Load Screen Utility (Released)
Posted: Mon Aug 20, 2007 11:51 pm
Please consider this copy of readme.txt as a image:
SWBF2 Load Screen Utility
August 20th, 2007 beta
by [RDH]Zerted
What it should do:
The Load Screen Utility provides an easy-to-use interface to adding loading screen images to SWBF2 mod maps. Loading screen images are the pictures a player see while the mod map is loading. No program is perfect for everyone. The Load Screen Utility has been extensively tested, but it can damage/destroy your map if you don't know what you are doing or if something unexpected happens. It is always recommended to make regular backups of your work and additional backups right before and after major changes.
How to use it:
1) Run the program.
2) A dialog will pop-up asking for 'Files which contain Load Screen properties'
3) Select the files and or folders, then click 'Process Selected'. Clicking 'Cancel' will close the program. If a folder is selected, the Load Screen Utility (tool) will attempt to process every file/folder inside that folder. At the moment, there is no main graphical user interface (gui) to the tool, that is why all the properties must be defined in files. An example property file is shown below.
#Start of the example property file: name it whatever you want to
#Note: Lines starting with the character: # are ignored by the tool
#Note: \\ or / must be used in directory structures, a single \ will not work
#Note: The order of the fields/values does not matter, but they all must have a valid value.
#The example's mod map is DEL
#The example's BF2_ModTools is installed in d:\development\
#The example's game is installed in d:\games\BattlefrontII\
#
#The CurrentImageLocation is the path to the image file you want to be displayed when the map is loading. The image must be in the correct format (whatever that is...). The image file may be copied or moved to the mod map's Load folder, so do not expect it to stay in the folder where it started out.
CurrentImageLocation=D:\\development\\BF2_ModTools\\data_DEL\\Load\\loadscreen.tga
#The ModMapRootDir is the path of the root directory for the mod map. That is to say, all the mod map's files are contained within this folder. If using the official SWBF2 mod tools, the folder should be named "data_<short map name>".
ModMapRootDir=D:\\development\\BF2_ModTools\\data_DEL
#The AddToScripts is the path to the Lua script files which define the map's different rounds/modes/levels/battlefronts. The tool can handle multiple script files at the same time, just make sure to separate their paths with a comma: ,. The example AddToScripts value has two script files.
AddToScripts=D:\\development\\BF2_ModTools\\data_DEL\\Common\\scripts\\DEL\\DELg_con.lua,D:\\development\\BF2_ModTools\\data_DEL\\Common\\scripts\\DEL\\DELc_con.lua
#The GameAddonFolder is the path to SWBF2's addon folder. It should be located in <SWBF2's installed folder>\GameData\addon. If the addon folder does not exist, feel free to create it or the tool will attempt to do that for you. This path doesn't have to be the game's addon folder, but it should point to wherever VisualMunge puts its munged maps.
GameAddonFolder=D:\\games\\BattlefrontII\\GameData\\addon
#
#End of the example property file
4) If a file already exists at a location the Load Screen Utility wants to move another file to, it will prompt the user. Read, then answer any prompts.
5) The tool will prompt you to 'munge Load' and provides basic steps on how to do that. When VisualMunge has finished, click 'Ok'. If VisualMunge had an error or mishap while munging Load, the Load Screen Utility might fail, work, or prompt you again.
6) When the tool is finished, it will let you know.
7) If you want to review or backup the program's log, it is stored at <system temp directory>/SWBF2_LoadScreenUtility_Log_<#>.txt.
Why it was written:
Some modders were having a hard time figuring out how to manually add load screen images to their maps. This tool allows you to add an image without learning all the ins and outs of the process. However, to better understand your own map, it is recommended that you take the time to do it manually at least once. Also, [RDH]Zerted likes programming.
What you can do with it:
Anything you want except sell it to others, claim yourself or somebody else other than [RDH]Zerted as its author/developer, or use it in/with/for a professional company or group without approval from [RDH]Zerted first.
How it does what it does:
The readme author does not feel like typing all this out right now. Checkout the LoadScreen HowTo topic at Gametoast to learn more. The Load Screen Utility follows almost the same process outlined in that topic.
Known Problems/Issues:
-There is no main graphical user interface (gui).
-If you run the program and nothing happens or it seems to hang at any point, switch through your open programs and see if the Load Screen Utility opened a pop-up behind one of them. The pop-up (and entire program) has no button on the task bar, but deos show up in Window's Alt+Tab screen.
-Load Screen images cannot be removed through the tool. To remove the load screen image, checkout the LoadScreen HowTo topic at Gametoast.
-There are no cancel options for any of the user prompts. If you want to exit the program before it finishes, change your file structure to cause an error or terminate the program's process.
-Its possible to crash the tool by not having a munged Load lvl file and always clicking 'Ok' then 'Yes' a few thousand times.
-Problems/Issues listed in the Gametoast discussion topic.
-Words in this scntimze ane sqeIIcd wnorg bvt yeu cen still umdertsnad tehm.
-The message saying the map is finished looks like an error message. Reason: Java must think all messages are bad.
Change Log:
Version: August 20th, 2007 beta
-Changed everything as there was nothing before
Possible Roadmap:
-Easy user requests
-Change user prompts to show what map is being processed
-Add the ability to remove a Load Screen image from a mod map
-Release another beta version
-Add a main graphical user interface
-Add the option to cancel in all user prompts
-Add better logging controls
-Release another version
-Disable/Enable gui controls based on possible, valid actions
-Add value guessing to the gui fields
-Add auto-competition to the gui fields
-Release another version
-???
Random Facts:
The program is about 13,000 lines of code (including comments and white space).
The name for that visible no-name player is:
Random Characters?: ap98ehfp34hP(*#HRP(RH;JRB#UhG:*RO:KJWB?jb"oduiHD'obP|:mds,.
Resources:
Download Link (under Programs): https://www.se.rit.edu/~dpk3062/swbf2 (172KB)
MediaFire (SWBF2_LoadScreenUtility_Jan-25-2008.zip 272KB)
Gametoast (a modding community): http://www.gametoast.com
Gametoast discussion about this tool: http://www.gametoast.com/index.php?name ... ic&t=11040
PC Gaming Clan: rdhclan.net
[RDH]Zerted's email: [email protected]
[RDH]Zertes's XFire: zerted
I don't know if I'll have time to complete the gui, so I'm posting this version of the tool. If I get the gui running, I'll post it in the Released forum.
Suggestions/Tips/Feedback?
SWBF2 Load Screen Utility
August 20th, 2007 beta
by [RDH]Zerted
What it should do:
The Load Screen Utility provides an easy-to-use interface to adding loading screen images to SWBF2 mod maps. Loading screen images are the pictures a player see while the mod map is loading. No program is perfect for everyone. The Load Screen Utility has been extensively tested, but it can damage/destroy your map if you don't know what you are doing or if something unexpected happens. It is always recommended to make regular backups of your work and additional backups right before and after major changes.
How to use it:
1) Run the program.
2) A dialog will pop-up asking for 'Files which contain Load Screen properties'
3) Select the files and or folders, then click 'Process Selected'. Clicking 'Cancel' will close the program. If a folder is selected, the Load Screen Utility (tool) will attempt to process every file/folder inside that folder. At the moment, there is no main graphical user interface (gui) to the tool, that is why all the properties must be defined in files. An example property file is shown below.
#Start of the example property file: name it whatever you want to
#Note: Lines starting with the character: # are ignored by the tool
#Note: \\ or / must be used in directory structures, a single \ will not work
#Note: The order of the fields/values does not matter, but they all must have a valid value.
#The example's mod map is DEL
#The example's BF2_ModTools is installed in d:\development\
#The example's game is installed in d:\games\BattlefrontII\
#
#The CurrentImageLocation is the path to the image file you want to be displayed when the map is loading. The image must be in the correct format (whatever that is...). The image file may be copied or moved to the mod map's Load folder, so do not expect it to stay in the folder where it started out.
CurrentImageLocation=D:\\development\\BF2_ModTools\\data_DEL\\Load\\loadscreen.tga
#The ModMapRootDir is the path of the root directory for the mod map. That is to say, all the mod map's files are contained within this folder. If using the official SWBF2 mod tools, the folder should be named "data_<short map name>".
ModMapRootDir=D:\\development\\BF2_ModTools\\data_DEL
#The AddToScripts is the path to the Lua script files which define the map's different rounds/modes/levels/battlefronts. The tool can handle multiple script files at the same time, just make sure to separate their paths with a comma: ,. The example AddToScripts value has two script files.
AddToScripts=D:\\development\\BF2_ModTools\\data_DEL\\Common\\scripts\\DEL\\DELg_con.lua,D:\\development\\BF2_ModTools\\data_DEL\\Common\\scripts\\DEL\\DELc_con.lua
#The GameAddonFolder is the path to SWBF2's addon folder. It should be located in <SWBF2's installed folder>\GameData\addon. If the addon folder does not exist, feel free to create it or the tool will attempt to do that for you. This path doesn't have to be the game's addon folder, but it should point to wherever VisualMunge puts its munged maps.
GameAddonFolder=D:\\games\\BattlefrontII\\GameData\\addon
#
#End of the example property file
4) If a file already exists at a location the Load Screen Utility wants to move another file to, it will prompt the user. Read, then answer any prompts.
5) The tool will prompt you to 'munge Load' and provides basic steps on how to do that. When VisualMunge has finished, click 'Ok'. If VisualMunge had an error or mishap while munging Load, the Load Screen Utility might fail, work, or prompt you again.
6) When the tool is finished, it will let you know.
7) If you want to review or backup the program's log, it is stored at <system temp directory>/SWBF2_LoadScreenUtility_Log_<#>.txt.
Why it was written:
Some modders were having a hard time figuring out how to manually add load screen images to their maps. This tool allows you to add an image without learning all the ins and outs of the process. However, to better understand your own map, it is recommended that you take the time to do it manually at least once. Also, [RDH]Zerted likes programming.
What you can do with it:
Anything you want except sell it to others, claim yourself or somebody else other than [RDH]Zerted as its author/developer, or use it in/with/for a professional company or group without approval from [RDH]Zerted first.
How it does what it does:
The readme author does not feel like typing all this out right now. Checkout the LoadScreen HowTo topic at Gametoast to learn more. The Load Screen Utility follows almost the same process outlined in that topic.
Known Problems/Issues:
-There is no main graphical user interface (gui).
-If you run the program and nothing happens or it seems to hang at any point, switch through your open programs and see if the Load Screen Utility opened a pop-up behind one of them. The pop-up (and entire program) has no button on the task bar, but deos show up in Window's Alt+Tab screen.
-Load Screen images cannot be removed through the tool. To remove the load screen image, checkout the LoadScreen HowTo topic at Gametoast.
-There are no cancel options for any of the user prompts. If you want to exit the program before it finishes, change your file structure to cause an error or terminate the program's process.
-Its possible to crash the tool by not having a munged Load lvl file and always clicking 'Ok' then 'Yes' a few thousand times.
-Problems/Issues listed in the Gametoast discussion topic.
-Words in this scntimze ane sqeIIcd wnorg bvt yeu cen still umdertsnad tehm.
-The message saying the map is finished looks like an error message. Reason: Java must think all messages are bad.
Change Log:
Version: August 20th, 2007 beta
-Changed everything as there was nothing before
Possible Roadmap:
-Easy user requests
-Change user prompts to show what map is being processed
-Add the ability to remove a Load Screen image from a mod map
-Release another beta version
-Add a main graphical user interface
-Add the option to cancel in all user prompts
-Add better logging controls
-Release another version
-Disable/Enable gui controls based on possible, valid actions
-Add value guessing to the gui fields
-Add auto-competition to the gui fields
-Release another version
-???
Random Facts:
The program is about 13,000 lines of code (including comments and white space).
The name for that visible no-name player is:
Random Characters?: ap98ehfp34hP(*#HRP(RH;JRB#UhG:*RO:KJWB?jb"oduiHD'obP|:mds,.
Resources:
Download Link (under Programs): https://www.se.rit.edu/~dpk3062/swbf2 (172KB)
MediaFire (SWBF2_LoadScreenUtility_Jan-25-2008.zip 272KB)
Gametoast (a modding community): http://www.gametoast.com
Gametoast discussion about this tool: http://www.gametoast.com/index.php?name ... ic&t=11040
PC Gaming Clan: rdhclan.net
[RDH]Zerted's email: [email protected]
[RDH]Zertes's XFire: zerted
I don't know if I'll have time to complete the gui, so I'm posting this version of the tool. If I get the gui running, I'll post it in the Released forum.
Suggestions/Tips/Feedback?