Author Topic: Modfile Inspector, files.xml editor, ModPackage Creator 1.2c  (Read 15301 times)

Malachor

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Re: Mod Package Creator v1.5 (for Reanimator)
« Reply #15 on: Jan 02, 2010; 12:24 AM »
Quote from: "Kite"
2. I also expect the "*.txt.cooked' files from the "Reanimator.jar" to be located in this directory
Because I assumed(for some reason) that target folder actually meant source folder :roll:  this is why it was saying that it can't find the files.
I don't about the type problem, from what I've seen it should work. the options are just:
type=opt-in, type=opt-out, and type=required.

Malachor

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Re: Mod Package Creator v1.5 (for Reanimator - 20.12.09)
« Reply #16 on: Jan 02, 2010; 06:04 AM »
All righty then :)
I think I've worked out the main issues.
I've set up my mods like this:
Purchaseable_Cubemodinfo.ini
Purchaseable_Cubebasedataexcelitems.txt.cooked
Purchaseable_Cubeoriginaldataexcelitems.txt.cooked

The problem is, when I right-click - "send to" - compressed(zipped) file it creates a zip file like this:
Purchaseable_Cube.zipPurchaseable_Cubemodinfo.ini
Purchaseable_Cube.zipPurchaseable_Cubebasedataexcelitems.txt.cooked
Purchaseable_Cube.zipPurchaseable_Cubeoriginaldataexcelitems.txt.cooked

When NewLauncher is expecting only:
Purchaseable_Cube.zipmodinfo.ini
Purchaseable_Cube.zipbasedataexcelitems.txt.cooked
Purchaseable_Cube.ziporiginaldataexcelitems.txt.cooked

Also, when you only have one option in your mod, it will be "required", even if your mod is either "opt-in", or "opt-out".
There must be more than one option for either opt-in, or opt-out, to work.
I guess you'd have to uncheck create zipped files, create your other options, then zip them up together.
Making sure that all of the options are in the one folder, and using the one modinfo.ini file.
Perhaps you'd like to add support for additional mod options Kite?

Kite

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Re: Mod Package Creator v1.5 (for Reanimator - 20.12.09)
« Reply #17 on: Jan 02, 2010; 02:12 PM »
UPDATE TO v1.6

Quote from: "Malachor"
I guess you'd have to uncheck create zipped files, create your other options, then zip them up together.
Making sure that all of the options are in the one folder, and using the one modinfo.ini file.
Perhaps you'd like to add support for additional mod options Kite?

For now I added the option to specify if the mod is of "base" class or just "optional"... I also tried to modify the current GUI to allow multiple mod options, but it looks like this is not an easy thing to do in my current design. I'll have to redesign the GUI structure (design + data structure) from scratch to add these options and I also might have to modify the ModPackageCreator component itself to allow this. Not really difficult but time consuming.


As I want to keep the program as simple as possible so that the user doesn't have to prepare anything by hand (like moving files to certain directories) I'm having some problems deciding on how to structure the workflow of the new GUI. If you want to add multiple mods to one package you'll probably have to switch between Reanimator and the ModPackageCreator a few times... Reanimator for modifying the first load of files, MPC for creating the first package, then Reanimator again for the second load of files, then MPC for creating the second mod package...
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Kite

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Re: Mod Package Creator v1.6 (for Reanimator - 02/01/2010)
« Reply #18 on: Jan 06, 2010; 09:13 PM »
New GUI Preview (Updated)

As my old GUI design was not capable of creating and handling multiple mods in one mod package, I've decided to redo the whole MPC design from scratch and add the features Malachor suggested. This is an early preview version of the new user interface (no mod packaging functionality included!) to get some feedback and other suggestions from the actual users.

Requires .Net framework 3.5




Imitation of the Hellgate Revival SP mod version 1.2 (optional files) folder structure as example.
« Last Edit: Mar 23, 2010; 05:26 PM by Kite »
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ajf64

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Re: Mod Package Creator v1.6 (02/01/2010) + new GUI preview
« Reply #19 on: Jan 06, 2010; 09:27 PM »
its nice but not really much to see may be get a bit more creative with  the buttons

Kite

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Re: Mod Package Creator v1.6 (02/01/2010) + new GUI preview
« Reply #20 on: Jan 07, 2010; 05:41 PM »
<mod>
<name>Test</name>
<version>
<majorVersion>0</majorVersion>
<minorVersion>0</minorVersion>
<subVersion>1</subVersion>
</version>
<extension>.mod.zip</extension>
<link>http://www.hellgateaus.info/forum/download/file.php?id=1599</link>
</mod>

Quote from: "ajf64"
its nice but not really much to see may be get a bit more creative with  the buttons

Well... GUI design is the last thing I'll be doing as this program is mainly about functionality and usability, not looks ;)
I already thought about adding a kind of Hellgate-ish theme, but manipulation of the design is not supported by most of the control elements. For now I'll just stick with the plain but easy-to-see buttons...

@Malachor:
I'm currently in the final stage of implementing the actual mod packaging functionality. As the new program allows the user a lot more freedom in selecting which files to use (compared to the old GUI), I'll probably drop the "check if file was modified" functionality. If I do implement it I will change its functionality to highlighting files (red background) that weren't modified instead of not even showing them in the file selection. This way users can (theoretically) create a backup of their current installation...
« Last Edit: Feb 20, 2010; 10:34 PM by Kite »
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ajf64

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Re: Mod Package Creator v1.6 (02/01/2010) + new GUI preview
« Reply #21 on: Jan 08, 2010; 05:52 AM »
ya i really don't see any thing wrong with it its clean and functional

Kite

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Re: Mod Package Creator v1.6 (02/01/2010) + new GUI preview
« Reply #22 on: Jan 08, 2010; 10:03 PM »
New MPC GUI v1.0

Here you go, the first functional version of my new GUI design including support for multiple mod packages. If you need help or find any bugs or errors, let me know :)

[attachment=0:34qfjtm8]MPC-GUI.rar[/attachment:34qfjtm8]

Hint:
If you encounter the error message *"files.xml" contains no valid mapping path for the file "abc.xyz"* the file you want to add is not specified in the "files.xml" mapping file. In this case simply open the "files.xml" with any text editor and do the following:

If you want to add a new folder that is not currently specified in the list (e.g. you want to add new advertisements) add a new entry
Code: [Select]
 <folder name="Databackground_advertisements">
  </folder>
where the path in "name" is the folder path starting in the HGL main directory.
To specify which files (e.g. modified advertisements) should be placed at the end of this path, add the following entries between the <folder> and the </folder> tags:
Code: [Select]
 <folder name="Databackground_advertisements">
    <file>ad01.dds</file>
    <file>ad02.dds</file>
  </folder>
Now the program knows where to place these files the next time when you pass them to the mod file list.

Known problems:
Adding multiple files that share the same name to a single mod is not supported, yet. Example: The Zomper mod contains a texture "zombie_male_diffuse.dds" which is available for normal and low resolution (in the folder "low"). As both files have the same name the folder mapping cannot be completed as the program cannot determine where to place the "low" file.
Possible solution (not implemented, yet): As all names must be unique, I'm thinking about solving this special issue by requiring something like a "#low" postfix in the name ("zombie_male_diffuse.dds#low"). Via this postfix I could determine that the file should be placed in a folder "low", while having a unique name.
« Last Edit: Jan 09, 2010; 12:54 PM by Kite »
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ajf64

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Re: Mod Package Creator v1.6 + new GUI v1.0 (08/01/2010)
« Reply #23 on: Jan 09, 2010; 05:13 AM »
nice work seems to work perfect for me

Kite

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Re: Mod Package Creator v1.6 + new GUI v1.1 (Jan 20, 2010)
« Reply #24 on: Jan 20, 2010; 12:22 PM »
<mod>
<name>Test</name>
<version>
<majorVersion>0</majorVersion>
<minorVersion>2</minorVersion>
<subVersion>0</subVersion>
</version>
<extension>.mod.zip</extension>
<link>http://www.hellgateaus.info/forum/download/file.php?id=1599</link>
</mod>


MPC_GUI v1.1

Fixed some bugs
« Last Edit: Mar 23, 2010; 05:26 PM by Kite »
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Kite

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Re: Mod Package Creator v1.6 + new GUI v1.1 (Jan 20, 2010)
« Reply #25 on: Jan 20, 2010; 10:21 PM »
MPC_GUI v1.2

Fixed a bug that only appeared when adding ONE mod to the mod package (lol...).

The "files.xml" file I use inside of my program tells the creator, in which directories/subdirectories the ModPackageCreator should place the the different files you added. It is based on XML so its pretty easy to extend the current list of files with new ones (I didn't add all the "file -> folder" mappings as there are just too many... Up till now I only added those I really need). If you get the message that some xml mappings are unknown or could not be found, you need to specify those mappings by hand.

The basic structure of the  files is:
<known_files>...</known_files>:
Starts a list of known mappings. Place new files between these two tags

<folder name="data_commonexcel">...</folder>:
Tells the program that there is a new folder with files to use for the mapping. "name" contains the folder path of the files (the HGL installation directory is the "root" directory" and doesn't have to be specified).

<file>gameglobals.txt.cooked</file>:
You can use this tag to tell the program which files have to be placed inside of the specified folder. Just place this tag between the two "<folder>" tags. Use the complete filename.

This only needs to be done ONCE for each file!


e.g.
If you want to add the file "items.txt.cooked" (already there, but as an example) to the mapping you need to do the following:
Open "files.xml" inside of a normal text editor and add a new "<folder></folder>" tag to the end of the list right before the "</known_files>" tag. If the path to the original "items.txt.cooked" file would look something like this "D:Flagship StudiosHellgate LondonDataexcelitems.txt.cooked", you set the "name=" attribute of the tag to "Dataexcel":
Code: [Select]
<folder name="Dataexcel"></folder>Now the program knows that there is a folder with the name "Dataexcel" inside the HGL directory. To add files to this folder you add a "<file></file>" tag inside of the "<folder></folder>" tag. Inside this "<file>" tag, specify all the files that are inside of this folder.


The final xml structure should then look similar to this:
Code: [Select]
<known_files>
    <folder name="Dataexcel">
        <file>items.txt.cooked</file>
        <file>quests.txt.cooked</file>
        .
        .
        .
    </folder>
    .
    .
    .
</known_files>



PS: As there doesn't seem to be much interest in this tool, I'll probably discontinue this project. This will be the last version.
« Last Edit: Mar 23, 2010; 06:16 PM by Kite »
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Kite

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Re: Mod Package Creator: New MPC_GUI v1.2 (Jan 20, 2010 UPDATED)
« Reply #26 on: Feb 06, 2010; 03:35 PM »
Modfile Inspector

Another little tool for all the lazy people and modders out there who want to know whats inside a mod package without having to browse through all the folders (If a package contains multiple mods, the program WON'T differentiate between them!).



[attachment=0:2e94x1gu]Modfile_Inspector.zip[/attachment:2e94x1gu]
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Kite

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Re: Mod Package Creator + Modfile Inspector
« Reply #27 on: Feb 28, 2010; 01:51 PM »
files.xml editor

This small tool simplifies the modification of the "files.xml" used by the ModPackageCreator so there's no need to edit it by hand. Use this tool if you want to add additional cooked files or textures to your mod packages that aren't specified inside of the files.xml yet.

[attachment=0:r48zkr02]filesXml_editor.zip[/attachment:r48zkr02]


PS:
Feel free to share your modified files.xml files inside this thread.
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Coldheart

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Re: Mod Package Creator + Modfile Inspector + files.xml editor
« Reply #28 on: Mar 02, 2010; 06:38 PM »
Question...

Here are some files and the actual directories they reside in:
----------------------------------------------
databackgroundstationposters01.dds
databackgroundstationtrashcan01.dds

databackgroundstationlowposters01.dds
databackgroundstationlowsmcratewood01.dds
databackgroundstationlowsmvending01.dds
databackgroundstationlowtrashcan01.dds
databackgroundstationlowwarningsigns01.dds

databackgroundtubebdumpster.dds

databackgroundtubestationsliverpoolstreetlp_halla_advertslightingmap.dds
databackgroundtubestationsliverpoolstreetlp_hallb_advertslightingmap.dds

----------------------------------------------

I already have the modified files ready to go, but when using the MPC-GUI, the destination paths created do not correspond to the path the file is in. How do I edit that generated path to the one I want the modder to use?


This may not look correct, but I do know the above paths are the ones I need as the files I changed worked with the 0.7 fun patch.
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Kite

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Re: Mod Package Creator + Modfile Inspector + files.xml editor
« Reply #29 on: Mar 02, 2010; 08:50 PM »
Quote from: "Coldheart"
Question...

Here are some files and the actual directories they reside in:
----------------------------------------------

I already have the modified files ready to go, but when using the MPC-GUI, the destination paths created do not correspond to the path the file is in. How do I edit that generated path to the one I want the modder to use?


This may not look correct, but I do know the above paths are the ones I need as the files I changed worked with the 0.7 fun patch.
Hmm... strange... I had a look at the locations of these files (directly inside the original game files) and a lot of textures are placed in other folders than those you mentioned... (most of the files are in a "low" subfolder).

Well... anyway if you want to modify the folders the "MPC_GUI" places the files in you can either modify the "files.xml" file by hand or use the "files.xml editor". Just place the "filesXml_editor.exe" in the same folder the "files.xml" file is in and start the executable.



If you want to add a new folder:
Type in the path to the new folder in the textbox below and click "Add this folder".

If you want to modify an existing folder path:
Select the folder you want to modify on the left side and correct its name in the textbox above (Modify folder).

If you want to remove a folder:
Select the folder you want to remove on the left side and click "delete selected". This will delete the wrong folder mapping and all the file mappings within the folder.


If you want to add a new file:
Select the folder you want to add the file to on the left side. Type the name of the new file into the textbox on the right side and click "Add this file".

If you want to modify an existing file:
Select the file you want to modify on the right side and modify the filename in the textbox above (Modify file).

If you want to delete a file:
Select the file on the right side and click the "delete selected" button.


If you want to save your modifications:
Click the "Save" button (the floppy disk icon) in the top left corner of the window.

If you want to revert your changes/reload the file:
Click the "Reopen/Reload" button (the folder icon) in the top left corner of the window.
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