Staredit Network > Forums > Modding Assistance > Topic: tbl editing
tbl editing
Jan 5 2017, 9:24 pm
By: Zoko-TkZ  

Jan 5 2017, 9:24 pm Zoko-TkZ Post #1



I am attempting an edit to images.tbl, for the purpose of adding a new .grp file to the list. I've tried to open it with several .tbl editors but all of them have an issue opening it, as well as any other .tbl file from Starcraft, throwing an error saying that the file is corrupt.

Haven't seen too many details around on how to edit those, but reading some people's posts it seems like there's a pretty simple way of doing so, I feel like I'm just missing a small detail here.



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Jan 5 2017, 9:44 pm DirectShift Post #2



Have you tried TblPad?



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Jan 5 2017, 10:10 pm Corbo Post #3

ALL PRAISE YOUR SUPREME LORD CORBO

images.tbl is not something you can edit via tblpad or tbl editor as such.

You want to add a new image to the images table in the iscript, I guess.

While I don't think you can add new entries with any iscript editor out there I believe this is what Farty was doing, an image expander so you could add new entries.




Jan 5 2017, 10:47 pm O)FaRTy1billion[MM] Post #4

👻 👾 👽 💪

What TBL editor are you using? I can open images.tbl just fine in TBLPad.

Quote from Corbo
images.tbl is not something you can edit via tblpad or tbl editor as such.
You can edit the tbls just fine to add more images, just not (normally) to dat files.



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Jan 5 2017, 10:49 pm Zoko-TkZ Post #5



@DirectShift, thank you this actually worked! For whatever reason the other 3 .tbl editors I tried (all downloaded from SC modding sites, all more recent than TBLpad) had the same issue.

@Corbo, I feared as such myself but as it turns out you can actually edit images.tbl with TBLpad. What I'm doing is adding a new .grp to my .mpq and using DatEdit to assign it to an image in images.dat, a new entry in images.tbl simply allows me to specify the new .grp to images.dat. While I have been working with Farty's .dat extender, no new entries in either images.dat or iscript are needed for this (because I am overwriting an unused image and iscript entry).



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[06:25 pm]
m.0.n.3.y -- Here's another question. I'm using switch randomization for powerups. There are 9 powerups, and I only want any of the powerups to appear only about 30% of the time. So I was just going to use 5 switches for a total of 32 options and have the other 23 results restart the randomization process. Is there a better way to do this?
[06:04 pm]
m.0.n.3.y -- NudeRaider
NudeRaider shouted: m.0.n.3.y Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
Ok that makes perfect sense NudeRaider
NudeRaider shouted: This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
Wow that's awesome! I'll definitely be doing this. Thanks for the tip, that's really cool
[05:29 pm]
NudeRaider -- This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
[05:27 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: NEW QUESTION: How is it possible to show text to all players when something occurs? EX: Player 1 builds an Arbiter. Trigger says, When player 1 builds an Arbiter, do something, then remove the Arbiter. Now, I'd like text to show for all other players when P1 builds an Arbiter that says "P1 built an arbiter!". But how is this possible when the the original trigger that detects if P1 built an Arbiter then removes the Arbiter in it's actions? Like, the Arbiter is detected as built, then Action occurs for P1, then Arbiter is removed. So how can you detect if the Arbiter is built to show text to the other plays saying "P1 built an Arbiter" if the other trigger quickly removes the Arbiter? Does that make sense?
Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
[05:22 pm]
NudeRaider -- that's why the All Players thing is neat: When one player runs a wait, their copy of hypers will actually be blocked. But the hyper effect will not be disrupted because the hypers of all the other players are still running.
[05:21 pm]
NudeRaider -- *running at the same time for the same player.
[05:20 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: Mini Moose 2707 Shit. Ok what are the exact circumstances where using wait triggers causes wait blocks and messes things up? EX: If player 8 is a computer and has hyper triggers at the bottom of his list, can I use a few of triggers on each human player 1-6 with a few waits each lasting 50 - 1000ms? I've read the articles in SEN Wiki but still not super clear on it :/
simple: 2 waits running at the same time. Hyper triggers constantly block each other, but they have no other purpose than to force another trigger loop, and stay in that "blocking each other" state as long as possible (=NEO)
[05:17 pm]
NudeRaider -- Dem0n
Dem0n shouted: It's recommended to never use waits if you have hyper triggers.
yes and no. If you have to ask: yes. If you know what you're doing, you can use them in a non-disruptive manner.
[05:15 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: ALSO: @NudeRaider for your "other setup" you mean give the hypers to the "All Players" player checkbox, not to each player individually, right?
That's equivalent. At the start of a game sc parses triggers and creates copies of triggers owned by player groups (forces and all players) to each player that is part of that group. During runtime there's only individual trigger owners.
[04:04 pm]
m.0.n.3.y -- Dem0n
Dem0n shouted: That won't work. And it's one extra trigger with 2 actions. Hardly extra work.
You're right. Thank you!
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