Staredit Network > Forums > Modding Assistance > Topic: DatEdit not working
DatEdit not working
Oct 27 2008, 4:11 pm
By: PIESOFTHENORTH  

Oct 27 2008, 4:11 pm PIESOFTHENORTH Post #1



so since i got DatEdit i've had lots of fun messing with the game to create strange things in SC.

It seems since i got 1.15.3, when i do things in DatEdit, then Put it MPQCompact / MPQDraft and then it runs SC, i try playing a game but find that nothing has been changed. Is there a way i can still mod things in 1.15.3?

I still want to be able to play on battle.net and have some normal games too...



None.

Oct 27 2008, 4:20 pm Devourer Post #2

Hello

-edit-
test it on UDP or singleplayer before b-net... if it doesn't work on them please check the things under this


Are you sure that you made a firegraft mod-exe and put those .dat files into that one?? it always work for me, also on b-net i think....
anyway, make sure that your .dat's are called
Units.dat
weapons.dat
flingy.dat
and so on.... NEVER RE-NAME THEM, otherwise they'll have no effect

-or-
You added them with WINMpq and did not putt " arr\ " in front of the datas... check that please.... if still nothing happens attach the mod, please :>



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Oct 27 2008, 4:27 pm PIESOFTHENORTH Post #3



i dunno waht firegraft is and i didn't use WINmpq.

i never renamed anything. so here's the process that i used for modding before..

i have a program called DatEdit v1.4 which is like Arsenal III only better. so i might go into it, change unit or weapon stats, then save the new changed dat files in a folder. then i'd drag that folder onto this Java script file called MPQ Compact. It creates an MPQ of the modified dats i created. I also have MPQ Draft in that same folder as MPQ Compact, and so when the new mpq is created, MPQDraft opens up, automatically selects the new MPQ i made, and runs starcraft with it.



None.

Oct 27 2008, 4:37 pm PIESOFTHENORTH Post #4



i have datedit and winmpq tho, do i need those others too? i haven't before.



None.

Oct 27 2008, 4:39 pm Devourer Post #5

Hello

sooo....
you don't need to, but they are used often I think... I'll explain their funcitons

firegraft: Edits bottuns, can create a mod-exe and can adding "plugins"
TBLedit: this allows you to edit / add strings to your mod [required to add a new unit, for example]



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Oct 27 2008, 4:44 pm poiuy_qwert Post #6

PyMS and ProTRG developer

MPQDraft should be working fine, you don't need FireGraft if you arn't editing the buttons and and other hardcoded stuff (though if you want to get into modding I recommend it for sure). Im guessing you arn't creating the mpq correctly, probably not putting the arr\ path for the files like DeV said. Open the mpq with WinMPQ, and your files "should" be listed as:
arr\units.dat
arr\weapons.dat
etc...

If they arn't, rename them as such then make your patch with MPQDraft and test.




Oct 27 2008, 5:07 pm PIESOFTHENORTH Post #7



yeha ok i just didn't have them in arr thansk

but also, i'm interested in this TBL edit. I googled it, can't find it.. can somone provide a linK?



None.

Oct 27 2008, 5:14 pm Devourer Post #8

Hello

I just told you the thing with arr\ .....
tbledit link: http://ingame.ingame.de/filebase/index.php?action=file&cid=99&fid=4584 (german page.. just click on "Download" ^^

(note: you have to extract the stat_txt.tbl form stardat.mpq for egtting SC strings.... it's saved as "rez\")



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Oct 27 2008, 5:29 pm PIESOFTHENORTH Post #9



o ok. and 1 more thing. i made the Siege Mode turret weapon a nuke. When i try to attack anything with it in siege mode it won't fire a nuke. i have armed a silo though. it says target not in range or something like that even if i fire to something really close



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Oct 27 2008, 5:30 pm Devourer Post #10

Hello

That isn't possible with datedit (i think) you must change the iscirpting for that I guess...^^

btw: some advertising ;) I made a blue-nuke-target... use it if you want :>
http://staredit.net/?file=673



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Oct 27 2008, 6:33 pm PIESOFTHENORTH Post #11



Quote from Devourer
I just told you the thing with arr\ .....
tbledit link: http://ingame.ingame.de/filebase/index.php?action=file&cid=99&fid=4584 (german page.. just click on "Download" ^^

(note: you have to extract the stat_txt.tbl form stardat.mpq for egtting SC strings.... it's saved as "rez\")

k i got it but when i open stat_txt it shows a bunch of random characters and id on't undesrand



None.

Oct 27 2008, 6:38 pm Devourer Post #12

Hello

sth like
S<1>Build <3>S<1>CV<0> ??
that are the codes of the colors
some epxlaintion:
first letter is the hotkey letter (MAX:1 letter!)
then always say <1> or <2> or <3> or <4> everyone has a different meaning click on the link under this post (as soon as that code is there the text will be displayed (behind the <1>))
the <3> just colors the hotkey-bottun to yellow...
after the yellow letter you should make a <1> so the letters after the yellow one are blue again
the <0> have to be set at the end of the string.... if you don't place a <0> it will crahs as soon as you mouse over the icon which uses the strings

the <3> is NOT necesarry!

hope that helps

Post has been edited 1 time(s), last time on Oct 27 2008, 6:50 pm by DeVouReR.



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Oct 27 2008, 6:48 pm poiuy_qwert Post #13

PyMS and ProTRG developer

Quote from Devourer
then always say <1> (as soon as that code is there the text will be displayed (behind the <1>))

Once again, this is not correct. Read this.




Oct 27 2008, 6:49 pm Devourer Post #14

Hello

Quote from poiuy_qwert
Quote from Devourer
then always say <1> (as soon as that code is there the text will be displayed (behind the <1>))

Once again, this is not correct. Read this.

ohh my fault... sorry



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Oct 27 2008, 7:16 pm bajadulce Post #15



Quote from Devourer
note: you have to extract the stat_txt.tbl form stardat.mpq...
NO! Always look in PATCH_RT.MPQ FIRST! ALWAYS ALWAYS ALWAYS! IF the file isn't there, then look in Broodwar.dat, then Stardat.mpq. The problem with the stat_txt.tbl from stardat.mpq is it is missing Broodwar units as well as important updated additions such as replay functions and more.

And, are there no simple example mods or tutorials for stuff like this? Seeing the same problems over and over, year after year gets old. The modding community needs a CENTRAL WIKI/TUTORIAL base more than anything! bah...



None.

Oct 27 2008, 7:19 pm Devourer Post #16

Hello

ehhhm... sry i always mean broodwar.dat anyway the thing with patchrt.mpq i didn't know... lul... good to know



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Oct 27 2008, 7:26 pm bajadulce Post #17



I meant to write the most CURRENT patch_rt.mpq btw. my bad.

Yes, there is a heirarchy of how Starcraft imports data:
http://www.broodwarai.com/wiki/index.php?title=What_are_MPQ%27s%3F#Not_just_any_order.21



None.

Oct 27 2008, 9:43 pm Corbo Post #18

ALL PRAISE YOUR SUPREME LORD CORBO

Also, this is a good time to recommend you this:

Modding Tool Package

That has the most used modding tools. Get used to them and start asking us more questions about them, don't worry we'll answer ^^

Also, baja is right, always look at patch_rt.mpq first. Why? Because that mpq is what blizzard keeps on patching. Whatever changes they do they'll go to there and you always want to work with the last changes according to the patch you're modding in.



fuck you all

Oct 28 2008, 12:08 am bajadulce Post #19



Quote from bajadulce
I meant to write the most CURRENT patch_rt.mpq btw. my bad.
Actually this is wrong information I presented too! :)

You want to work with files from the patch_rt.mpq that fits your mod. I.e. if you're working with firegraft for 1.15.1, then you want to use 1.15.1 patch files. The problem is that a future patch might have a new file that will cause problems for your mod. It's a remote possibility, but you want to avoid as many potential problems as you can.

Here's an example:
In 1.10 patch_rt.mpq, the gluchat.bin is completely different than the current one. The reason being is that the minimap preview for multiplayer play was added. This screws up your multiplayer screen if you happen to use this one for your 1.10 StarGraft mod. This is just one example.



None.

Oct 28 2008, 12:46 am PIESOFTHENORTH Post #20



Quote from Devourer
sth like
S<1>Build <3>S<1>CV<0> ??
that are the codes of the colors
some epxlaintion:
first letter is the hotkey letter (MAX:1 letter!)
then always say <1> or <2> or <3> or <4> everyone has a different meaning click on the link under this post (as soon as that code is there the text will be displayed (behind the <1>))
the <3> just colors the hotkey-bottun to yellow...
after the yellow letter you should make a <1> so the letters after the yellow one are blue again
the <0> have to be set at the end of the string.... if you don't place a <0> it will crahs as soon as you mouse over the icon which uses the strings

the <3> is NOT necesarry!

hope that helps

No the characters i see aret hings like

タンクタレット<0>*<0>*<0>



None.

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Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
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[2024-5-05. : 9:35 pm]
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Vrael -- that is insane
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Vrael -- damn is that all EUD effects?
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Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
[2024-5-04. : 1:05 am]
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