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Simplicity

Posted: Sun Jun 13, 2010 4:53 pm
by XZodia
Simplicity isn't your average modding app. It doesn't mod maps. It mods the stuff Entity extracts from maps. This makes its relatively simple to manipulate chunks. As far as I'm aware everything you see here works.
Post any errors or suggestions.

Recursive Cloning.
Recursive Copying + Adding.
Recursive Replacing.
Recursive Deletion.

Tag Adder.
Mass Renamer + Relinker.
Tag Renamer relinks, and saves.

Note: Renaming in any capacity, requires changes to all tags to be saved. (Changes are stored in memory until info window is closed)

Image

To use do the following:
  • Load up a map in Entity
    Check: Parsed, Recursive, Sounds
    Select the tag you want to edit
    Save it somewhere (make sure to give the tag a new name)
    Load up Simplicity
    Do Stuff
    Don't forget to Save.
    Go back to Entity and Build The tag into your map

Re: Simplicity: Chunks Prototype

Posted: Sun Jun 13, 2010 4:58 pm
by NotZachary82
Oshi-

Re: Simplicity: Chunks Prototype

Posted: Sun Jun 13, 2010 7:34 pm
by kornman00
bug: the word "chunk" is used everywhere where the name "tag block" should be seen

repo steps:
1. open application
2. no tag blocks
3. ???
4. no profits

Re: Simplicity: Chunks Prototype

Posted: Sun Jun 13, 2010 10:43 pm
by Zieon Eslador
NotZachary82 wrote:Oshi-
My jaw rolled under your chair, can I have it back?

Also, kornman, ehh... carry on.

Re: Simplicity: Chunks Prototype

Posted: Mon Jun 14, 2010 1:00 am
by rentreg
nice. i knew he was working on something!

Re: Simplicity: Chunks Prototype

Posted: Mon Jun 14, 2010 1:18 am
by Ogrish
So i jumped in with both feet and went right to the collision box phmo tag,
then went to the box shapes part ant cloned it 3 times thinking id have 4 box shapes, after building it in.
Sorry no dice.

Ps this dont work with the troys entity because its not saving an info file.

Re: Simplicity: Chunks Prototype

Posted: Mon Jun 14, 2010 1:23 am
by XZodia
Ogrish wrote:Ps this dont work with the troys entity because its not saving an info file.
I tested it using troys entity...

and your problem is likely that you injected with the same name, you need to rename it when you export it, or change the name in the xml file
this function has been added to the program for the next release

Re: Simplicity: Chunks Prototype

Posted: Mon Jun 14, 2010 1:27 am
by rentreg
i cloned a weapon barrel 3 times over. enums, string ids and floats all had data overflow.

Re: Simplicity: Chunks Prototype

Posted: Mon Jun 14, 2010 1:34 am
by XZodia
looking into it now.

Re: Simplicity: Chunks Prototype

Posted: Mon Jun 14, 2010 2:00 am
by NotZachary82
This is giving me errors regardless of what I clone, though I've only tried two reflexives, yet these shouldn't give me issues when cloning. Cloning LOD chunks in the model tag breaks it completely, and cloning attachments in the weapon tag just overall kills the map. :|

Re: Simplicity: Chunks Prototype

Posted: Mon Jun 14, 2010 2:13 am
by XZodia
yea...i managed to clone a load of attachments but i seem to have accidentally broken something since then >_<

Re: Simplicity: Chunks Prototype

Posted: Mon Jun 14, 2010 5:27 am
by troymac1ure
Ogrish wrote:So i jumped in with both feet and went right to the collision box phmo tag,
then went to the box shapes part ant cloned it 3 times thinking id have 4 box shapes, after building it in.
Sorry no dice.

Ps this dont work with the troys entity because its not saving an info file.
You don't need an info file. If it extracts a single file, you change the dropdown from "Info Files(*.info)" to "All Files (*.*)" and select the one ectracted file.
The only time and info file is generated is if more than one file is extracted.

Re: Simplicity: Chunks Prototype

Posted: Mon Jun 14, 2010 10:15 am
by Grimdoomer
Too bad you still can't clone bsp/lightmap tag blocks.

Re: Simplicity: Chunks Prototype

Posted: Mon Jun 14, 2010 10:33 am
by neodos
Who wants to clone that? we can't modify bsp or lightmap yet.

This app is great hopefully it can get integrated into entity =)

Re: Simplicity: Chunks Prototype

Posted: Mon Jun 14, 2010 4:56 pm
by XZodia
I fixed it.
Update Posted.

You can now rename tags using the program, but it won't change in the treeview unless you reload it. Also, you need to save after you rename.

Re: Simplicity: Chunks Prototype

Posted: Mon Jun 14, 2010 6:56 pm
by DemonicSandwich
Why not have auto save?

Or perhaps have it auto-reload after you save the name change?

Re: Simplicity: Chunks Prototype

Posted: Mon Jun 14, 2010 7:06 pm
by XZodia
DemonicSandwich wrote:Why not have auto save?

Or perhaps have it auto-reload after you save the name change?
could do, but i was trying to keep it so that no changes where applied till the end

Re: Simplicity: Chunks Prototype v2

Posted: Wed Jun 16, 2010 1:06 am
by XZodia
Has anyone had a chance to try this out yet?
I want to hear your success stories and failures =)

Re: Simplicity: Chunks Prototype v2

Posted: Wed Jun 16, 2010 1:11 am
by NotZachary82
I haven't tried to see if everything works in game, but I tried a few random tags and they all injected fine. The biped tag, however, threw me an error upon injecting, though it did not when the map I was injecting into did not have the original biped.

Also, can you add the ability to delete reflexives? Deleting all the chunks does NOT do justice.

Re: Simplicity: Chunks Prototype v2

Posted: Wed Jun 16, 2010 1:25 am
by XZodia
NotZachary82 wrote:The biped tag, however, threw me an error upon injecting, though it did not when the map I was injecting into did not have the original biped.
What was the error?
NotZachary82 wrote:Also, can you add the ability to delete reflexives? Deleting all the chunks does NOT do justice.
You mean your too lazy to click delete a few times?

Re: Simplicity: Chunks Prototype v2

Posted: Wed Jun 16, 2010 2:30 am
by NotZachary82
XZodia wrote:What was the error?
Scratch that. I think it was just the campaign maps hating me. :p
XZodia wrote:You mean your too lazy to click delete a few times?
No, deleting all the chunks completely borked everything from the reflexive offset to the end of the meta.

Re: Simplicity: Chunks Prototype v2

Posted: Wed Jun 16, 2010 2:42 am
by XZodia
XZodia wrote:You mean your too lazy to click delete a few times?
No, deleting all the chunks completely borked everything from the reflexive offset to the end of the meta.[/quote]
I see, I intended to redo the delete code anyway, I'll take a look at it tomorrow.

Re: Simplicity: Chunks Prototype v2

Posted: Wed Jun 16, 2010 2:40 pm
by XZodia
Shock120 wrote:what does this still do with entity, that still has tag and chunk building issues?
I'm not sure what you mean...entity has always been able to build things...
It just has issues with chunks, which is the reason for this...

Re: Simplicity: Chunks Prototype v3

Posted: Wed Jun 16, 2010 3:44 pm
by XZodia
v3 is Up. Fixes the delete button. Keep the stories coming. =)

Re: Simplicity: Chunks Prototype v3

Posted: Wed Jun 16, 2010 6:44 pm
by XZodia
v4 (Fixed: forgot to remove the references from the xml file in v3 when deleting a chunk)