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Tools
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Entries
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 RSW BIFReader: TEST_readbif23c.zip
Nothing new but add some functions to manipulate the position of weapon or
shield.
Quick Start
1) load \Textures\Men\Peasent\Peasent.bif by 'Open file' menu.
2) load \Textures\Men\Actionspage\FedualSergents.txt by 'Load anime rect' menu.
3) click the 'Sort Anime Seq into Actions' button.
4) select the 'walk' action in the list.
5) use right mouse button to bring up the popup menu.
6) choose 'Load all Shield' in the popup menu.
7) goto Textures\Men\Items\Shield1\FedualSergents\ and click "open" under the open
dialog.
8) click one of the 4 angles' images.
9) click 'Add weapon or shield' button.
10) click one of the 3 images under 'add weap..' panel.
now you can see the preview image with a virtual shield on the left side.
11) the preview image can be zoomed in.
12) when you entered new data into the edit-box, and click the 'ok' button,
the old data will be cleared and the new data will be recorded.
if you enter the correct data the preview image will be updated, too.
13) the checkbox 'extend weapon' is used to predict how the weapon is drawn in
game.you can enter different numbers to see how the preview changed.
14) the virtual weapon or shield is in while color if they are drawn after the
soldier.and they will be in other colors if they might be transparent in that
situation.and this is what the checkbox 'draw item first' used for.
15) when you click the 'sort anime seq..' panel. you can drag the image of
seq 0 (in the top 3 images) and drag the image over the angel's box, then
drop the image to make the change.
16) you can click one of the top 3 images to choose the anime sequence.
then you click the 'add weapon...' panle to choose the frame you want to look or
add the weapon or shield. you can get the (x, y) pair when your mouse move over
the preview. the center point for the soldier was marked as a red point.
just try some (x,y) pairs and you will see how the data is used.
ps: This program might be failed under WINXP. you need to take your risk
for using this program. if you have problems with this program, you can write
it down on the org. I will fix the bugs ASAP.
Other version for Medieval: Total War
TEST_readbif23b.zip
TEST_readbif23a.zip
readbif22b.zip
RSW_read_bif_buf_v22a.zip
RSW_read_bif_buf_v22.zip
RSW_rbifsrc22.zip (source code)
RSW_read_bif_buf_v22_beta.zip
First releases
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See also
Guides
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 NEW_FactionColourTool_v1_1.zip

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Previous version:
FactionColourTool v1.0.0.1
Faction Colour Editing Tool v1.0.0.1
By Lord Xelous of the Lordz Modding Collective
----------------------LEGAL---------------------------------
This tool is intended for use with Medieval Total War
startpos files, and is freeware. The software maybe
freely distributed without hindrance, on the provision
no fees are charged for the software and that this read
me accompanies the program (unaltered).
------------------------------------------------------------
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Usage:
------------------------------------------------------------
Open the tool
Click browse to select the startpos text file you wish to edit.
Click load to load the faction & current colour information into memory.
The drop down box for faction selection should now contain all the loaded
factions, select a faction to view & edit it's major & minor colours.
Click save.
A new file "new_startpos.txt" will now be present in the folder the loaded
file was browsed from.
Clicking Help will give you the trouble shooting, to explain some of the
internal error messages.
About will tell you about myself, my company and how to contact me.
Close will close the program & unload any loaded faction information from
memory.
************NOTE*************
Clicking close without clicking save will not loose any information form your
original file, and no new file will be generated.
Also please note the original file is not edited in anyway.
*****************************
To use a new_startpos.txt simply rename the original e.g.. oldEarly.txt and then
rename new_startpos.txt as Early.txt and start the game as before.
------------------------------------------------------------
------------------------------------------------------------
Colours:
------------------------------------------------------------
The faction's major colour is used as the strategy colour, while both the
major & minor colours are used in certain generic unit uniforms.
------------------------------------------------------------
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The author:
------------------------------------------------------------
I am a software engineer from Nottingham England, I am always seeking opportunities
for new development tasks and am a member of "The Lordz Modding Collective", visit
http://www.thelordz.co.uk for more information.
Regards
Jonathan J Bond, BSc(H)
aka Lord Xelous
------------------------------------------------------------
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 Gnome_UnitBuildProj_Editorv2.0.zip
GnomeEditorv2.0
Utility tool to safely and easily view and edit crusaders_unit_prod11.txt, crusader_build_prod13, and ProjectileStats.txt files.
This version of the editor superceeds the previous unitEditor, you can just delete the previous prog and install this.
installation:
unzip the GnomeEditorv2.0.zip to wherever you like, if you check 'use folder paths' it will create a folder, but you can put it any folder you want. The program requires no registration etc. to run.
The '.bak' files included contain the default data and can be replaced with a newer version of the original txt files if we ever get a patch past 1.1. To uninstall the editor just delete the exe.
As this is a vb program it requires the vb6 runtimes to be installed on your system, you might well already have them. The files needed are: Msvbvm60.dll and comctl32.dll.
Of course you use this at your own risk, and please backup your original files before you start over-writing them.
If you find a bug then feel free to drop me an email (attaching any botched file and/or some kind of description of the error).
Lord Gnome.
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GnomeEditorv2.0
----------------------------
new in 2.0:
Set width of display columns. right-click on the field label (top row) and you can manually set the display width for each column of data. (All your settings are saved to an ini file, if you want to reset them all just delete the file.)
Integrated Build_prod13 and ProjectileStats editing. The program will auto-detect which file you are opening and open itself in the appropriate mode. (each mode has it's own set of ranges and display-widths.) You can launch multiple Editors at once, system resources permitting.
notes:
ProjectileStats has a chunk of comments at the beginning of the file, these are trimmed off when the data is read and pasted back on the front when it is written back to a file. Anything you add before the last ";" (right before the data) in this file will be treated as a comment.
The auto-detect works by reading the first few characters of the file (as the labels shouldn't change in the files), if the first few lines of labels are missing for any reason (like in a mods unit file with just some unit records in) you can switch off auto-detect and force it to load as a specific mtw file type.
Loading non appropriate files shouldn't do anything too drastic, I've tested it with some pretty whacky stuff but really huge files will take it a while to realise there's no data and get out of the loading sequence.
For some reason in win2000 I am able to run as many instances of gnomeEditor as I want, but in win98(only tested on first edition) my tiny little app has a massive memory overhead and you can only run a couple of instances of it before the system runs out of memory (All with the same hardware.). I don't know what's causing this but I apologise if you experience this problem. (The problem was present in the unitEditor too I just hadn't noticed.)
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changes made in 1.1:
[thx to kraellin for suggestions]
added button to hide the names column to give maximum possible width to display columns. (and tooltips to row nos with the units name on them.)
fields with too much text to display in one line expand automatically to display the whole text for editing.
the field currently selected is highlighted together with the row/col labels so you don't lose track of the cursor.
fixed a minor bug in range input, made the error reporting on invalid input for ranges more informative.
note: because the textboxes to enter data are now multiline (so they can expand the text) I have disabled the 'enter' button when editing values (as accidental carriage returns really screw both the visual display and the file formatting.) This is all well and good as long as you don't delete the c-r [it dosen't look like a c-r in the editor btw - it looks like an extra thick '|'.] in the middle of field #53 (don't ask, it makes CA's file format somewhat unique anyway.)... Just don't do it! If you do then you can still cut/paste the character back into this field from another unit's field #56. (the header for this field claims the data is no longer used... treat some of the info in the headers with a pinch of salt I reckon.)
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ver1.0b (crusader_unit_Editorv1.0b)
If like me you enjoy messing with the crusaders_unit_prod11.txt file you may find this program useful.
I adapted an old bit of vb code I had to do this because I was frustated by navigating the unit_prod11 file in wordpad, and try as I would I couldn't get excel to save the files in the right format. This editor isn't particularly pretty but it is at least functional.
Be warned though - the Editor does not do any error checking on the values you enter into the fields, it just reads/writes the string data to and from files in the correct format and makes it easier to navigate the data. It can cope with any number of units in the file (within reason, but far more than the game can probably cope with.), but I haven't included any functionality to add units to the file. Your best bet is to copy a units data to the end of the list (or wherever after data start) manually, save the file and then load/edit the new units data in the editor. I may add this function if I get into adding lots of new units myself. (you do know there is a massive ton of real work to add new units don't you? the data in prod11.txt is just the easy bit!) other functions that may never be added are: value checking, mdi, compareWithOtherFile function.
As this is a vb program it requires the vb6 runtimes to be installed on your system, you might well already have them. The files needed are: Msvbvm60.dll and comctl32.dll.
I have tested this program on win98 and win2000 and it seems to work fine, good luck with me/xp (it'll be nice if it works, but I have no idea.).
If you find a bug then feel free to drop me an email (attaching any botched file and/or some kind of description of the error).
This is a kind of beta, I think it should work okay but it has had exactly one tester on just two systems (and one of those is the development machine.) so who knows. If it doesn't work and you let me know I'll be sure to have a go at fixing it.
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 BDPv1r1.zip
This utility has been tested on Windows XP Home Edition. It should work
with NT and 2000 providing you have the latest release (version 5.6) of
Microsoft Windows VB Script.
This utility requires 4 third-party objects -
1) BifReader 2.2a
2) A GUI interface (an OCX object)
3) A Graphics package (a DLL object)
4) Gbmcpal.exe
BifReader 2.2a is included in the BDP, by kind permission of the author
RSW, and requires no installation as such.
The GUI, "wshltwtnonmodaldialog.ocx", is also included in this download,
again by kind permission of the author - Jim Warrington. Check out Jim's site
at the following link - http://home.att.net/~wshvbs/
The DLL, "csImageFileTrial.dll", will require a trial version download
from the "www.chestysoft.com" website.
The OCX and DLL objects will require moving to your SYSTEM32 directory and
then registering within Windows.
The last one, Gbmcpal, is inclided in the BDP, by kind permission of the author
Andy key, and requires no installation as such.
GUI OCX
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1) Move the OCX "wshLtWtNonModalDalog.ocx" from the BDP root folder into
your "C:\WINDOWS\SYSTEM32" folder
2) Register this OCX via the Start/Run command. Enter the following -
"Regsvr32 wshltwtnonmodaldialog.ocx"
It should now be registered on your PC.
Graphics DLL
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1) Download the file "csImageFileTrial.dll" from the link -
http://www.chestysoft.com/imagefile/download.asp
2) Unzip the folder "csift" and move the DLL "csImageFileTrial.dll"
into your "C:\WINDOWS\SYSTEM32" folder
3) Register this DLL via the Start/Run command. Enter the following -
"Regsvr32 csImageFileTrial.dll"
It should now be registered on your PC.
Finished?
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Yes. You should now be able to run the VB Script file "BDP.vbs".
Wellington.
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 CampEdv1.zip
CampEd by Matthew Mole (Dragon2003)
Version 1.0
Beta version:
CampEdDemo.zip
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