Staredit Network > Forums > Modding Discussion > Topic: BinEdit II Public Beta Release!
BinEdit II Public Beta Release!
Nov 11 2007, 6:14 am
By: O)FaRTy1billion[MM]  

Nov 11 2007, 6:14 am O)FaRTy1billion[MM] Post #1

👻 👾 👽 💪

Public Beta!

Main Features:
- Open/Save from/to MPQ (hence the "[StarDat.mpq > glumain.bin]".)
- A lot of unknowns found since BinEdit1!
- Helpful tooltips if you hover your mouse over something.
- Add/Delete objects and SMKs.
- Auto-calculations option for width/height properties.
- More descriptive SMK names (as opposed to just the offset that they were loaded from.)
- Loads bin data based on the offsets given in the bin data, rather than in blocks (It will load a bin normally no matter how chaotic the file may be. i.e., you can shove strings, smks, and objects anywhere in the file as long as the pointers point to the correct location.)

Preview Features:
- Actual StarCraft fonts and colors!
- Ability to load your own color table.
- In-game, 'Glue' (menu), and title scren fonts. In-game draws things a bit different.. StarCraft reads these things funny.
- Several drawing options (view all, view current, fill rectangles, drawing colors, etc.)
- Near-accurate preview of bin files. This will never be perfect, but it gets the job done.

Screenshots of the various parts:





Beta Download!

Comments? Suggestions? Death threats?

Post has been edited 1 time(s), last time on Jan 15 2008, 1:21 am by FaRTy1billion.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Nov 11 2007, 6:23 am Durandal Post #2



Super L337

:thumbs up:



None.

Nov 11 2007, 9:30 am Twitch Post #3



finnaly it toke you long enough :P



None.

Nov 11 2007, 7:28 pm O)FaRTy1billion[MM] Post #4

👻 👾 👽 💪

Psh. I'm just lazy. It took me like 20 mins to finish it.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Nov 11 2007, 10:43 pm Durandal Post #5



Lots of people seem to have that problem, me included.



None.

Jan 15 2008, 1:20 am O)FaRTy1billion[MM] Post #6

👻 👾 👽 💪

People should totally beta test and then tell me what they think and respond to the stuff I have in the readme.

By the way, I updated this topic here at SEN with the latest version.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Jan 17 2008, 7:00 am bajadulce Post #7



This program rocks! If modders don't take advantage of this shame on you. Quit being so lazy ppl and spend some time improving your Mod's interface. You spend hours and hours and hours working on .grp's, .dat changes, and then allow for a dull boring ingame menus? This program can add some serious pimpage to your mod. Not using it's potential is like spending 2 hours washing your car to go on a date, but forgetting to brush your teeth. :)

... ohh and I just now noticed reading this, that BinEdit2 comes with an auto-calculator that can auto-manage your entries? WOW!!! That's the biggest pain.. gettin the numbers right. Got to try out that feature right now. :)

EDIT:
Checked out the auto calc width/height feature. Very nice! :). Put this little example RRAI.exe together real quick... :) Now if only .smks could broadcast their audio in game?

Post has been edited 1 time(s), last time on Jan 17 2008, 8:54 am by bajadulce.



None.

Jan 18 2008, 5:09 am O)FaRTy1billion[MM] Post #8

👻 👾 👽 💪

Quote from bajadulce
... ohh and I just now noticed reading this, that BinEdit2 comes with an auto-calculator that can auto-manage your entries? WOW!!! That's the biggest pain.. gettin the numbers right. Got to try out that feature right now. :)
When BinEditing I was always sick of having to calculate them and make that annoying 1 difference. :P



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Mar 3 2008, 8:59 pm . . Post #9



hey, this is awesome, user friendly.

I found a bug, when you choose right-align and you use <10> for a new line, new lines are left-aligned :)

Other than that, Font-size flags don't update the text in real-time but I don't think it's a big deal.

Oh , and about width, height, when I update height, can you make it so bottom update too, and same thing when I update bottom or right or etc, make them inter-connected, just a suggestion ^^

Really, awesome job, thank you.



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[02:12 pm]
Suicidal Insanity -- Its a censored photo of course :P
[12:53 pm]
jjf28 -- NudeRaider
NudeRaider shouted: jjf28 honest question: I don't see them. Where are they?
now you know why I used the qualifier "practically"
[11:45 am]
Mini Moose 2707 -- NudeRaider
NudeRaider shouted: Mini Moose 2707 Not sure if Az meant that but it also contains more information than the converted format. Not only does it give the number of dcs/s but also the time of a trigger loop.
Also, yes, this is how rates work LMAO
[11:37 am]
Mini Moose 2707 -- NudeRaider
NudeRaider shouted: Mini Moose 2707 Not sure if Az meant that but it also contains more information than the converted format. Not only does it give the number of dcs/s but also the time of a trigger loop.
Nah, Az just mentioned source material for memes.
[11:37 am]
Mini Moose 2707 -- NudeRaider
NudeRaider shouted: NudeRaider also lacking the unit. smh
Yeah, can't infer them from what I quoted either, so I guess they're lost forever. :( :( :(
[11:34 am]
Mini Moose 2707 -- NudeRaider
NudeRaider shouted: Mini Moose 2707 just 2.5 hours late :P
Just seven hours late :P
[09:16 am]
O)FaRTy1billion[MM] -- just give units owned by Player 12 (called 'Neutral' in SCMD) to remaining players
[08:37 am]
Psychic_Genius -- I want to make that if a player leaves the game, all his buildings turn over another player. How do I detect that the player left?
[08:37 am]
Psychic_Genius -- hey i have a map making question.
[08:36 am]
Psychic_Genius -- Hello there guys
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