About SIE

drdax

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Jun 11, 2015
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RE: Sytner's Iff Editor 3

Love it! going to down load it and update... I am losing in-game time thanks to you! LOL
 

Sytner

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RE: Sytner's Iff Editor 3

drdax said:
Love it! going to down load it and update... I am losing in-game time thanks to you! LOL
:D

For about 30 minutes there was a broken version uploaded - anyone that got it in that time after my post should redownload (sorry).
 

drdax

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RE: Sytner's Iff Editor 3

Sytner said:
For about 30 minutes there was a broken version uploaded - anyone that got it in that time after my post should redownload (sorry).
Just downloaded it - it's fine - thanks!
 

tatwi

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RE: Sytner's Iff Editor 3

I've gotta say, the WS editor F'in rocks, guys! :)
 

Timbab

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RE: Sytner's Iff Editor 3

Updated to version 3.3.1.1.

  • New Features
    • Added a setting to settings.lua to disable audio autoplay for both the Repo and the SND Editor
    • Added multi Copy/Paste for the WS Editor
    • Added cell names to be shown when you select a cell in the WS Editor
    • Added a Insert New Row to the Datatable Editor that will insert a blank default row under the currently selected row
  • Fixes/Changes
    • Fixed a critical CEF Editor bug that saved CEF files without the right header
    • Added missing default values to the CEF Editor
    • Fixed WS Editor cell nodes getting the same ID as of their parent
    • Changed the WS Editor node position control increment from 1.0 to 0.01
    • Changed the WS Editor node rotation control increment from 1.0 to 0.2
    • Fixed a bug in the Datatable Editor that would prevent on right clicking on the row headers
    • Fixed a bug in the Datatable Editor that would prevent being able to save under certain conditions with a new row
    • Fixed a bug in the Datatable Editor that would prevent being able to edit the correct column
    • Changed the row Paste in the Datatable Editor so it now inserts the copied row(s) under the currently selected row(s)
A tip: With the new WS Node increment changes to the controls, I highly suggest going into the control so it has focus and then using your mousewheel to change the value. Very easy and smooth now.
 

Sytner

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RE: Sytner's Iff Editor 3

Updated to version 3.3.2.0.

  • New Features

    • WS Editor
      • Added orthographic camera mode
      • In orthographic mode you can move objects in addition to being able to rotate them.
      • A note on camera controls:
        • Left click and drag to move around the camera
        • WSAD+QE for keyboard movement
        • In orthographic mode, middle click and drag up/down to zoom
        • Right click and drag left/right to rotate objects
        • In orthographic mode only, ctrl+right click and drag to move objects
  • Fixes/Changes
    • WS Editor
      • Fixed filenames being added multiple times to the OTNL chunk along with checks that broke other related things
      • Fixed cells from not being correctly created if the object of a node is edited
      • Fixed an extra cell being added on accident when you added an object with cells
      • Fixed the main list not being updated if the object filename was changed
      • Fixed nodes having invalid quaternion on creation
 

drdax

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RE: Sytner's Iff Editor 3

This feature is awesome and kept Arioch and I up way too late last night into this morning talking about it and his projects LOL. Now I "have to" get that great code as well you folks posted on Git......

Translation: Thanks and your work and others here at MTG is appreciated, but not my wife :)
 

Arioch

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Apr 22, 2014
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RE: Sytner's Iff Editor 3

Ya its working great Ill be sure to cry in chat if I find a problem :p
 

drdax

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RE: Sytner's Iff Editor 3

I made the Gungans cry when I eliminated all Gungan buildings, statues and so forth on Rori and Naboo.. death to JarJar !!
 

zakraye

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Sep 14, 2015
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RE: Sytner's Iff Editor 3

Wow Sytner!

I love the tool.

I'm still quite the beginner, but it looks great from the videos you've posted, I'm excited to dive in.

Are you taking donations? I'd love to contribute to the project (as small as my contribution would be).

edit: Shouldn't this also be posted to the "Downloads" section of the forum? So far this looks like the most polished and comprehensive tool for extracting SWG resources.
 

lordvenom

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Aug 15, 2012
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RE: Sytner's Iff Editor 3

Wow this is quite impressive. Having been manipulating all the files manually with tre explorer and hex editors, I feel like a bumbling fool. I've lurked these forums for years but never seen this post --derp.

Thanks Synter, this is amazing.


edit:

Also, I've still been looking for a way to modify the camera position if anyone has any suggestions. I was thinking of writing an external tool, if I need to change memory; but it would be really cool if we could OLLYDBG some values into the .cfg files to get serveral different camera styles (i.e., over the shoulder).

I know the pre-cu engine doesn't have pure support for that function and it was later released, but I believe you guys are more experienced handling the client, that I doubt it would take you guys long at all to figure out.
 

Timbab

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RE: Sytner's Iff Editor 3

lordvenom said:
Wow this is quite impressive. Having been manipulating all the files manually with tre explorer and hex editors, I feel like a bumbling fool. I've lurked these forums for years but never seen this post --derp.

Thanks Synter, this is amazing.


edit:

Also, I've still been looking for a way to modify the camera position if anyone has any suggestions. I was thinking of writing an external tool, if I need to change memory; but it would be really cool if we could OLLYDBG some values into the .cfg files to get serveral different camera styles (i.e., over the shoulder).

I know the pre-cu engine doesn't have pure support for that function and it was later released, but I believe you guys are more experienced handling the client, that I doubt it would take you guys long at all to figure out.
SIE only does client side files, but I am working on a MTG Toolbox (Well, it's delayed constantly due to inactivity) that'll handle a lot of memory stuff, it's near ready for a bunch of stuff, so I can look into adding an camera offset if you want.
 

browsebot

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Oct 1, 2015
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RE: Sytner's Iff Editor 3

Does anyone have a stand-alone text-GUI (non-graphical) version of an IFF Editor that can edit the non-graphical IFF files, such as when making mods like Clear Skies that only edit the non-graphical planetary IFF files? Reason I ask is because my computer, specifically my video card, does not meet the compatibility requirement of "DirectX 11 compatible GPU with Shader Model 4.1 or greater" in order to use the graphical interface contained in "Sytner's IFF Editor 3". My computer can run and play SWG just fine, but it just can't handle the graphical interface requirement of that particular tool.

Does anyone have a non-graphical version of the IFF Editor please? I'm only looking to be able to edit the non-graphical IFF files. I'm totally willing to use old/deprecated tools as long as they can simply edit the IFF text files with the data in columns like TreExplorer displays. I tried using TreExplorer to edit IFF Files, but the IFF Editor window wouldn't even open on the version of TreExplorer I found. Thanks in advance if anyone can help.
 

Sytner

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RE: Sytner's Iff Editor 3

browsebot said:
Does anyone have a stand-alone text-GUI (non-graphical) version of an IFF Editor that can edit the non-graphical IFF files, such as when making mods like Clear Skies that only edit the non-graphical planetary IFF files? Reason I ask is because my computer, specifically my video card, does not meet the compatibility requirement of "DirectX 11 compatible GPU with Shader Model 4.1 or greater" in order to use the graphical interface contained in "Sytner's IFF Editor 3". My computer can run and play SWG just fine, but it just can't handle the graphical interface requirement of that particular tool.

Does anyone have a non-graphical version of the IFF Editor please? I'm only looking to be able to edit the non-graphical IFF files. I'm totally willing to use old/deprecated tools as long as they can simply edit the IFF text files with the data in columns like TreExplorer displays. I tried using TreExplorer to edit IFF Files, but the IFF Editor window wouldn't even open on the version of TreExplorer I found. Thanks in advance if anyone can help.
If you open up settings.lua, you'll find two options that should help you:

enableRenderer = true
useSoftwareRenderer = false

If you want the graphics but don't have a compatible GPU you can set software renderer to true. If you want to turn them off completely then set enableRenderer to false.

I should add this info to the OP really.
 

browsebot

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RE: Sytner's Iff Editor 3

Sytner said:
browsebot said:
Does anyone have a stand-alone text-GUI (non-graphical) version of an IFF Editor that can edit the non-graphical IFF files, such as when making mods like Clear Skies that only edit the non-graphical planetary IFF files? Reason I ask is because my computer, specifically my video card, does not meet the compatibility requirement of "DirectX 11 compatible GPU with Shader Model 4.1 or greater" in order to use the graphical interface contained in "Sytner's IFF Editor 3". My computer can run and play SWG just fine, but it just can't handle the graphical interface requirement of that particular tool.

Does anyone have a non-graphical version of the IFF Editor please? I'm only looking to be able to edit the non-graphical IFF files. I'm totally willing to use old/deprecated tools as long as they can simply edit the IFF text files with the data in columns like TreExplorer displays. I tried using TreExplorer to edit IFF Files, but the IFF Editor window wouldn't even open on the version of TreExplorer I found. Thanks in advance if anyone can help.
If you open up settings.lua, you'll find two options that should help you:

enableRenderer = true
useSoftwareRenderer = false

If you want the graphics but don't have a compatible GPU you can set software renderer to true. If you want to turn them off completely then set enableRenderer to false.

I should add this info to the OP really.
Just a quick followup. Your solution worked perfectly! Everything works fine now with no errors. Thanks so much for your help, Sytner, and all that you have done for the SWG community. :)
 

Scanlon21

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RE: Sytner's Iff Editor 3

Forgive the newbishness please, but let's say you've just edited a datatable, and have hit the save button. Does this now have to be imported back in or is this handled automatically? You edited a huge data table and how does it get implemented into the TRE files it was extracted from for use?
 

Timbab

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RE: Sytner's Iff Editor 3

Scanlon21 said:
Forgive the newbishness please, but let's say you've just edited a datatable, and have hit the save button. Does this now have to be imported back in or is this handled automatically? You edited a huge data table and how does it get implemented into the TRE files it was extracted from for use?
If you're doing server side work, then yes, you need to put it back into a .TRE archive that then is both on the server and the client.

But if it's just a client side mod, or whatever, simply having it in your <SWG folder>/datatables/<specific subfolder> would do the trick. 

For example, if I were to edit the weapon effects (datatables/weapon/weapon.iff) to be more unique, client side and my SWG folder (Where the game is installed) is:

E:\SWGEmu

You'd put the edited weapon.iff into:

E:\SWGEmu\datatables\weapon\

For server side stuff, you'd pack up a .TRE, place it in both the needed directories on the server and at least for the client, add it in the swgemu_live.cfg found in your installed SWG client directory. Don't ask me in which order you'd need to do it or which server files you'd then also need to edit to get a new .TRE to work as I have next to no server experience, but that's easily found if you look it up.
 

duffstone

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Sep 13, 2013
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RE: Sytner's Iff Editor 3

You don't "have" to pack a server side mod into a .tre file. if you put the same path into the bin directory (server side) it will work just fine.

Example:
c:\swgemu\datatables\skill\skills.iff (client)
home/swgemu/workspace/mmocoreorb/bin/datatables/skill/skills.iff (server)

do both, and it works. However, Tim is correct in that it's best to use a .tre for a finished mod.

-Duff
 

Scanlon21

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Jul 30, 2015
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RE: Sytner's Iff Editor 3

Ok, furthering the newbness a bit, is this a feature that can be done with Sytner's IFF Editor? Never tried my hand at mods before in any fashion so I really dont know what that process is. Sorry. And thanks fellas. BTW Timblab, I am going to take a screenie of the TRE files I have and send it to you in a PDF. This way you can see all of them, the dates if possible, and let me know which ones you need - there's 13.8GB of TRE and TOC files. :D
 

Arioch

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Apr 22, 2014
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RE: Sytner's Iff Editor 3

Cant think of a better place to post this since it MAY be an issue with SIE... when I add (new) planets to the travel list, I get a charge of -1 credits (which does add a credit to my bank) coming and going to the new planets. I cant seem to avoid it, not sure why that is. it may be there is another list I need to add my planets to that Im not aware of, but as far as I can tell its just the travel.iff.

The other thing is that I STILL cannot get resources to spawn on new planets for some reason.. again it may be that Im not adding the planet to a list somewhere but no matter what I do to resource_tree.iff, they refuse to spawn. Thanks for any help on these issues theyve bugged me for a while, took a break from it and still cant find the fix. Thanks for anything you guys can help with.
 
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