Best Practices for Data Editing
Posted: Fri Jan 24, 2025 2:29 pm
I have a few 3D models that I am testing by overwriting backed-up stock files. I am now going to attempt to sort through the interconnected data files, which is a bit complex to keep organized. My first thought is to start a new database, and only enter the vehicle that I am working on and growing it from there. Will the stock files "fill in" the areas that I am not touching?
For example- I have a tank that I am adding.
-I create a new database, and copy all of the files in from an existing database and give that a new name.
-I copy/paste an existing tank in "resources_custom_3d" at the end of the unit list that is existing (with a consecutive number for ID), re-direct the code it to my file names, and adjust any values that don't fit.
-In "units", I copy/paste an existing tank of similar values, and paste as a new, consecutive entry. I cut the Sprite entries at top, and paste in the new 3D links to files in the XML.
-Create a "formations" entry for the unit, as a group with individual entries for any 3D model used in the grouped unit
-Add ammunition, if needed
The other Resource XML's will need be adapted if a different era than the stock game.
Does that cover it? My main question is - Do I need to include the stock code in the XML, or may I just start a new database for just my new unit (so far), and the rest gets filled in from the main database if missing from mine? I would like to grow my database, without the extra stock entries, as that's a large pool of information to tangle with.
For example- I have a tank that I am adding.
-I create a new database, and copy all of the files in from an existing database and give that a new name.
-I copy/paste an existing tank in "resources_custom_3d" at the end of the unit list that is existing (with a consecutive number for ID), re-direct the code it to my file names, and adjust any values that don't fit.
-In "units", I copy/paste an existing tank of similar values, and paste as a new, consecutive entry. I cut the Sprite entries at top, and paste in the new 3D links to files in the XML.
-Create a "formations" entry for the unit, as a group with individual entries for any 3D model used in the grouped unit
-Add ammunition, if needed
The other Resource XML's will need be adapted if a different era than the stock game.
Does that cover it? My main question is - Do I need to include the stock code in the XML, or may I just start a new database for just my new unit (so far), and the rest gets filled in from the main database if missing from mine? I would like to grow my database, without the extra stock entries, as that's a large pool of information to tangle with.