Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » 1.13 Xml Editing
Re: 1.13 Xml Editing[message #313844]
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Thu, 03 January 2013 19:47
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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At the moment, SectorNames.xml only refers to surface sectors. Apparently, it once was used for underground sector names as well, but that was commented out, for whatever reason. So at the moment it is not possible in that file. I'll go research.
Edit: That was easy... the underground naming as moved to lua-sripts, specifically to Scripts/undergroundsectornames.lua.
[Updated on: Thu, 03 January 2013 19:54] by Moderator Report message to a moderator
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Re: 1.13 Xml Editing[message #315169]
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Tue, 05 February 2013 01:53
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wacs828 |
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Messages:31
Registered:August 2009 |
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Hi Guys,
I am trying to add a new gun to my new game on v1.13. I have managed to get the image made, and added the available attachments with xml editor, e.g. scopes, reflex sights, laser, flashlighs, retractable stocks etc. The item shows up in a new game, however, only the default 4 attachment slots for the weapon shows up. What step am I missing here? Any help would be great, thanks!
Currently using v1.13 build4571 with aimnas v20, and am trying to add an EBR version of a gun.
Regards.
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Private 1st Class
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Re: 1.13 Xml Editing[message #315175]
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Tue, 05 February 2013 06:04
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wacs828 |
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Messages:31
Registered:August 2009 |
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Ah, ok I think that might explain things, I am using v0.54 of the editor, as I am using the editor that came with v20 of aimnas that smeagol made in early 2012. So I have 3 questions:
1. Would v0.60 work with an older version of ja2 v1.13?
2. Have there been changes made to the xml values or layout which would prevent the game from loading if I use a later version of the xml editor than what comes with tais sci files?
3. From what I understand about modding, I cannot overwrite #1 and #70 of the bigitems .sti files. Should I use the placeholder .sti images "nada" or would it be alright to just use any of the available blanks?
Thanks for the answers guys!
[Updated on: Tue, 05 February 2013 07:41] by Moderator Report message to a moderator
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Private 1st Class
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Re: 1.13 Xml Editing[message #315309]
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Mon, 11 February 2013 07:37
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Vince7403 |
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Messages:145
Registered:February 2012 |
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I've been trying to create a mini-mod for myself. I found that the packaged XML editor (claims to be version 0.100 when I ask for file properties) produces strange results so I only use it to read data now and make all my edits with Notepad++.
I've added a new caliber, at #60, appropriate magazines/retail boxes/crates for it at the end of magazines.xml, and several weapons that use those magazines. The XML editor reads my edits and displays them properly, and they display properly in Bobby Ray's. However, I now have several problems which I suspect are related:
1) Nearly all magazines are glitched and seem to not exist in the game except in merc starting inventory. Unloading weapons results in an empty weapon and no item on the cursor.
2) Mercenaries start with no guns, whether AIM or IMPs, original weapons or the ones I've added.
3) The game crashes when I open the crate to receive my new modded weapons from Bobby Ray's.
Can someone point me towards what I've done wrong?
Thank you for your time.
Update: After some more prodding, I've managed to solve the problems and created the items I was working on, though I don't know exactly what changed besides setting the XML editor to compatibility mode XP-SP3.
[Updated on: Thu, 21 March 2013 03:52] by Moderator Report message to a moderator
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Sergeant
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Re: 1.13 Xml Editing[message #329198]
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Sun, 22 December 2013 19:24
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LoTeK_ |
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Messages:12
Registered:December 2013 Location: Italy |
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Thanks, and thanks for the answer. If I have to tell the truth I always have been on these forums but rarely posted, just lost access to the previous email address I used to register here years ago and had to register again with another. Used another nickname this time.
One last question abouot XML editing if I can.
I was trying to give different starting gear to IMP characters and noticed some things aren't working.
For example, I can give him a Kevlar Vest but not a Coated Dyneema Vest, no ACOG 4x combo, no xray detector.
Looks like only items marked as "Bobby Ray's available" can be "spawned" by the IMP starting gear.
Item choices/Item Count in the XML editor are ok I double and triple checked them but still getting nothing ingame.
Instead if I use MERC starting gear to spawn the same equipment it works fine.
Is that wanted? or I'm doing something wrong?
[Updated on: Sun, 22 December 2013 19:25] by Moderator Report message to a moderator
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Private
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Re: 1.13 Xml Editing[message #329234]
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Tue, 24 December 2013 04:16
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John_5696 |
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Messages:38
Registered:November 2009 Location: Mainland China |
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Vince7403I've been trying to create a mini-mod for myself. I found that the packaged XML editor (claims to be version 0.100 when I ask for file properties) produces strange results so I only use it to read data now and make all my edits with Notepad++.
I've added a new caliber, at #60, appropriate magazines/retail boxes/crates for it at the end of magazines.xml, and several weapons that use those magazines. The XML editor reads my edits and displays them properly, and they display properly in Bobby Ray's. However, I now have several problems which I suspect are related:
1) Nearly all magazines are glitched and seem to not exist in the game except in merc starting inventory. Unloading weapons results in an empty weapon and no item on the cursor.
2) Mercenaries start with no guns, whether AIM or IMPs, original weapons or the ones I've added.
3) The game crashes when I open the crate to receive my new modded weapons from Bobby Ray's.
Can someone point me towards what I've done wrong?
Thank you for your time.
Update: After some more prodding, I've managed to solve the problems and created the items I was working on, though I don't know exactly what changed besides setting the XML editor to compatibility mode XP-SP3.
There is an exact same missing weapon/magazine bug in IOV mod. This happens for some mods of 1.13 then I assume, I couldn't find anything wrong in the xml files either.
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Private 1st Class
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Re: 1.13 Xml Editing--Item window too large to fit on screen.[message #336367]
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Wed, 01 October 2014 16:52
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Hanokh1967 |
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Messages:14
Registered:December 2007 Location: Outer Banks, NC USA |
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I am using the newest stable release. The XML editor opens correctly. I can show items by class correctly. When I try to edit an individual item, its window is too large for the screen and cannot be re-sized. I edited the XML settings, but that only makes the class window size different. For example, I can make the LBE window smaller but cannot edit a SAW Pouch as the window is too large for the screen. I have tried running in different screen resolutions, but can find no way to make these windows smaller. I did not have this problem with older releases of the XML editor. Any help is appreciated. Thanks.
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Private
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Re: 1.13 Xml Editing--Item window too large to fit on screen.[message #336381]
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Wed, 01 October 2014 23:13
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Hanokh1967 |
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Messages:14
Registered:December 2007 Location: Outer Banks, NC USA |
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Getting old is the problem! I had my display settings at 150% which was causing the window to act strangely. Everything displays fine at 100%.
[Updated on: Wed, 01 October 2014 23:23] by Moderator Report message to a moderator
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Private
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Re: 1.13 Xml Editing--Item window too large to fit on screen.[message #339326 is a reply to message #336381]
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Sun, 08 February 2015 07:37
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Useless Heathen |
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Messages:18
Registered:May 2010 Location: Texas, USA |
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Hey y'all, I'm trying to get back into XML editing after a long hiatus, and I have hit a wall. I added some graphic of my favorite guns, grenades, and rocket launchers from AIMNAS to replace stock 1.13 item images. Bigitems, mdguns, p1items, p2items, all the ones I added (in sequential order, I remember that screwing me up before) are visible in the image selector under the General tab. But when I attempt to select these images, an Unhandled Exception appears to thwart my advance. I quote:
Unhandled exception has occurred in your application...
Value of '374' (or whatever new item image i added) is not valid for 'Value". 'Value' should
be between 'Minimum' and 'Maximum'. Parameter name: Value.
I do not know where this value is so I can edit it and get to blowing stuff up. Anybody run into this before?
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Private
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Re: 1.13 Xml Editing--Item window too large to fit on screen.[message #341761 is a reply to message #339326]
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Thu, 16 July 2015 08:20
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SabinyAk |
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Messages:141
Registered:July 2015 Location: Mexico |
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someone knows what i need to do to get custom images in XML editor? i have put already the image in STI format with STI-Edit i used the .38 special as a size template and i put it into the "BigItems" folder inside "1.13 data" and "data" with the name of "Gun372.STI"
but it still not appearing in the xml editor when i want to make a weapon, how do i put the image into the editor? do i have to modify something else?
[Updated on: Thu, 16 July 2015 09:17]
Oh, God please tie this rope tight, A noose that fits just right, Oh, God please tie this rope tight, Hold my head upright, Take this knife across my throat, And make amends for all my lies.Report message to a moderator
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Sergeant
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Re: 1.13 Xml Editing--Item window too large to fit on screen.[message #347978 is a reply to message #341761]
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Mon, 02 January 2017 19:32
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LoTeK_ |
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Messages:12
Registered:December 2013 Location: Italy |
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Someone knows what we should use to edit XML files? For merc starting gear, imp starting gear, etc etc.
In some other topic they say included XML editor is broken, it truncate files and that its maintainer has gone MIA since long time. Is that true?
It is also not working for me anyway, fails to load for some bad value in it that I'm not able to fetch.
Using SCI_Unstable_Revision_8347_on_GameDir_2350.
I tried with Notepad++ but here item values are just numbers, how I'm supposed to know each item number?
There are billions anyway even with that knowledge it would be too much time consuming, this really need some working tool.
Plz help. Thank you.
PS: before someone come out with ingame imp starting gear please don't, feature is cool but a selection between some garbage pistols, a water can and crappy armors are not much useful to start with in the extreme games I usually setup. Won't even pass the landing stage with that kind of gear.
[Updated on: Mon, 02 January 2017 19:56] Report message to a moderator
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Private
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Re: 1.13 Xml Editing--Item window too large to fit on screen.[message #358204 is a reply to message #356514]
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Sat, 05 October 2019 20:48
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ZedJA2 |
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Messages:202
Registered:January 2018 |
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Well, for the MercStartingGear.xml and for the IMP probably as well, this MercStartingGear Editor did work for me so far on a test with Flo from M.E.R.C. on one of her starting kits. And it has access to everything in the Items.xml and weapons.xml. It can do multiple Gearkits, gives you access to the Bobby Ray Description text (only the first 14 words or so though), so if like me you have never had the high level stuff, you can still find out what it is even in that Editor. Might want to check the posts fully thru the thread on the MercStartingGear Editor, as I found a few things a tad unintuitive on first attempt, but got it to work right within 10 minutes of fiddling and describe most of the issue as best I could, it may help. Here's the thread on it:
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=17838&start=0&
Supposedly the INIEditor is updated and will work for INIs, but I never use it -- so can't vouch for it. As for the Maps, the MapEditor should be updated also each SCI, so again that should work, but I never tried it.
As for any other XMLs I can't help you. But most of the other XMLs are not too large to fool with in Notepad or Notepad ++ (which I just tried and after about 15 mins of use, ya I sort of like the 2 files in one view linked scroll, great for comparisons of files, and it has other hidden pluses in the way it highlights the text for XML by color, for comments versus values, etc.).
At any rate, hope that helps you somewhat.
[Updated on: Thu, 16 January 2020 04:09] Report message to a moderator
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Sergeant 1st Class
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