As I have said when writing up the Mod Installer Packager (ModInstaller) I have been working on some other modding tools. I call them the "Legacy Mod Development Tools". The UU Team and myself have been using versions of these for a long time. Mostly I use them, but other members use portions of them. They have grown alot since they were started, as I have found need for new tools to aid me in modding the game more effectively. Initially it was just a map editor front end, much like the simple one currently built into the uutools from UU1.5, it became a map database editor for me to create the map database for the UUTools when I added that feature to them, and has grown drastically from those early designs. Not everything is useful to everyone, it's an all inclusive tool. I will be showing shots of some of the more useful areas. There are a couple sections I'm not posting shots of at this point which are a bit more specialized and people will be less likely to find useful. Also there is the Two on Two Testing section which is used for ship(and station) balance testing as well as weapons testing, I've been working the last couple months to get them to a point they are a little more flexible and polished so other people outside the team might be able to make use of them. These tools are actually far more complex than the UUTools. They aren't perfect and they aren't complete as I would like, but it's alot of work and takes alot of time to implement some of the features. Getting these tools in shape is the follow up to the ModInstaller Packager I did awhile back. Some of the things I learned while writing the ModInstall Packager helped me greatly improve on these LMTools. I still have feature I want to implement or improve and will likely do so as time goes on. New Mission Editor Interface. This has most of the features of the Bethesda Mission Editor that I created updated versions of. But I found that editor lacking in numerous areas. The new layout and disconnection between parts gives me far more flexability and makes development easier for me. It doesn't support the "Export" function and the lacks the "Delete Mission" option partly due to the disconnected nature of it. It does support Objective editing and can launch the LegacyMissionEditor if you so choose to. The Map Database and Map Editor section. It includes the ability to create and maintain a map database that is used with various other sections of the tools. Also this is used for UU to create the Map Database that is used by the UUTools utility. You can either view the maps by the Map Database Entries or by a filename list and even filtered by subfolders. Also filter by "map type" and "creator/author". You can filter out the Stock Maps from the Filelist view, as well as setup a filtered list in the "Settings Section" if you like. I haven't used the custom filter feature in over a year myself, but left it intact (I think). This section is used to create updated Label Map files based on the Map database. Currently it will only populate entries in the map database, if your map database is incomplete your labelmap will be incomplete. It also creates a cleaned up map database removing "missing files". It also creates "Singleplayer Mission Menu" xmls, they are created based on Map Types, and Dates they are for example the Historical Battles or Original Missions or in the past the One on One menus. It can create an "All" maps or "Era" or "Date" specific, or even override the dates (such as for the old One on Ones) The Readme editor and creator. Supports both .txt and .rtf. This reads from the same readmes as the UUTools and lets direct editing of them, or to open them in wordpad for more advanced features. Some basic formatting can be done to rtf files in the editor window. Allows creation of new files and can be used to duplicate existing files to the new file. The Chunking tools. This allows duplication of existing chunks to new ships/objects. Allows reassigning surface materials (texture files) for each part. It's all automatic, you either type or pick the texture file with the browse button. You then pick the final output file and it creates the new root files etc. The Odf Data lookup section is one of the larger sections. The first section lets you lookup just about any stat in just about any odf file. It's geared initially for Ships but can show Stations or weapons or anything although some lookups are hardcoded there are 11 customizable entries. Doubleclicking any filename will open it in your default odf editor program for easy editing and viewing. This is the customizable lookups. The first three allow it to find multipule entries for the same entry such as "#include" entries being the most popular duplicated entries, the rest will only return the first entry. This section list all "inuse" weapons or "all" weapon files and splits them into the types by folder, you can view the matched ordnance files as well. Doubleclicking any filename will open it in your default odf editor program for easy editing and viewing. Doubleclicking just about any filename anywhere in the odf tree will open it in your default odf editor program for easy editing and viewing. Also to just View you can highlight the odf file you want to view and press the View button and it will show in the right most box. This is the Odf Mass Updating section, it's dangerous in the wrong hands or if misused.. It has two modes the first on here is update to values. This first section I generally use the Odf Lookup screen to make a .csv file then edit the csv file in Excel and make my alterations and resave it. Then I load it into this section with the Load .csv button and update it. The second section (which there is no screenshot) is the "replace by value" you can tell it to replace all "shieldlevel = 1000" with "shieldlevel = 1200" and it will update every odf file in the selected folder that has the initial value with the new one.
Ok, this is awesome. How long did it take to code all this?
May I ask how you are retrieving the map size?
edit: It looks like it's getting a wrong value for the m3d format version.
This has been around in one form or another since about the time of the September of 2007 release of UU1.0.
I've been working on fixing it up to be "other modder friendly" since I finished up the ModInstaller the other month. There have been alot of recent additions as well as major code rewrites. Initially I was going to work up the Mod Tools before the ModInstaller, but I realized the ModInstaller would give modders the ability to do something that couldn't be done previously, while the Mod Tools features were already possible to do even if they might take significantly more time in many cases.
The very early features were the map editor front end, map database and xml generation. The Map database released with the UUTools & More package was created from within the earliest version, and the "sorted singleplayer mission menus" were created and based on that Map Database using the Xml Generation section, as well as the recreated Labelmap that was included. Great time saving features at the time, but very time consuming to create the map database for everything to work off of.
The parts that are most useful to me on a daily modding basis are actually the Odf Data Lookup screen, Mission Editor and 2on2 Testing. Still the other sections are highly useful when needed. The only things I don't find much use for are the Weapon List and the Weapon/Ship/Station Trees.
The map database is 100% manual entry actually. It works off the same map database I created backin 2007 for UU1.0. The database has been maintained since that time. I've attempted to automatically read various settings from the .sol but been unable to make heads or tails of it. All I found to be manageable was pulling the map name and script references. Since it was written for UU and I already had a database I didn't mess with it so far. I was hoping to pull size, players, player 1 race, map type (deathmatch etc), but I couldn't figure out the file format. Maybe if I had more time I could manage something but I had to move on to other things. I wouldn't mind working with you to see if we could manage to figure more out about the .sol format for that kind of data. It took me a month to build the original UU1.0 map database manually..
The M3d format is of the chunk files not the ship/station models, so the version might be different than what your used to, also it's in decimal not hex. The reason it was listed was because the Chunks use 2 different versions of the m3d format, the two versions have slightly different setups. The "numbered files" such as "root0" "root1" are copies of the original files, but the "root" is a brand new file built from scratch so it needed to know the version to be able to create the file properly. The "root" files are actually rather simple once they are broken down. They are nothing like the ship/station model files as they contain no geometry data, just surface and material names..
There are alot of features and functions I'd like to add or improve, and I will be what I can as I get the chance. There have been alot of changes in the last two months that have made it more useful.
One of the biggest things was, from the start it was built on the Map Database, so it wasn't practical for use outside UU initially, and it was very unhappy when one didn't exist. It's still very unhappy when there isn't one, but now it will make a blank one for you and as long as there is one even if it's blank you can use many of the features.
I'm sure there are numerous problems in numerous areas that will be found if a number of moders try it out. I'm the primary user of the tools, although many of our team members use atleast some of the functions none use it to the level I do. I've tried to put in helpful instructions there is an instructions area with some basic info on most sections.
The modtools will work with any mod basically, although you have to create your own map database from scratch to take full advantage of the mapping and xml features. I had been looking to do a map database generation function that would build a basic map database from stratch when pointed to a specific Legacy install, but haven't had the time as it's quite a project in itself.
Now can build a basic map database by using the Singleplayer Mission Xmls and the Label Map. Skips anything not on a singleplayer mission xml. But that's better than nothing. Groups them by the xml they are listed on as the "MapType". Fills in the Display Name from the Labelmap and the rest of the data from the Mission Xml.
I spent last night finishing the "Build Map Database from Legacy". It took longer than I hoped, I had part of it already coded from a few weeks back when I started the setup of it. I was getting tired and it was going slow.
What it does is look for Mission Xmls in all sub folders of the "Selected Legacy Path". It then takes each entry and pulls it into the map database, it then loads the Labelmap in the Selected Path and adds the Display Names (if present). It then saves it out in the proper format. Depending on the number and size of the "Singleplayer Menu" xmls it finds to process it might take a little bit. For me on UU2.0 Beta it took less than 20 seconds I think. Aftermath would take the longest of all mods because of all the singleplayer menus in it. I didn't attempt building one off of AM or TB, but it should be able to.
It doesn't currently check for the existence of a .sol file before adding it to the database, I need to work that in yet. A note that duplicate entries will be created for maps that are in multiple xml menus, so for UU1.0-1.5 One on One maps you would have 4 entries for the same map, just different "Dates".
With the ability to build a basic database from an install that's about the last of the "initial" feature set I had to impliment. Still got to rebuild the XML Generate section a bit and see if there is anything else that should see changes.
These tools were built specifically for Ultimate Universe so somethings may not be as useful for other mods and modding.
There are numerous screens I didn't post shots of, some are settings and instructions, some are functions with very specific use. One thing that is in the screens that I didn't mention is the little "Edit Odf" box and buttons. You type an odf filename in the Edit Odf box and press the "Edit Odf" button and it will find and open the file in your default .odf editor. You can put in f_galaxy, f_galaxy.odf, "f_galaxy.odf" and it will work with any of those entries, it trims off Quotes " and it appends .odf if it's missing. It checks the varous odf folders for the file, it doesn't check "all" subfolders folders in the \odf directory but it checks most of the main stock ones.
Any Crazy Modders out there want to play around? Here is your chance. LMTools.rar - Windows Live
Any constructive feedback would be appreciated. It does not currently include the files for "Two on Two" testing mode. It can be run from anywhere, but usage is simplified a bit by running it from the main legacy install you use for modding.
I've found and fixed up a few things. Most related to the Two on Two testing which I didn't include in that download anyways.
I need to rewrite the LabelMap creation to be an "Update" rather than full rebuild from a set base source to improve compatibility a bit.
I need to work out 2on2 so it will work properly with other versions of legacy. Just need a bit of time.
Since I'm not getting any feedback so far, I'm making continued compatibility work for the LMTools low on my Legacy Modding Priority List though. If there isn't any demand for usage of any of the features I have plenty of other work to keep me busy to keep UU2.0 rolling along.
On a slightly releated note, I will be releasing a minor update to the ModInstaller when I get the time to fix up a minor issue I came across using it the other day. It's not exactly been getting any use either so no big deal.
Fixed numerous issues with the map database. And some other changes. There is a basic change log in the "Instructions" section.
Download is updated to the most current build as of now.
No new features but fixes for existing. I'm busy with alot of other things, right now this looks fairly solid, I might get around to packing this in the next week or so into something to post up for download. Just need the time to make a proper package along with documentation and some version of the 2on2 testing.