ModForge
Jun 5 2016, 10:36 pm
By: Clokr_  

Jun 5 2016, 10:36 pm Clokr_ Post #1



ModForge is supposed to be new a modding suite, with the objective of making modding as easiest as possible. The project was born as a dummy app used to test the core SF:U libraries, which I'm rewriting, and at some point I decided to turn it into a modding tool. Right now it is at a very preliminary stage, and only allows editing of flingy.dat and sprites.dat, and resizing of every .dat file. I'm uploading it anyway, as you guys might find it useful in combination with Farty's .dat extender.

Features:
  • It edits the data files from within a MPQ archive. You can even edit a FireGraft executable mod directly.
  • It can also edit a mod if it is stored in a folder tree mimicking the StarCraft MPQs. To edit a single .dat file simply place it in a directory tree of the form "mod\arr\datfile.dat" and choose the folder "mod" from the "Open Folder" dialog.
  • You can resize existing .dat files, or extend the units.dat flingy pointer. More options to come.
  • You can rename the .dat file entries. Entry names are stored within the mod.
  • The current version allows you to edit: flingy.dat, sprites.dat

The application uses some runtimes that you will (probably) have to download for it to run. I think the following ones will suffice:If the application does not start reply below and I will try to diagnose what is missing. Note also that this application requires SC to be installed to run.

You can find the application attached below. Install the above runtimes, unzip the contents into an empty folder and run ModForge.exe. Later versions of the app will come with an installer.

NOTE: Please backup your data before using ModForge, as these preliminary versions might be inestable and could potentially corrupt the files.

FAQ:
  • Q: The application won't open Farty's extended mod. It complains about an invalid units.dat size.

    A: The application won't load any units.dat file with extended flingy pointer unless it finds the file "arr\units.extendedflingypointer.flag" within the archive. Add a file with this name with your favourite MPQ editor and then open it with ModForge.


Attachments:
Release 0.01.zip
Hits: 5 Size: 466.93kb

Post has been edited 1 time(s), last time on Jun 5 2016, 10:51 pm by Clokr_.



?????

Jun 6 2016, 2:18 am Corbo Post #2

ALL PRAISE YOUR SUPREME LORD CORBO

"Happy modding." Cheers!

I'll make sure to poke it more with farty's extender. Just ran it to see if i needed the runtimes or report any startup bugs. Can't properly play with it atm, though.

love these new tools, though :P



fuck you all

Jun 11 2016, 7:05 pm Heinermann Post #3

SDE, BWAPI owner, hacker.

Will you open source it?




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[02:00 pm]
NudeRaider -- You are undead, why wouldn't you and your creations (GPTP) exist as (in) graves? I don't get why this needs fixing.
[01:58 pm]
UndeadStar -- I don't know in how many people imagination me and/or my GPTP existed as graves, but this will finally be fixed now that I've made the online code available
[10:26 am]
NudeRaider -- I can't say but it sounds plausible. You'd still have the problem with the palette.
[10:25 am]
Oh_Man -- it's not like the pixels themselves are inherit to one tileset or another.
[10:24 am]
Oh_Man -- Couldn't you redefine all the tiles from the other tilesets to be read as part of just one tileset instead of multiple perhaps
[10:16 am]
NudeRaider -- *make new tiles
[10:15 am]
NudeRaider -- The map structure only ever recognizes one tileset at a time. So you'd have to define your own map format then make an .exe that can load such files. I don't think it's ever been done; it sounds like a lot of work. What's commonly done with modding is creating a new tileset. Then you decide which tiles go in there. You can also make new ones. You will probably also have to create a new palette as the different tilesets share only part of their colors. Finally entering speculation territory you could maybe use EUDs to dynamically change the graphics of certain tiles. Not sure if it's possible, but if it is, you better make a topic for it.
[04:11 am]
O)FaRTy1billion[MM] -- no, that's not a thing you can do without modding the game
[03:56 am]
youarenotworthy -- I forget, did starforge ever allow you to mix tilesets?
[03:44 am]
O)FaRTy1billion[MM] -- use scmd or NudeRaider
NudeRaider shouted: You are right, however, in that the Remastered *graphics* are just a skin are interchangeable, even midgame. Skinability being another new functionality. Anyways, for tools that rely on the original mpqs you will have to obtain a legacy version of sc.
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