Tactical Display Editor

Now comes with a better installer system. It also fixes a bug with the torpedo and pulse weapons. This program will let you easily and quick...

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File Description

Now comes with a better installer system. It also fixes a bug with the torpedo and pulse weapons. This program will let you easily and quickly edit the icon overlay for both weapon arcs and damage indicators quickly and easily. Even complex overlays, such as TMP vessels, or the Concord's 26 phaserbanks was fully completed by me in around a half hr, and it does not take long to get used to this program.

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Download 'tde_v22.zip' (498KB)

Readme
Tactical Display Editor version 2.2 readme 21 June 2003
                         

Written by MARK ALLEN
check
www11.brinkster.com/markalle
for any updates, and other info.

any bugs/comments/requests to
mark_p_allen85@hotmail.com

contents:
1_____overview
2_____Quick Guide
3_____general usage
4_____editor usage
5_____known problems
6_____To Do



##############################################
OVERVIEW:
This is a gui for editing the weapons display in the tactical view of Star Trek: bridge commander. Install by running the tde_v22.exe file. it will install to start menu->games

when you load an input file, TDE will check for an icon of the same name as the hardpoint (eg the sovereign image would be "sovereign.bmp"). This autoload will only recognise bitmap (bmp) files. If an icon fails to load, simply hit the "change icon" button and load one from the selector. this image must be in bmp/gif/pcx format to be loaded.

note if you have an older version installed, you can simply overwrite it with v2.1, you do not ned to uninstall the old one. However the file that used to be "TDE decompile" is now "TDEdecompile", you should delete the old version manually, as it does not load all necessary information.

Please remember to always back up your hardpoint before using TDE, (or simply copy it out of the BC folder, and don't overwrite the existing one till you're sure it works). I can't be responible for any data loss caused ybt using the TDE.

##############################################
QUICK GUIDE:
install setup.exe
copy hardpoint into tde directory
run "TDE decompile.exe"
run TDE, edit icons
run "TDE recompile.exe"
move hardpoint back to BC directory

more detailed explanation follows:


##############################################
general usage:

Copy the hardpoint file for the ship you wish to edit into the TDE directory (windows/Tactical Display Editor). and run the program "TDEdecompile.exe" that will have been installed in the directory. the program will just ask for the name of the hardpoint to be decompiled (without the ".py" on the end, so type "galor" not "galor.py")

to save time finding the directory TDE is running from, the lowest box on the TDE display shows the directory it's running from, just copy that into a shortcut (right click on the desktop -> new -> shortcut)

This should create a file called TDEinput.tde.

now run the tactical display editor itself this may take a second or two to fully load, if you have a very large number of icons. Edit the display to your liking (explained more accurately later).

now save to tde file and close the program

the changes you made will have been saved back to the TDEinput.tde, run the TDE recompile.exe. You will need to ensure the hardpoint is not read only. all the scripts from the BCsdk are read only, even some from the ME are given a read only status. This program will run and print a lot of code as it goes, ignore it, just wait for it to finish and hit any key.

the hardpoint now has the edited data inserted, copy it back to the BC directory

You're done, get playing :)


###############################################
TDE editor usage:

There are two modes in the TDE, weapons and damage icons. Switch mode using the buttons in the top left. when you switch between modes, changes are automatically saved, there is no need for save & exit. note that switching between modes can take a few seconds, approximately 1 second for every 40 icons (weapons + damage) on the ship.


WEAPON MODE:

once the file has been loaded you will see a list of the weapon icons down the left hand side, clicking on these (or using the up/down arrows) will scroll through the list.

the data boxes in the centre of the screen represent the information on the current weapon.

ARC ICON INFO
Icon type:	which type of green arc used
Position:	two boxes, the X/Y co-ordinates for the icon

INDICATOR ICON INFO
Icon type	which grey arc is used
position:	X/Y coords

weapon type:	self explanatory, this a read only boxe and serves no purpose to the user (simply used behind the scenes)

the icons on the right hand side are all buttons used to set the current icon. Clicking on these will set the image for the current icon/arc. The view/hide buttons below are still functional, but really just a relic, don't worry about them.

to edit your icon:
select it
if you wish to use keyboard shortcuts, hit edit icon.
changin any of the values on screen will update the current icon, if you've enabled the keyboard shortcuts, you can also use:

-arrow keys move the arc icon in the relevant direction, hold down for faster movement.

-holding shift+ pressing arrow keys will move the indicator icon in the same way.

(these are disabled normally, as if you use them while you still have the list of the left selected, you will change your selection). also you can use:

-left clicking on a green arc will pick it up, left click again to drop,

-right click will pick up/drop indicators

for the pick/drop method you must have the system you are trying to move highlighted in the left list. note that it is possible to have both an indicator and an arc picked up at the same time, just don't press the left and right buttons together, it can cause problems.

when you select a weapon that has not been set yet, you must hit one of the arc, & indicator buttons to set the type before anything is displayed, the icons will appear at (15,15) for you to grab and put where you want.




Damage MODE:

the functionalty here is very similar to weapon mode, and shouldn't really need more detail, but there are a few differences:

You will see that arc info had changed to system info, but still serves the same purpose. the indicator section has gone for obvious reasons.

the list of icons on the right hand side is more for reference than anything else. the icon type is not contained in the hardpoint (I must assume that it is worked out by BC with reference to the system type when it runs). I've used the same method, the type is automatically loaded. The only exception to this is that TDE cannot distinguish between warp and impulse engines in the hardpoint, so both are displayed as impulse engines (though you can still change the icon type by hitting the buttons, it simply won't be saved to the hardpoint).

the methods of icon movement remain the same (arrow keys/pick&drop).



hope this program helps all you hardpointers out there :) 

##################################################
Known Problems


1_______my ship is missing systems in the MPE, and BC will not load my ship!!!

there have been cases where the recompile has failed for unknown reasons, but don't worry, the TDE hasn't destroyed your hardpoint. the systems are still in there, and the problem is easy to fix. Open the .py file in notepad/wordpad and scroll to the bottom, there should be a list of all the systems in the ship, some of the last ones may be cut off, you simply need to fill in the missing systems, the format should be:

prop = App.g_kModelPropertyManager.FindByName("[system name]", App.TGModelPropertyManager.LOCAL_TEMPLATES)
	if (prop != None):
		pObj.AddToSet("Scene Root", prop)

just copy that in for each sytem and replace [system name] with the relevant information.

if this does happen to you, please help me track down this problem to eliminate it in later releases, mail me at mark_p_allen85@hotmail.com, please include:
your operating system,
processor manufacture (Ie, intel or AMD, I don't need full details).
also a copy of the recompiled (failed) hardpoint, and if you still have it, a backup of the hardpoint before you edited it with TDE, thanks for helping out :)



2_______some of the icons haven't been saved...
when the damage mode starts up, there can be a few discrepancies between what system is shown as selected, and which is actualy selected, therefore the first system you edit may not save, the simple solution is to try again. to avoid this problem, simply change the selection each time you load damage mode (just click on any name in the list, then the one you want)

3_______some reall weird values are coming up, or to many zeros in TDE
the most likely cause is that there is a comma in the system name, a comma in the name of any system WILL make that system uneditable, and any recompile attempts WILL fail.



TODO:
automatic scaling system to place the damage icons.
indicators of where the weapon systems are on the ship when placing weapon icons
a system to help manage the power output of warp cores (not exactly icons, but It'll be included in the Tactical display)

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Mark Allen


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Registered 8th June 2002

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