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DeeZire, Redemption
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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
01-26-2003, 04:23 AM
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#1 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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Editing Utilities Thread
In case you hadnt seen, over at Renegade Generals they have posted Scorpio9a's CSF file editor for Generals. Useful if you want it, although Im sure the final build uses STR which is easier to edit in WordPad 
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01-26-2003, 11:03 PM
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#2 (permalink)
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Junior Member
Join Date: Dec 2002
Location: USA
Posts: 0
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Unfortunatly a csf editor probably won't be needed. I have tried to edit the csf file for the last build I recieved but the game does not recognise it. I then placed it in the English .big file and the game fails to load. However a str file when placed in the user files works just nifty. BTW DZ , I found the bird=) and bunch of trees and some other goodies. I was playing against the old Leopards today in that first test mission. They removed the birds and the Leopards after build 111.
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01-27-2003, 12:27 AM
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#3 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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Yeah, looks like they ditched the hovering Crusader as early as 98 when the Fundamentalists became GLA - most of the major changes happened real early, they settled fairly quickly on what is there now  Ive only used STR and its always worked fine for me, plus much easier to edit in WordPad. Besides which, maps use their own string files and they are STR format 
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01-27-2003, 03:49 AM
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#4 (permalink)
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Junior Member
Join Date: Dec 2002
Location: USA
Posts: 0
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yeah, I have been using the map str for quite awhile. Comes in handy for briefings. There is a script that calls up the user str, you have to manually enter in the script UIname but I copy&paste so its fairly easy. Just have to remember to put it in the civilian folder (the script). Still can't get the normal ini's to work in the user file yet...don't know why. May be something to do with this build. The W3d's work out ok though. Dustin seems to have left the old entries in so I was able to get the birds up and running by placing the CIBIRD file in the user/W3d folder.
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01-29-2003, 09:18 PM
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#5 (permalink)
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Junior Member
Join Date: Jan 2003
Location: AUS
Posts: 3
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Well, I'm glad I only spent a day implementing the CSF interpreter into BigPOP!
The next version will have a generic text/HTML parser that should cover most of the file types. Until the game and the World Editor comes out, I'll be hesitant when adding new interpreters.
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01-29-2003, 09:56 PM
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#6 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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Welcome Logan! Your work on those utilities is much appreciated - nobodys criticising you here, I hope you understand that 
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01-29-2003, 10:18 PM
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#7 (permalink)
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Junior Member
Join Date: Jan 2003
Location: AUS
Posts: 3
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Hey DeeZire,
Critised? Nah... I had to 'relinquish' my copy of the MPT a while ago, so I've just been using the files I kept to develop BigPOP. CSF support seemed like a good idea, so in it went. The primary feature that was introduced though was the ability to edit files without extracting them.
If anyone has any feedback, I'd appreciate to hear from you.
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01-30-2003, 01:07 AM
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#8 (permalink)
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Junior Member
Join Date: Dec 2002
Location: USA
Posts: 0
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Small problem I have run into in build 1.0.346 (second to last version) is the Bigpop version3 won't save the big file in the original name. I have to save it as "xyz" and then rename it. Other than that it works real well. Good job Logan, much appreciated. The csf editor helped me correct a inhouse gui problem that was just bugging the **** out of me.
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01-30-2003, 01:18 AM
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#9 (permalink)
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Junior Member
Join Date: Jan 2003
Location: AUS
Posts: 3
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Hmm... I'll have a look at that. I never had a problem though. Thanks for letting me know.
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01-30-2003, 02:37 AM
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#10 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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Stuck this thread and renamed it so ppl can feedback/provide info to Logan 
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