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Topic Subject: New Features in GeniEd2 Enhanced Version 2
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posted 02-26-06 11:58 AM CT (US)   
Status: Open for testing

Links of the tester version:
http://gesneo.hp.infoseek.co.jp/genied.exe(Updated)

Known Issue:
- It can edit only normal units and buildings. When you click on map decoration object or projectiles, the program will chase. (Fixed)

[JPEG, (65.67 KB)]
[JPEG, (16.24 KB)]

New Features:

Walking Graphic 2 - Unit would use this as walking graphic when tasked to a object as a target.
Track Unit - Track units would be created when the subject unit is moving (though they must be in color blue or grey, depending on the default setting of the graphic slots )
Projectile Duplication - This is the amount of projectiles that would be created in an attack. There are five more slots that control some attributes of these actions. 1 is for displacement, 2 is for inaccuracy, 4 is the original "Projecile ID 2", 3 and 5 are yet unknown. If 4 is set, the subject unit would fire all the projectiles at the same time.

Fixed Bugs:

1. The "Work Rate 1" slot is renamed to "Search Radius" in order to fit its original purpose.
2. The "Work Rate 2" slot is renamed to "Work Rate".
3. The "Attack Graphic" slot is now available for buildings and trebuchets, too.
4. The "Projectile ID 2" slot is renamed to "Duplication Attribute 4" and is now available for normal units, too.

[This message has been edited by scenario_t_c (edited 03-04-2006 @ 08:39 AM).]

Replies:
posted 02-26-06 01:24 PM CT (US)     1 / 72  
Could we find your new version soon in the blacksmith?

Admiral_Loki

posted 02-27-06 05:01 AM CT (US)     2 / 72  
I realy like to test this program for you, also, I like to have your MODDED .dat file with the xtra archer unit, so that I can start comparing.
Also, I found out the byte wheter a unit is selectable or not (boolean), and the selection shape TYPE. (boolean) And I found the command buttons mode. (Byte)

I would realy like it, if you send those files to my e-mail, or give a download link.

EDIT:
Oh... I doscovered now, that the boolean that determines wether a unit is selectable or not has more functions. Modes:
> Not selectable, not moveable.
> Selectable, and moveable.
> Selectable, but not moveable.

Also, did you found out the trick used by catapults by fireing multiple projectiles?
Also, I'm looking now in the Villager data to find the resource gathering options.
The ability of gathering resources doesn't only depend on unit classes, and attributes, but also on that command button mode stuff called above here. (I think)

Also, projectile data is also interresting:
> Flying Mode TYPE:
- Horizontal Mode?
- Air Mode?
> Projectile height start.

Other data:
> Terrain sound slot for object movement:
Example: that flying sound of the birds in AoE1.
> Work sound slot:
Example: Mining sound by Miners.

[This message has been edited by Ancient Warrior (edited 02-27-2006 @ 05:12 AM).]

posted 02-27-06 06:30 AM CT (US)     3 / 72  

Quote:

Oh... I doscovered now, that the boolean that determines wether a unit is selectable or not has more functions. Modes:
> Not selectable, not moveable.
> Selectable, and moveable.
> Selectable, but not moveable.

Are you sure? I don't think there could be 3 conditions for one boolean.

Quote:

Also, did you found out the trick used by catapults by fireing multiple projectiles?

Read the contexts and view the image at the top of this thread...

Quote:

The ability of gathering resources doesn't only depend on unit classes, and attributes, but also on that command button mode stuff called above here.

This depends on unit header as well as setting in the exe, both impossible to edit in GeniEd2.

Quote:

> Projectile height start.

This is one of the projecile displacement slots.

Quote:

- Horizontal Mode?
- Air Mode?

They are just graphic effects. Try shooting FLDOG with a tower.

Quote:

> Terrain sound slot for object movement:
Example: that flying sound of the birds in AoE1.
> Work sound slot:
Example: Mining sound by Miners.

Graphic slot stores sound data as well.

[This message has been edited by scenario_t_c (edited 02-27-2006 @ 06:34 AM).]

posted 02-27-06 06:43 AM CT (US)     4 / 72  
Thanks TC!
But by that boolean (selectability), I was forgotten to tell, that it would be no longer a boolean of course, when it has more than 2 functions, since booleans only work with false, true, and not maybe.
posted 02-27-06 12:44 PM CT (US)     5 / 72  
Please give us a download link !!!
=======================

Admiral_Loki

[This message has been edited by Admiral_Loki (edited 02-27-2006 @ 12:45 PM).]

posted 02-27-06 08:20 PM CT (US)     6 / 72  
I think you should make a new unit editor. You can make new units, and I know you've done it with hex-editing, so incorporate it into that. Also, is there way that you can make buildings attack? Like with arrows.

Blah!
posted 02-27-06 09:42 PM CT (US)     7 / 72  
Stack a tower on the building with map copy lol

me
posted 02-28-06 04:16 AM CT (US)     8 / 72  
@TC:
I have discovered something big:
Villager Mode.
It's a boolean.
00 = other 01 = villager.
I will tell you more...
posted 02-28-06 05:12 AM CT (US)     9 / 72  
@AW
I know that boolean before, but I just had problem implementing it into the code...
posted 02-28-06 05:47 AM CT (US)     10 / 72  
@ TC:
This is my most recent unit structure.

46Unit data type
0600Internal Name Length counter
0400Main Unit ID number
DB13Language.dll Unit Name ID number
C317Language.dll Unit Training tooltip ID number
0000The Unit Class of the unit
7902Unit Standing Graphic Slot ID number
FFFF
7602Unit Dying Graphic Slot ID number
FFFF
00
1E00Unit Hit Points
0000C040Line of Sight
00Garrison Capaticy
CDCC4C3EUnit Size Width
CDCC4C3EUnit Size Length
00000040 Hit Points Bar height 1
5101Unit Creation Sound ID number
FFFF
0300 Dead Unit ID number
0500
1100Unit Icon ID number
00 Hide in Editor Mode
FFFF
0000
FFFF
FFFF
FFFF
FFFF
CDCC4C3EEditor Selection Shape size width
CDCC4C3E Editor Selection Shape size length
00
00
0700Terrain Restriction
00Flying Mode
1900 Gather Capaticy
0000C841
03
04
04Influences the Object Selectability (04 yes, 00 no)
01
04 Unit Command Buttons / Unit Stats Icons modes
0000803F
00
7B9A Language.dll Tooltip Message ID number
0100
CB5D
0200
D33E
00
00
00
00
00
00
01 Attribute of the unit
00
05
02 Selection Shape Type (00 square, 02 round)
00
00
00
00
00
CDCC4C3E Unit selection Shape size Width
CDCC4C3E Unit selection shape size Height
00000040 Hit Points Bar Height
0400 Store Resource type 1
000080BF Store Resource quantity 1
02Storage Enabler 1
0B00 Store Resource type 2
0000803F Store Resource quantity 2
02Storage Enabler 2
1300 Store Resource type 3
0000803F Store Resource quantity 3
01Storage Enabler 3
00 Damage Graphics Counter
A401Unit Selection Sound ID number
FFFF
0000 Attack Warning Sound ID, heard by your opponent
"Variates"The Internal Name of the unitText String
0400 The First Unit ID number used for RMS, and Ai
0400The Second Unit ID number used for RMS, and Ai
8FC2753FThe Movement Speed of the unit
7D02Unit Moving Graphic ID number
FFFF Unit Running Graphic ID number
0000
0000
00
FFFF
0000
0000
0000
0000
0000
FFFF
7F
7F
FFFF
7F
7F
00000000
FFFF
7F
7F
FFFF
0000C040Work Speed 1
0000803FWork Speed 2
FFFFShort
FFFFShort
00Villager Mode (00 off, 01 on)
A601Task to Attack sound ID number
A501Task to Move sound ID number
00
E803
0400Total number of Attack Strengths counter
1B00Attack Strength 1 Type
0200Attack Strength 1 number of Attack Points
1500Attack Strength 2 Type
0000Attack Strength 2 number of Attack Points
0300Attack Strength 3 Type
0400Attack Strength 3 number of Attack Points
1100Attack Strength 4 Type
0000Attack Strength 4 number of Attack Points
0300Total number of Armour Strengths counter
0400Armour Strength 1 Type
0000Armour Strength 1 number of Armour Points
0F00Armour Strength 2 Type
0000Armour Strength 2 number of Armour Points
0300Armour Strength 3 Type
0000Armour Strength 3 number of Armour Points
FFFF
00008040Maximum Attack Range
00000000Damage Area size radius
00000040Reload Time 1
6B01Projectile Unit ID
6400Accuracy Percentage (0-100%)
00
0000Attack Graphic Delay
00000000Missile Displacement 1
0000003FMissile Displacement 2
0000C03FMissile Displacement 3
00
00000000Minimum Attack Range
00000000
0F00Unit Attacking Graphic ID number
0000Displayed Normal Armor points
0300Displayed Attack Points
0000A040Displayed Maximum Attack Range
00000040Reload Time 2
0100Cost 1 Type
1900Cost 1 Quantity
0100Cost 1 Used (0100 yes, 0000 no)
0300Cost 2 Type
2D00Cost 2 Quantity
0100Cost 2 Used (0100 yes, 0000 no)
0400Cost 3 Type
0100Cost 3 Quantity
0000Cost 3 Used (0100 yes, 0000 no)
2300Unit Training Time in Seconds
5700ID of the Building where this unit is trained at
01Unit Train Button Slot ID number
00
0000
0000
0000
00
05
00Hero Mode (01 Hero, 00 not)
FFFFFFFF
0000803F
01
0000803F
0000803F
0000803F
FFFFFFFF
FFFFFFFF
00
0000Displayed Pierce Armor points

------------------------------------------
And the rest of the Villager data is somewhere between the language.dll ID, and it's internal name.
I tested it Yesterday.
I looks like, if there is some kind of Work unit ID.

[This message has been edited by Ancient Warrior (edited 02-28-2006 @ 05:54 AM).]

posted 02-28-06 06:52 AM CT (US)     11 / 72  
0100CB5D0200D33E are 4 shorts that control the hotkeys, and the "Attribute of the unit"in your list was at different location to the one in my list.
posted 02-28-06 07:18 AM CT (US)     12 / 72  
Yeah that's right. I know it, but i didn't wanted to fix it.
Did you saw usefull things in this list?
Do YOU have things that I don't know, and that you could "fill in"?
Or don't you like to give them.
If ,yes, I could imagine, but it is only useless to keep it secret, because i will discover it to, soon or later.
I have heard that you know about the Track unit option used by the projectile unit of fire ships.

EDIT: Also, I like to test Geniedt, because I'm working many many times with it.

[This message has been edited by Ancient Warrior (edited 02-28-2006 @ 07:24 AM).]

posted 02-28-06 08:16 AM CT (US)     13 / 72  
Ok, I would upload the program tomorrow.
posted 02-28-06 08:38 AM CT (US)     14 / 72  
Yes!!!!!!!!!!
It will be much more easy to MOD things by filling in fields, instead of hex editing, because of the copy to all civs function.
Do you hve it now?

Also, I'm seeing the unit structure as a puzzle that must be resolved.
My purpose of finding the gather options of a Villager:
I want to have a Villager, that can Mine Ore.
Since i have the original .slp's of the ore mine, i want to unlock it.

[This message has been edited by Ancient Warrior (edited 02-28-2006 @ 08:42 AM).]

posted 03-01-06 04:50 PM CT (US)     15 / 72  
I'll test it for SWGB

JOAB ()
posted 03-01-06 09:13 PM CT (US)     16 / 72  
Hey STC, what about the XML export that we talked about? Or am I gonna have to make that myself?

Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.
posted 03-02-06 07:44 AM CT (US)     17 / 72  
Hey TC, What do you think of a "install & run" option?
It's usefull to directly start the game from Genied to see the results of MOD's.
----
Quoted:
Ok, I would upload the program tomorrow.
-------
Ehhh... tomorrow?....

[This message has been edited by Ancient Warrior (edited 03-02-2006 @ 07:46 AM).]

posted 03-02-06 08:49 AM CT (US)     18 / 72  
Link: http://gesneo.hp.infoseek.co.jp/genied.exe

Known Issue:
- It can edit only normal units and buildings. When you click on map decoration object or projectiles, the program will chase.

@AW

I prefer setting a hotkey with window. It works even faster.

[This message has been edited by scenario_t_c (edited 03-02-2006 @ 08:49 AM).]

posted 03-02-06 09:03 AM CT (US)     19 / 72  
Thanks TC!!!
This will save a load of hex editing!
posted 03-02-06 09:14 AM CT (US)     20 / 72  
@TC!:
In exchange for genied...
Check your e-mail TC!
posted 03-02-06 09:21 AM CT (US)     21 / 72  
@AW

I own a copy of Anno 1503 and I know a bit Dutch. I assume you could sum up the conclusion by these two facts.

posted 03-02-06 09:40 AM CT (US)     22 / 72  
Oh ehh...
But do you have the image extraction tool?

If, not, I can give it to you. (+/- 500KB)

EDIT:
Is your copy dutch?

EDIT2:
Why did you never made a attempt to a 1503AD ModPack?

Oh no! EDIT3:
Also, I did a test with the 1503 AD grass, flowers, etc in AoE2 :The ConQ.
In one breath amazing!

[This message has been edited by Ancient Warrior (edited 03-02-2006 @ 09:43 AM).]

posted 03-02-06 10:11 AM CT (US)     23 / 72  
To tell the truth, I had extracted the graphics for quite a period.
posted 03-03-06 05:45 AM CT (US)     24 / 72  
How? TC.
With THAT tool?
posted 03-03-06 04:14 PM CT (US)     25 / 72  
Suggestion: Export the reading code into a DLL so I can make a converter app.

Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.
posted 03-03-06 08:00 PM CT (US)     26 / 72  
Hey TC,
Is the track unit the alternate graphic when a unit is selected to attack an enemy unit?

And can you leave an example about how to utilitze the new projectile information? I don't think any units in SWGB use second projectiles, like described in the AOK trebochet. Can you leave just a little more detail about this. Good work!!!

Thanks in Advance.


SI's Mod Patch Generator Civ*unit Guide How to add new graphics Exploring the civ header Units.txt guide How to add a new unit

"At last we will reveal ourselves to the Jedi, at last we will have revenge!" Darth Maul.
"All to easy!" Darth Vader.
"Wipe them out, all of them!" Darth Sidious.

posted 03-04-06 08:37 AM CT (US)     27 / 72  
The loading bug is fixed.

@SI

Quote:

Is the track unit the alternate graphic when a unit is selected to attack an enemy unit?

Yes, as you can see in the screenshot. In AoK, the graphic of the track units must be in color of gaia (white) or player 1 (blue). I don't know if it could be changed in SW:GB. About the track unit attribute slot, its function is still unknown.

For building, its second projecile also means the extra projectiles fired by units garrisoned into it. For most units, second projecile would be fired after the normal attack taken place. However, there are exceptions like onagers which fire all projectiles at the same time.

Projectile Duplication 1 and 2 controls how many time the subject unit fires secondary projectile. Duplication Attribute 1 and 2 means the inaccuracy of range and angle. (though I forget the order ) Duplication Attribute 3 is still unknown. Duplication Attribute 4 is the projectile unit id of secondary projectile attack. (the 1st amount of unknown33_16) Duplication Attribute 5 sometimes stores attack graphic slot id for some units, but it seems not used by the game.

@DigiT

Quote:

Suggestion: Export the reading code into a DLL so I can make a converter app.

I would try to see if I can do that. Any further explanation?

[This message has been edited by scenario_t_c (edited 03-04-2006 @ 08:39 AM).]

posted 03-05-06 00:43 AM CT (US)     28 / 72  
Just whatever way you want. You could devise your own interface if you want, or email me if you want my opinion (I'd have to think about it, so I can't just post it here). If you don't quite know how to make a dll like that, I could probably show you.

Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.
posted 03-07-06 12:54 PM CT (US)     29 / 72  
Ok, I was able to make the alternate attacking graphic work for all civs, and player colors. I made a Darth Sidious default attack with a lightsaber, and when commanded to attack a unit, he would use force lightning.

In genied, in the units.txt...5555 would be the graphic pointer.

unit_733_exists: 1
unit_733_count: 3
unit_733_0_unknown01: 1
unit_733_0_unknown02: 0 0 0 7 0
unit_733_0_unknown03: -1 -1 -1 -1 -1 -1 -1
unit_733_0_unknown04: 0 0
unit_733_0_unknown05: 0
unit_733_0_unknown06: 1
unit_733_0_unknown07: 3
unit_733_0_unknown08: 1 1 1 0 0 0 5 0 0
unit_733_0_graphics: -1 5555 -1 -1 -1 -1

And I guess the second projectile is how the fortress(castle) in SWGB can fire Anti-air missles, and laser bolts at ground troops.
Cool great find.


EDIT: TC, I looked at this is SWGB, and it appears the track unit is used alot in the missles, and projectiles, to add smoke coming off, etc. Very cool.


SI's Mod Patch Generator Civ*unit Guide How to add new graphics Exploring the civ header Units.txt guide How to add a new unit

"At last we will reveal ourselves to the Jedi, at last we will have revenge!" Darth Maul.
"All to easy!" Darth Vader.
"Wipe them out, all of them!" Darth Sidious.

[This message has been edited by Sidious Invader2 (edited 03-07-2006 @ 01:56 PM).]

posted 03-17-06 00:47 AM CT (US)     30 / 72  
If you could please explain track unit to us a little better...I mod GB-CC and i am looking for a way to stack units and movable buildings. I think this thing is the key. Thanks. And may the force be with you.
posted 03-17-06 01:17 AM CT (US)     31 / 72  
posted 03-17-06 01:46 AM CT (US)     32 / 72  
@obi_jay

movable buildings = units with positive movement speed
stack units = units with 0 size
track unit = 2nd screenshot at the main thread

@qaz123tfg

The secondary attack would act like chu ko nu's, and I don't think you need to hex-edit after I implement it into GeniED2.

posted 03-17-06 02:03 AM CT (US)     33 / 72  
1) Yes and no
2) Kind of
3) So all it does is show attack, does not get the attributes of the unit you use?


Allow me to explain...I discovered code to make a flying building which can produce units, the kind that gets shotdown by anti-air. Pretty much use building 80, and unit-type 30, airplane...long story, and doesnt really matter.

Anyway, we would like to be able to "stack" units. By that I mean we would like to be able to build units on top of units, but have them invisible. Therefore one unit would have multiple abilities. For example, a trooper could attack the ground, or perhaps can undeploy and become another unit. Code works perfect for non-moving buildings. However for any units, it creates multiple units instead of stacking.

I tried your track unit code, stacking a plane on a ground unit, but bad guys anti-air didnt shoot at the planes. Is there anyway to have the TU become a unit and not just a graphic?

posted 03-17-06 02:12 AM CT (US)     34 / 72  
The movable buildings must be tasked by attack command or scenario triggers in order to make it move.

Quote:

Allow me to explain...I discovered code to make a flying building which can produce units, the kind that gets shotdown by anti-air. Pretty much use building 80, and unit-type 30, airplane...long story, and doesnt really matter.

I don't own a copy of SWGB, so I am afraid I am not capable of answering that anti-air question.

Quote:

Anyway, we would like to be able to "stack" units. By that I mean we would like to be able to build units on top of units, but have them invisible. Therefore one unit would have multiple abilities. For example, a trooper could attack the ground, or perhaps can undeploy and become another unit. Code works perfect for non-moving buildings. However for any units, it creates multiple units instead of stacking.

I believe SI has done that before.

http://swgb.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=10,8532,,all

Quote:

I tried your track unit code, stacking a plane on a ground unit, but bad guys anti-air didnt shoot at the planes. Is there anyway to have the TU become a unit and not just a graphic?

Track unit itself is a graphic in game setting, so I don't think I can change that.

posted 03-17-06 02:22 AM CT (US)     35 / 72  
1) Oh well, there is not anti air attack in AOK? Your kidding. Well in GB-CC we can make airplanes which only get shot by anti-air units. So the buildings can now fly, but if I move them, they cannot stack on each other. It is a minor problem.

Yeah SI figured a lot out. Again though, that code doesn't work for anti-air. It was based off a ground unit with special ability to convert between 2 units. We are trying to work out the bugs and get that ground unit to fly (get shot by anti-air), and I thought this track unit would help, but it appears to me only to be a graphical thing, even if you use a unit instead of an effect (but it is linked to a unit and not just a graphic which is the strange thing)

[This message has been edited by obi_jay (edited 03-17-2006 @ 02:24 AM).]

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