Modding Tools

Please post here for questions and discussion about scenario, art and sound modding.

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Hairog
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RE: Modding Tools

Post by Hairog »

ORIGINAL: mgarnett

OK, an event editor it is then.  I'll get started on that and post my progress.

Cheers

Mark

Great! An event editor is very much needed. A very worthy project. It will be used heavily.
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gwgardner
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RE: Modding Tools

Post by gwgardner »

So kewl.  Please note that in association with the event files is a text string file, which contains the text for the various events and results.  I'm sure Doomtrader would be happy to give info on the relationship between the event files and the text file. 

I believe it is lang_ENG.db or lang_ENG.csv in the root folder of the game. Which of those is the base file, I don't know (ie, the .csv file may be a derivative of the .db file?).

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doomtrader
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RE: Modding Tools

Post by doomtrader »

There is no straight connection between those two files.
The game just reads the events, checks what is between the title, description etc, and is looking for such text/string in the database. If it will be found, then the game replaces the text using the one in second column.
You have to edit .csv file, and later use StringBaseEditor to convert the file into db format.
mgarnett
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RE: Modding Tools

Post by mgarnett »

Thanks guys, I'm just going through the XML files at the moment looking at how they are structured and what the information appears to mean.  I'm sure I'll have a hundred questions before too long.
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slaytanic
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RE: Modding Tools

Post by slaytanic »

There's a file called EVENT_ENGINE_MANUAL in one folder which helps out a lot
mgarnett
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RE: Modding Tools

Post by mgarnett »

Hi Guys,

I've been going the ToF data and have come across the following files that appear to relate to the implementation of events and/or the contents of events.

a) lang_ENG.csv (located in the ToF root directory)

b) lang_ENG.db (a database file that appears to contain the same sort of data in the above CSV but in some sort of database format also in the root of ToF)

c) Numerous XML files in the data\events directory

d) A comprehensive "EVENT_ENGINE_MANUAL.txt" file outlining the nature and use of the event methods I assume are contained in the XML files in the events directory

e) An "events_list.csv" file in the same directory containing numbered events, various flags and some other data

f) A file called "Lisa nazw constow do eventow.txt" contaning data (not sure what this relates to)

g) An "events.xsd" file in the data\scenarios directory, which appears to be a schema file

Each scenario then appears to have files relating to the implementation of events as follows:

a) A file called "event_files.txt" cotaining the names of existing XML event files which I assume are those files that contain data for the events relevant to that scenario only

b) A file called "events.xml" containing event data which appears to relate to the event files contained in the data directory.  I assume the data contained in this file sets out the conditions applicable to that scenario under which the event will "fire"

My question relates more the requirements of the modders in terms what event editing capability they need and what access to what data is required.  I imagine that events can be added into the data\events directory in the form of XML files but then how does the game know that these event files exist, do entries for these new events need to be written into the overarchng DB file and if so, what's the format of that file?

Or is it the case that modders only require the ability to use pre-existing events and be able to add those pre-existing events into the event files for a specific scenario?  Assuming it's the latter, it appears that the "scenario level" events are required to have an entry relating to the event in the "events.xml" file for that particular scenario and a series of conditions setting out when the event will occur.

Again, if it's the latter, I assume any required tool will need to parse the game level events located in the events directory and allow the modder to choose those events that they want to add to a scenario, the conditions for the event and then allow the event to be selected and automatically added into the scenario level data.

As more of a techical question for editing events at a scenario level, rather than game level, I am assumng that no additional entries will need to be made into any other data files other than those contained in the directory for each particular scenario (therefore, no need to edit data contained in the DB file).

I'm sure some of my assumptions here are incorrect so any additional information is appreciated.

Cheers

Mark
Mark Garnett
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slaytanic
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RE: Modding Tools

Post by slaytanic »

Speaking from my point of view, it would be nice to have an event table for each scenario, sortable by country involved, title and start date, a nice drop down list for methods, options, effects, inputting names of countries/alliances instead of IDs and corresponding event description and tool tips all present

Of course creating a new event would also be great as I don't think pre-existing one cover all the possibilities but that's only if it's not too much work
mgarnett
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RE: Modding Tools

Post by mgarnett »

Hi Guys,

I'm off tow New York tomorrow for a couple of weeks on a work trip, so work on this will continue when I return.

Cheers

Mark
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Magpius
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RE: Modding Tools

Post by Magpius »

Mark, any updates?
regards
A

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Magpius
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RE: Modding Tools

Post by Magpius »

bump

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Razz1
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RE: Modding Tools

Post by Razz1 »

It's pretty much like the way you describe.
I can't get the editor to work so I program it another way.

ORIGINAL: slaytanic

Speaking from my point of view, it would be nice to have an event table for each scenario, sortable by country involved, title and start date, a nice drop down list for methods, options, effects, inputting names of countries/alliances instead of IDs and corresponding event description and tool tips all present

Of course creating a new event would also be great as I don't think pre-existing one cover all the possibilities but that's only if it's not too much work
kooopa
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RE: Modding Tools

Post by kooopa »

Hi, I am using mgarnett's unit editor. I am able to change attributes and create new units, however when I go in the game none of the changes or nthe new units are available. Any guidance would be greatly appreciated.
Cheers,
C
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