is only 1, versatile parsing algorithm. The advantage of this is that either it works for every DAT file, or doesn't work for any of them, and given the succesful try to edit a DAT (it was flingy.dat, if you wanna know) and patching it to the game, I'd say that the former option is the case smile.gif
[right][snapback]325226[/snapback][/right]

Yes 'fix' is quite the wrong term. "Is there a problem with the image editor like A3's?" would've been better.smile.gif


QUOTE(BroodKiller @ Oct 3 2005, 07:00 AM)
Here, a few more screenies.
Could you tell me please which way do you like the Units Editor better: with tabs or flat buttons?
[right][snapback]325862[/snapback][/right]

I find the button version is better then the tabs.

Suggestion: When you select a graphic it shows the path name in the mpq. For example, selecting the unit Wraith will show 'unit\terran\phoenix.grp' somewhere. It wouldn't be any use to someone who changes the images.tbl, but it can help beginning modders who get into graphic editing.
Report, edit, etc...Posted by TERRAINFIGHTER on 2005-10-04 at 18:56:03
Sorry I got both my unknowns I was researching mixed up and I ended up telling yall the wrong instructions and forgot how 1 of them works so Im gonna re-research them and try to post here with the correct answers sorry.gif

ADDITION:
heres a list effects the unknown in images.dat have (complete)
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
Report, edit, etc...Posted by BroodKiller on 2005-10-05 at 06:55:17
QUOTE
5. if unchecked for a ultralisk it will have a weird blue shadow

That's probably because of the images.dat corruption. To be honest, having done it myself already, I'd say that Arse3's Images Editor is.....crap. I mean no disrespect to the coder, that is KA IIRC, but it's DAT parsing is incomplete and messes up the palettes.....It won't detect certain HEX values as well, which, to my mind, is unthinkable. Anyways, I guess it was just an early problem and KA didn't have time to fix it later, prolly because he was hired by Blizzard.
QUOTE
I find the button version is better then the tabs.

And that's the way it would be done smile.gif

UPDATE:
6 editors are 100% finished and tested already: Flingy, Sprite, Images, Portrait, Campaign and Sound. Tech and Upgrades are completed also, but awaits an additional TBL fonctionality to be done, but I can't get it to work....:/
Weapons editor is 95% done, also awaiting the TBL fonctionality and the infamous flag detection....
Orders is at works at the moment, as well as Units.

To put it bluntly - things are progressing well smile.gif
Report, edit, etc...Posted by StealthyDeath on 2005-10-09 at 03:34:36
I saw the new posted screenshots on SA. I would like to ask where did you put the 'unknowns' that are in the 'Miscellenous' tab from A3 at the bottom?

There was a description on SME, but the site seems to be down right now.

I'm assuming that they are the complete layouts or I just missed it, correct me if I'm wrong.
Report, edit, etc...Posted by ViolentMoose on 2005-10-09 at 09:26:47
how did you make it?
and whats that C++ builder or w/e
Report, edit, etc...Posted by BroodKiller on 2005-10-10 at 12:23:23
These unknowns are actually (in no particular order):
1.Map String referencer
2.Right-click action
3.4 Some placement stuff - not complete yet.

QUOTE
how did you make it?
and whats that C++ builder or w/e


BC++Builder is an IDE (Integrated Developer Environment) which allows both UI and the core coding (in C++) to be done easily and well coordinated. It's the best such program currently available.

As for "How did I make it" - well, I was learning some C++ some time ago, and finally decided that maybe I can pull out some working application. Hence the idea was born. The rest is just sitting, writing code, checking the format SPECs, Hex-checking and mistakes (LOOOOOOTS of'em)...smile.gif

ADDITION:
####UPDATE#####
10 editors are considered complete: Weapons Editor enters the family smile.gif
Also, flag parsing eventually decided to like me, so the only problems left are related to TBL-parsing, Searching for an entry name and probably some weird format characteristics. I think that all the major problems (for the initial release) can be considered solved as of now smile.gif
Report, edit, etc...Posted by mc_Smurf on 2005-10-10 at 14:40:50
it looks really nice... I like the part that it tell you what attack is for the hero or not cool1.gif
Report, edit, etc...Posted by DeF_ on 2005-10-10 at 15:01:24
Yes adding 'Hero' 'Hero1' ect.. will be really helpfull, and no bug in it? Really? Oh yeah!!! Ars3 is full of gay bug that make it crash! Keep up on the good work smile.gifsmile.gifsmile.gif
Report, edit, etc...Posted by ViolentMoose on 2005-10-10 at 18:23:30
QUOTE(BroodKiller @ Oct 10 2005, 11:23 AM)
These unknowns are actually (in no particular order):
1.Map String referencer
2.Right-click action
3.4 Some placement stuff - not complete yet.
BC++Builder is an IDE (Integrated Developer Environment) which allows both UI and the core coding (in C++) to be done easily and well coordinated. It's the best such program currently available.

As for "How did I make it" - well, I was learning some C++ some time ago, and finally decided that maybe I can pull out some working application. Hence the idea was born. The rest is just sitting, writing code, checking the format SPECs, Hex-checking and mistakes (LOOOOOOTS of'em)...smile.gif

ADDITION:
####UPDATE#####
10 editors are considered complete: Weapons Editor enters the family smile.gif
Also, flag parsing eventually decided to like me, so the only problems left are related to TBL-parsing, Searching for an entry name and probably some weird format characteristics. I think that all the major problems (for the initial release) can be considered solved as of now smile.gif
[right][snapback]330813[/snapback][/right]



So, how long did it take you to learn C++ and can you reccomend any good tuttorials?
Report, edit, etc...Posted by TERRAINFIGHTER on 2005-10-10 at 20:08:00
QUOTE(ViolentJ @ Oct 10 2005, 05:23 PM)

So, how long did it take you to learn C++ and can you reccomend any good tuttorials?
[right][snapback]331087[/snapback][/right]

I partially know C++ also and i've been studying it half a year

for the tutorial Id suggest you get the book "SUCCESS WITH C++"
Report, edit, etc...Posted by ViolentMoose on 2005-10-10 at 21:51:14
Damnn, half a year... Thats extreme well i hope to understand it soon tongue.gif thx
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