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editing IMP's in 1.13[message #211156] Thu, 26 March 2009 06:38 Go to next message
Borys762
Messages:8
Registered:March 2009
Location: Poland
I have found a few threads about an editor for editing the new .dat2 format files and it seems to me that there is no such editor available. Or is it? I'm working on a simple application to edit those myself (only the appearance options cause everything else can be done through IMP website). So is there a need for such an application or is there one available already? If there is could someone point me to it?
Re: editing IMP's in 1.13[message #211158] Thu, 26 March 2009 09:15 Go to previous messageGo to next message
Logisteric

 
Messages:3498
Registered:December 2008
Location: B
Scharfrichter's beta IMPeditor

[color:#FF0000]- translation -[/color]

it works pretty well. it is comparable to jape - but imps only. click on SourceForge (klick)

btw Scharfrichter means hangman

@ any friendly moderator (contradiction in terms, i know)

could you please transfer the file to a permanent host and change the link for the translation

thx

Logisteric

[Updated on: Sat, 28 March 2009 12:35] by Moderator

Re: editing IMP's in 1.13[message #211162] Thu, 26 March 2009 09:58 Go to previous messageGo to next message
Shatara

 
Messages:23
Registered:March 2007
Oh nice. Bout time someone cooked one up. Is it in german though? Or is it self-explanitory enough?
Re: editing IMP's in 1.13[message #211163] Thu, 26 March 2009 10:04 Go to previous messageGo to next message
Logisteric

 
Messages:3498
Registered:December 2008
Location: B
1. unpack all
2. create male 1-3, female 1-3 (according to voices)
3. at first start point it to your ja-folder
4. do not alter the voices, they are german (they have a different tone)
5. alter what ever you like

6. if, but only if you don't find out of your own by try and error, ask
7. start a new game and import your imps by callsign

@ OffTopic

if you give me an email-addy, i sent you a pdf, with screenshots and translations, 'cause i don't know anything about that upload-stuff

[Updated on: Thu, 26 March 2009 12:00] by Moderator

Re: editing IMP's in 1.13[message #211174] Thu, 26 March 2009 13:58 Go to previous messageGo to next message
Majek

 
Messages:447
Registered:January 2003
Location: Slovenia
I get this error when i run this thing and select the Ja2 directory.
http://www.shrani.si/f/3E/5M/1zDNHSKM/ja2impact.jpg

Can anyone ask Scharfrichter? ( i understand german, but my writting skills are pathetic und mein wortschatz existiert
Re: editing IMP's in 1.13[message #211175] Thu, 26 March 2009 14:02 Go to previous messageGo to next message
Logisteric

 
Messages:3498
Registered:December 2008
Location: B
simply point to the root-folder. you will get an empty data sheet with the black hat. then load your imp ind the pulldown menu 'datei'.

[Updated on: Thu, 26 March 2009 14:03] by Moderator

Re: editing IMP's in 1.13[message #211176] Thu, 26 March 2009 14:05 Go to previous messageGo to next message
Majek

 
Messages:447
Registered:January 2003
Location: Slovenia
i get this when i choose the Ja2 dir. And after that, every time i run it.
I've deleted and extracted it 3 times already. This is always the result.
Re: editing IMP's in 1.13[message #211177] Thu, 26 March 2009 14:07 Go to previous messageGo to next message
Logisteric

 
Messages:3498
Registered:December 2008
Location: B
did you download both files?
Re: editing IMP's in 1.13[message #211178] Thu, 26 March 2009 14:09 Go to previous messageGo to next message
Majek

 
Messages:447
Registered:January 2003
Location: Slovenia
I didn't download the source code, because i have no need for it.

edit: oh i found out what the problem was. I had my WFItemMod Data named as 1.13 so i could use the Map editor and this program couldn't work with that.

It works now.

[Updated on: Thu, 26 March 2009 14:10] by Moderator

Re: editing IMP's in 1.13[message #211309] Sat, 28 March 2009 12:35 Go to previous messageGo to next message
Logisteric

 
Messages:3498
Registered:December 2008
Location: B
added a download-link for translation in the second post
Re: editing IMP's in 1.13[message #211321] Sat, 28 March 2009 14:30 Go to previous messageGo to next message
Marlboro Man

 
Messages:1268
Registered:October 2005
Location: USA
Logisteric
Scharfrichter's beta IMPeditor

[color:#FF0000]- translation -[/color]

it works pretty well. it is comparable to jape - but imps only. click on SourceForge (klick)

btw Scharfrichter means hangman

@ any friendly moderator (contradiction in terms, i know)

could you please transfer the file to a permanent host and change the link for the translation

thx

Logisteric




If Kermi views this he can probably add it to his FTP site. Also if Shanga see's this he could add it to the JA Galaxy tool section. Smile

Edit: For now I will sticky this, so it does not drift away. Smile

[Updated on: Sat, 28 March 2009 14:33] by Moderator



Re: editing IMP's in 1.13[message #212154] Sat, 04 April 2009 21:24 Go to previous messageGo to next message
silverAg

 
Messages:13
Registered:October 2007
Location: Poland
Great! Many thanks to Scharfrichter. Waiting for translated version.
Re: editing IMP's in 1.13[message #212186] Sun, 05 April 2009 11:56 Go to previous messageGo to next message
Shanga

 
Messages:3512
Registered:January 2000
Location: Danubia
http://www.esnips.com/web/JA2ModdingTools

Added, + translation to esnips storage. Fileplanet sucks.


Re: editing IMP's in 1.13[message #212235] Mon, 06 April 2009 16:21 Go to previous messageGo to next message
Scharfrichter
Messages:7
Registered:February 2009
hi there Smile

it may be of interest that I released a new version (0.5 beta) of JA2IMPAct. You can find it here. The new version is able to show the item pics. You also can search an item by a search string or filter item category.

Now it extracts voices and portrait pictures from the SPEECH.SLF and FACES.SLF at the point of installation. So that you get the voices corresponding the language of your JA2 installation. This is a feature but also a little problem. Because many people extracted the SLF files to corresponding folders and modded the voices/portraits. JA2IMPAct ignores this at the moment and looks only inside of the SLF files. I intend release a new SVN tomorow to fix this.

I did not announce JA2IMPAct here because at the moment its German only. In the next major release I intend to make it multilingual by using language scripts. But this will take a while. If you want to host JA2IMPAct in another (faster) host you are alowed to do this. JA2IMPAct is released under the terms of GPL.

Remember that JA2IMPAct is beta state. I will be happy if you post bugs and suggestions here.

Have fun with it !

Scharfrichter

P.S. please forgive me my poor english skills ! Wink
P.P.S. thanks for making a little pdf tutorial for it ! Smile

[Updated on: Mon, 06 April 2009 16:26] by Moderator

Re: editing IMP's in 1.13[message #212238] Mon, 06 April 2009 16:37 Go to previous messageGo to next message
Logisteric

 
Messages:3498
Registered:December 2008
Location: B
@ scharfrichter

du bekommst eine pm mit einem email-addy. schick deine texte da hin und ich
Re: editing IMP's in 1.13[message #212239] Mon, 06 April 2009 16:57 Go to previous messageGo to next message
Scharfrichter
Messages:7
Registered:February 2009
@ Logisteric --> thank you for your offer to translate the imp editor. But first I have to prepare the whole project to get multilingual. That means I have replace all fixed strings and text propertys of every object inside of the code with variables/constants. After this I have to code an interface to read the text file that contains the translated content.

And this is why it will take a while. I will send you a mail than ! Smile

Scharfrichter
Re: editing IMP's in 1.13[message #212240] Mon, 06 April 2009 17:18 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1568
Registered:March 2009
Location: Broadwurschd-City
If You equip IMPs with OIonly-equipment no warning is displayed. This equipment is of course not available in NIV.
Re: editing IMP's in 1.13[message #212554] Wed, 08 April 2009 23:05 Go to previous messageGo to next message
Scharfrichter
Messages:7
Registered:February 2009
Hi there,

I made a new release of JA2IMPAct Editor like promised.

Changes:

  • Custom content (portraits and voices) are now loaded with priority
  • Items of the old inventory get now a little red marker text to identify them in inventory tab
  • I did a quick english translation, hope its now easyer for you to work with it
You can download it here: SourceForge (clickme)

For new installation: just extract and execute
For update: overwrite the old JA2IMPAct.exe and then execute

You should know, that voices every time are loaded when you are clicking a corresponding button. But portrait pictures are loaded only once when you execute JA2IMPAct. So if you have installed new custom portraits you have to restart JA2IMPAct to see it inside.

TIPP: JA2IMPAct does not write to your registry. It only creates 3 database files, 1 ini file and extracts 6 wav from speech slf. If you want to uninstall just delete the .exe and the files JA2IMPAct created. Thats all.

TIPP: You can also run multiple installations (e.g. for each mod you installed one). It just needs an own directory for every installation.

TIPP: If you want to rebuild the items database (e.g. you modded the items.xml) just delete the JA2IMPAct.ini file and JA2IMPAct will proceed a new installation.

I hope you will enjoy it ... have fun with it !

greetings

Scharfrichter
Re: editing IMP's in 1.13[message #212559] Wed, 08 April 2009 23:41 Go to previous messageGo to next message
Randok

 
Messages:299
Registered:March 2004
Location: Poland
I try download and not working?
Re: editing IMP's in 1.13[message #212562] Wed, 08 April 2009 23:54 Go to previous messageGo to next message
Logisteric

 
Messages:3498
Registered:December 2008
Location: B
what kind of problem do you have?

not working is - to me - some kind of ???


so, tell me more


Logisteric
Re: editing IMP's in 1.13[message #212564] Wed, 08 April 2009 23:55 Go to previous messageGo to next message
Scharfrichter
Messages:7
Registered:February 2009
Randok
I try download and not working?


please specify ... what exactly does not work ??
Re: editing IMP's in 1.13[message #212568] Thu, 09 April 2009 00:03 Go to previous messageGo to next message
Randok

 
Messages:299
Registered:March 2004
Location: Poland
I tryed ones more and downloaded.
Re: editing IMP's in 1.13[message #213317] Thu, 16 April 2009 07:53 Go to previous messageGo to next message
basemetal

 
Messages:15
Registered:January 2004
I just downloaded the English version. Let's see. 1)unpacked it to JA2 folder; 2)In the JAImpact folder, the program is executed; 3)Made modifications to my IMP plus better weapons; 4)Under settings tab, push the load button for Items.xml; 5)Exit the program and start JA2 1.13; 6)Start new game with IMP that has the exact the same name, callname, portrait, and voices as in JAImpact; 7)It doesn't work. What's the proper way to do it?
Re: editing IMP's in 1.13[message #213318] Thu, 16 April 2009 07:56 Go to previous messageGo to next message
basemetal

 
Messages:15
Registered:January 2004
It didn't crash or have errors. I mean that when the game starts, I keep getting the same level 1 IMP with the usual crappy weapon.
Re: editing IMP's in 1.13[message #213324] Thu, 16 April 2009 10:10 Go to previous messageGo to next message
Scharfrichter
Messages:7
Registered:February 2009
snakehound
I just downloaded the English version. Let's see. 1)unpacked it to JA2 folder; 2)In the JAImpact folder, the program is executed; 3)Made modifications to my IMP plus better weapons; 4)Under settings tab, push the load button for Items.xml; 5)Exit the program and start JA2 1.13; 6)Start new game with IMP that has the exact the same name, callname, portrait, and voices as in JAImpact; 7)It doesn't work. What's the proper way to do it?


hmmm ... I guess you did not save it or you saved it not as \Data\.dat2 ... am I right ?

If so then click on the menu point file-->save and save the file Wink

[Updated on: Thu, 16 April 2009 10:12] by Moderator

Re: editing IMP's in 1.13[message #213356] Thu, 16 April 2009 23:37 Go to previous messageGo to next message
basemetal

 
Messages:15
Registered:January 2004
No dice, Scharfrichter. I saved it but when I start a new IMP, the game seems to override IMP's configuration over the JA2impact one's. Perhaps you could fill in "one, two, three" instructions.
Re: editing IMP's in 1.13[message #213357] Thu, 16 April 2009 23:49 Go to previous messageGo to next message
Majek

 
Messages:447
Registered:January 2003
Location: Slovenia
impossible. Unless you make a new one with the same name, imp files are left alone.
Re: editing IMP's in 1.13[message #213358] Thu, 16 April 2009 23:50 Go to previous messageGo to next message
KEN C

 
Messages:258
Registered:May 2007
Location: Aberdeen Washington USA
Try using the xml editor.
Re: editing IMP's in 1.13[message #213365] Fri, 17 April 2009 01:27 Go to previous messageGo to next message
tbird94lx

 
Messages:725
Registered:April 2002
Location: ohhhhhh canada
i havent had problems..it works fine..is easy to use and i cant read german Very Happy


Re: editing IMP's in 1.13[message #213369] Fri, 17 April 2009 02:00 Go to previous messageGo to next message
Shatara

 
Messages:23
Registered:March 2007
snakehound
No dice, Scharfrichter. I saved it but when I start a new IMP, the game seems to override IMP's configuration over the JA2impact one's. Perhaps you could fill in "one, two, three" instructions.
Indeed, the problem appears to be that you are starting a new IMP, rather than loading the one you already made.

Step by step instructions as requested:

1. Use IMPact to make your imp as you want him/her.
2. Save.
3. Start new (or old) game of JA2. Open laptop/IMP page.
4. Type name of file (usually the same as the callsign) into box.
5. ???
6. Profit.
Re: editing IMP's in 1.13[message #213375] Fri, 17 April 2009 02:51 Go to previous messageGo to next message
basemetal

 
Messages:15
Registered:January 2004
Got it to work. Totally appreciated, Shatara. I just type the callsign of my IMP in the activation code of the IMP creation page. Viola! An instant beefed up IMP pops up. It's too bad that JA2impact only works if you create the IMP from scratch. I wish I could modify the IMP's stats after I already created the IMP from scratch. Anyway,I thank Scharfrichter for his contribution for JA2 community.
Re: editing IMP's in 1.13[message #213377] Fri, 17 April 2009 03:08 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1568
Registered:March 2009
Location: Broadwurschd-City
snakehound
I wish I could modify the IMP's stats after I already created the IMP from scratch.


1) load X\XX\XXX\callsign.dat2.
2) modify
3) save to X\XX\XXX\callsign.dat2
Re: editing IMP's in 1.13[message #213378] Fri, 17 April 2009 03:27 Go to previous messageGo to next message
basemetal

 
Messages:15
Registered:January 2004
Been there done that. I figure that I could easily clone more super soldiers. Yep, it's every tyrants' or NWO's wet dream.
Re: editing IMP's in 1.13[message #214239] Sun, 26 April 2009 18:31 Go to previous messageGo to next message
silverAg

 
Messages:13
Registered:October 2007
Location: Poland
When the English version will be available? :>
Re: editing IMP's in 1.13[message #214274] Mon, 27 April 2009 00:18 Go to previous messageGo to next message
Scharfrichter
Messages:7
Registered:February 2009
The english version IS available like I posted in one of the previous postings.

You can load it here (clickme)

Scharfrichter

[Updated on: Mon, 27 April 2009 00:19] by Moderator

Re: editing IMP's in 1.13[message #214555] Wed, 29 April 2009 20:06 Go to previous messageGo to next message
silverAg

 
Messages:13
Registered:October 2007
Location: Poland
many thanks!

next question: so when editor will be ready to translate to another languages?

And I have a new idea. I don't know how much work it requires, but is there possibility to make small window in editor, which would show to user how exactly IMP would look in game on tactical screen? I mean his clothes, hair, skin..

[Updated on: Wed, 29 April 2009 22:04] by Moderator

Re: editing IMP's in 1.13[message #214604] Thu, 30 April 2009 08:03 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Quote:
small window in editor, which would show to user how exactly IMP would look in game


A rotating walking animation, giving off a shot in each direction would be great! One can dream... Smile


Re: editing IMP's in 1.13[message #214607] Thu, 30 April 2009 08:40 Go to previous messageGo to next message
silverAg

 
Messages:13
Registered:October 2007
Location: Poland
usrbid
A rotating walking animation, giving off a shot in each direction would be great! One can dream... Smile


It's even better idea, beacuse I was rather thinking just about static image of standing IMP, with rifle in his hands. We are waiting.

[Updated on: Thu, 30 April 2009 08:42] by Moderator

Re: editing IMP's in 1.13[message #214636] Thu, 30 April 2009 11:39 Go to previous messageGo to next message
Scharfrichter
Messages:7
Registered:February 2009
silverAg
many thanks!... next question: so when editor will be ready to translate to another languages?


At the moment I'm working on a general translation suite for FreePascal/Lazarus (in wich JA2IMPAct is written). Goal is that the user can create/clone a .po language file, by using a simple file explorer and text editor to make a translation of any language he/she wants. The programm will look up for this files and lists them in a combo- or listbox where the user can select it at runtime to get it translated to the language of choice without rewriting a single byte of the sourcecode.

But as this translation suite is not intended to work with JA2IMPAct only but with every project developed with FreePascal/Lazarus this will take a little time ! Wink

usrbid
A rotating walking animation, giving off a shot in each direction would be great! One can dream... Smile


YES ... this would be great ! And this would be also a lot of work because FreePascal/Lazarus is not even able to show an animated .gif file. Shurely there are even librarys available to develop complete 3D games. But I would have to understand how JA2 assembles this animations and so on.

At the moment I simply have not enought time to do this. If someone would help me by coding a pascal unit or .dll to assemble the animation pics I would think it over. But actualy this is just a one man project. I hope you will understand this. Otherwise I would have to do the folowing .... :roulette: Very Happy

Scharfrichter
Re: editing IMP's in 1.13[message #214752] Fri, 01 May 2009 00:23 Go to previous messageGo to previous message
silverAg

 
Messages:13
Registered:October 2007
Location: Poland
Scharfrichter
usrbid
A rotating walking animation, giving off a shot in each direction would be great! One can dream... Smile


YES ... this would be great ! And this would be also a lot of work because FreePascal/Lazarus is not even able to show an animated .gif file. Shurely there are even librarys available to develop complete 3D games. But I would have to understand how JA2 assembles this animations and so on.

At the moment I simply have not enought time to do this. If someone would help me by coding a pascal unit or .dll to assemble the animation pics I would think it over. But actualy this is just a one man project. I hope you will understand this. Otherwise I would have to do the folowing .... :roulette: Very Happy

Scharfrichter


And what about my less complicated idea, which would be great for beggining? I mean just static window - standing merc with gun in his hands. I think that this wouldn't be so difficult..

[Updated on: Fri, 01 May 2009 00:28] by Moderator

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