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Timbab

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RE: Sytner's Iff Editor 3

Yeah ordering might fuck it up, but only maybe, as the underlying datatable order doesn't change afaik. Index for resources are the important part I believe.

Totally unsure why you people are having problems with multirow anything, seems to work fine for me (Tested it numerous times now).

Can you explain what exactly you're doing for it to 'not work'?

Example of insert:



Example of paste:

 

Andarai

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RE: Sytner's Iff Editor 3

Multirow copy
[attachment=42]

multirow add
[attachment=73]

Then just only one copied and... goes to the final so not working :(
[attachment=74]

For me now i know how to solve that and i can make it working, but it has this errors, i dont know if is pc soft installed, and other conflict programs, or the program itself i really dont know.
 

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Timbab

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RE: Sytner's Iff Editor 3

You need to select the rows you want to paste on to.

If you 'Add', it adds them to the bottom of the datatable, you'll need to insert if you want to insert it at the selected location.

Also, hm, unsure why it only adds one row for you on 'add', seems to work fine for me if I copy multiple ones.

Proof:



First block is pasting on existing rows, second block is inserting the copied rows, third block is adding copied rows to the bottom.



Edit: If you sort the table, I could see stuff being inserted at the row position, haven't tested for that.

Edit 2: In regards to the sorting, I've added 2 things to my todo list to be able to save current sortings (As it's just soft sorting, it doesn't change the underlying datatable) via button and one to restore the soft sorting to its current default (From the underlying datatable).
 

Andarai

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RE: Sytner's Iff Editor 3

yeah now i see if a insert multirow works! the others no. But, the others like add or paste, multirow doesn't work
It's strange after insert multirow... now add works and add multirow. xd but paste still no luck.
 

Timbab

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RE: Sytner's Iff Editor 3

Okay so further investigating, you're right, there is a bug with adding new rows, I fucked it up/didn't update code so it's based off the amount of currently selected rows, which is really odd, I must have been drunk when I wrote that. :p

So with the current bug, basically, if you copy 5 rows and keep them selected, right click and "Add Copied Row(s)", it should work, but if you then only have 1 row selected, none or more after you have already copied the rows, it'll break/act odd.


Pasting works for me however, you'll need to select the amount of rows you're pasting. If you select 5 rows and copy, then select only 2 rows to paste, it'll paste over only the top 2 rows you copied over the selected 2 rows.

P.S. Always appreciate bug reports, so thanks for that. :)

Edit: Okay so looking at my code, I can confirm what I wrote about about the "Add", I can also confirm that this bug has been in for 185 days without being found, so extra props for that, Andarai. :)

Edit 2: "Add" is now internally fixed, I simply got amount of rows the selected row count, for whatever reason, it now properly gets the count from the rows you copied. Unsure if I'll make a hotfix anytime soon for it as I'm in the middle of 4.0 development/restructuring again, but it'll be in the next possible update anyhow.
 

Andarai

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RE: Sytner's Iff Editor 3

glad i help :)  for me at all "it doesn't matter" ( it does its a nice tool but i think you understand what i mean ) if you fix it because i know how to solve this things, i just post for your known, i prefer you to focus on 4.0 xD since im begging to get nice .trn editor xd jajajaja
 

Arioch

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RE: Sytner's Iff Editor 3

Thats sounds like what I was trying to tell you Timbad! :p
 

scotar

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RE: Sytner's Iff Editor 3

I'm having problems getting the editor to launch on my laptop (newer i7 with 8GB). I launch the .exe, the cursor spins for a few seconds but then nothing happens. No errors, nothing, it just never starts.

I've verified the following
64-bit operating system = Windows 10 Home
DirectX 11 compatible GPU with Shader Model 4.1 or greater = GeForce 960M

I've installed the following using the links in this post
http://www.swgemu.com/forums/showthread.php?t=154893

Microsoft .NET Framework 4.5
Visual C++ Redistributable Packages for Visual Studio 2013
Visual C++ Redistributable Packages for Visual Studio 2010 x64
DirectX End-User Runtimes (June 2010)

I did the following
Meet the requirements above
Extract all files to a folder of your choice = c:\swg\swg-final

I did not do anything with configuration options, since it seems optional.
Change any configuation options you wish for (what tree files are loaded, if to use override files from the SWG directory and so on)

I did the following for all .dlls
If you get a crash on launch having met the requirements and correctly extracted the files, it may be due to windows blocking dlls. The solution is to right click on the dlls -> choose Properties -> click the Unblock button).


Is there something else I need to do?
Do I need to modify the settings.lua file, and if so with what settings?
Do I need to copy the SWG .tre files into the same folder?
Is there any way to turn on logging to figure out why it's not launching?

Any help is appreciated.

Great looking tool if I could only get it to run.

Thanks

Scott
 

Timbab

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RE: Sytner's Iff Editor 3

Heya!

Really appreciate the post format of what you've already tried. :)

But hm, try installing Visual C++ Redist 2015: https://www.microsoft.com/en-us/download/details.aspx?id=48145

Do I need to modify the settings.lua file, and if so with what settings?
Do I need to copy the SWG .tre files into the same folder?
Is there any way to turn on logging to figure out why it's not launching?
Nay to all of the above, 2015 might do it, otherwise anything else should be settable after I believe, once it's running, you'd get a popup letting you select an SWG directory which contains the .tre files, that in itself should be all you have to do beyond the requisites.
 

Sytner

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RE: Sytner's Iff Editor 3

Timbab said:
But hm, try installing Visual C++ Redist 2015: https://www.microsoft.com/en-us/download/details.aspx?id=48145
Hopefully this will do it - I should have added this requirement to the OP sorry, it replaced 2013 in the last update.
 

scotar

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RE: Sytner's Iff Editor 3

Fixed: Installing the Visual C++Redist 2015 from: https://www.microsoft.com/en-us/download...x?id=48145 fixed the issue. The editor now launches, and even though it gives me a warning about missing patch files, everything works as expected.

My intention is to look at existing content within the SWG client files, not make modifications or build anything new at this point, so I suspect the patch warning shouldn't be an issue.

Thank you for the prompt response.

Scott
 

Sytner

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RE: Sytner's Iff Editor 3

Updated to version 3.5.0.3a.

Fixes
  • Fixed critical issue with IFF files containing multiple roots. Thanks to Halyn for the report.
 

Scanlon21

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

Trying to use newest version. Windows 10, all pre-requisites satisfied. No error dialog, it just never loads. All of the files in the extracted folder have been unblocked, full permissions set. HALP!!

EDIT: Found out what the problem is. Trying to run a shortcut to the program from the desktop did not work. Running it from within the directory solved the issue.
 

Scanlon21

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RE: Sytner's Iff Editor 3

Question: by default, when you open SIE and look at the log, the repository it opens is precu.lua.. now is that to say it opens up all of the files in TRE, TOC, and all else for export to a directory of ALL items for Pre-CU? And switching that drop down in the log window to NGE.lua does the same for all NGE files?
 

tatwi

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May 31, 2012
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RE: Sytner's Iff Editor 3

The version history management for World Snapshot files is very difficult, as there aren't any tools such as git and meld that can track changes and help with merging two different files together. These are both fundamental concerns for project management, especially long term or large scale projects.

I don't know if you're still working on this project, but if you're willing to add a new feature to the WS editor, I would like to request a simple merge feature that does the following.

1. Click a button to "Merge In From Another WS".
2. A check box for "Confirm Each Item"
3. Program does the following:

Code:
If ObjectID does not exist
   If manually confirm is on
      prompt confirmation
        if yes add item
    Else
      add the item
Else
   if template names are different
       generate new ObjectID # and add the item
   if template names match and locations are different
       generate new ObjectID # and add the item
  
That should allow a person to easily merge someone else's WS into their own.

Ideally, these changes would be logged in the SIE logger, so the person could copy and paste it into their own version history log file.

It's not perfect, but I think the merge ability and the logging of the merge would really help people manage their projects and share their work a lot more efficiently.
 

Timbab

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RE: Sytner's Iff Editor 3

Will need to think about it, but it definitely wouldn't be based off ObjectID, as that really isn't very static and/or a good way to judge if it's the same item, coordinates, etc.

You'd have to do an object compare, which is fine, but yeah, then you also have to deal with other items being merged on top of each other or into each other, etc. I mean you can have methods of checking for the same item in close vicinity, but that brings different issues with it for some objects.

It's a bit tricky to do neatly, really, as a WS is too large and varied to determine which object should be merged and which shouldn't.

Maybe a manual way to merge two different snapshots in the sense that you have to gather and select it to a queue that is going to be merged, that way you yourself have more control of it. Another option would be to be able to merge based on a radius, but then again, doing this manually by filtering by radius and then manually selecting is ultimately better and more accurate.

P.S. The current WS Editor really isn't meant for super big or serious projects. I put minimum effort into it because it's the one tool that'll get 100% replaced and any minute wasted on it, takes time away from tools and small projects for SIE and SWG that won't be replaced. Will take it into consideration though.

On a different note, I might end up adding the ability to paste/add in screenplay nodes.
 

tatwi

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RE: Sytner's Iff Editor 3

Timbab said:
P.S. The current WS Editor really isn't meant for super big or serious projects. I put minimum effort into it because it's the one tool that'll get 100% replaced and any minute wasted on it, takes time away from tools and small projects for SIE and SWG that won't be replaced. Will take it into consideration though.
I appreciate that, but it's the tool we have to use right now and it took years of waiting to get it. If it takes another 5 years for the next tool to become available, then that's five years of using the current. Right?

No one lives forever and we ain't getting any younger, so we either do stuff now with the tools we're given or potentially die without ever accomplishing our goals. Dramatic? Maybe, but I've known a lot of folks personally who aren't here anymore... life is fragile and short.

So, a bird in the hand man, a bird in the hand! :)
 

Timbab

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RE: Sytner's Iff Editor 3

Well it's more a question of, waste further time on a tool that'll be 100% replaced sooner or later, or cover as much ground as possible in the meantime, unlocking the rest of SWG.

SIE has been a bit over a year in the making, been dragging on for various reasons, but yeah, at the moment things like me finishing the Object editor and Asset Customization manager are top priority, then we also have playback file and arguably one of the most important, MGN import/export support, along with .POB.

So much work, so little time, that's more or less my point. I'm mostly the only person working on everything non Terrain/WS, while Sytner is focusing on that, so I personally rather focus on things that other people aren't working on.

All this said, I'm not against polishing/improving the WS editor for the next big update, but bluntly, it just isn't the biggest priority on an overcrowded ToDo list right now. (Don't mean this in a negative way, just semi freaking out about feature creep for the next SIE update, this is also just SIE alone, there are other projects arguably as important in the pipe).
 
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RE: Sytner's Iff Editor 3

I don't suppose anyone can help me figure out why I can't run this on my new PC?

I get an "unhandled exception" when I try to launch it.  Extremely dumbed-down instructions would be appreciated.

I have both of these installed:
Microsoft .NET Framework 4.5
Visual C++ Redistributable Packages for Visual Studio 2015

Attached is my graphics card info.

And here is what the error is saying:

Code:
************** Exception Text **************
System.Runtime.InteropServices.SEHException (0x80004005): External component has thrown an exception.
   at D3DXMatrixPerspectiveFovLH(D3DXMATRIX* , Single , Single , Single , Single )
   at ‬‌‬‍‭‎‬‭‫‮‫‎‮‏‫‫‪‎‮..ctor()
   at ‫‪‬‍‎‪‌‎‍‭‪‌‎‌‫‮‏‎‌‭‌‬‭‏‮..ctor()
   at ‮‬‌‏‍‪‮‬‍‮‏‬‌‪‬‭‪‌‭‍‪‍‮..ctor()
   at B1>sX/Tt(\,p>2Evk7n~de3x8#..ctor(nLBcz/by1$@R3Bj@ybj;`=MD% main)
   at nLBcz/by1$@R3Bj@ybj;`=MD%.‮‪‏‭‭‎‬‌‌‏‎‌‏‮‮‮‪‬‏‪‮()
   at nLBcz/by1$@R3Bj@ybj;`=MD%.‎‪‏‬‍‮‌‬‌‬‭‏‍‏‭‭‬‫‌‮‭‎‮(Object , EventArgs )
   at System.Windows.Forms.Form.OnShown(EventArgs e)
   at System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
   at System.Windows.Forms.Control.InvokeMarshaledCallbacks()
 

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Vidi

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Sep 3, 2012
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RE: Sytner's Iff Editor 3

While trying to fix a bug in floratest.trn (learning how things work), I came across an error.  I don't know if the error is because of the trn or SIE.  For radial flora, the two shader names in ID 2 are incomplete.  If I complete the first one, save it and log in, it works.  If I complete the second one, it kind of adds it as a third one somehow and makes all of the values go crazy for all of the child stats.  Now, I can save it in that weird state and log into the terrain and it works just as expected, but that chunk in the trn file is messed up permanently so I don't think it could be changed again, at least not through SIE.  Trying to use a completely new shader has the same result.

To repeat the steps, go to floratest.trn, go to RGRP, then the second RFAM (Family ID 2) and you will see two shader names.  Both need to have _aa7 or _aaf12 added to the end of them to point to a valid shader.  For example: decd_maple_sparse_a1_spr to decd_maple_sparse_a1_spr_aa7

For reference, I have SIE 3.5.0.3 and Windows 10.  Any suggestions or questions are welcome.
 
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