1000th post FTW Hey everyone I'm releasing my version of the mod tools that I've been lazy in updating and testing. It's functional 100% and have had testers using each iteration of it and it's working according to them (and my testing as well).
Images
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Videos
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Fixed linker_pc
Changes
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CoD WaW Mod Tools - Pwn Edition V1.1 - Beta 5 Updated: 04/30/2016 Changes: UI Using Metro Form rather than Windows Form. Small changes to UI placement. Replaced Converter button for Weapon Editor (BETA). [Can still access converter through Asset Manager.] Compile FF contains a "Show FF Type" where it'll display all non-mp CSV's for SP and mp CSV's for MP (starting with). Compile FF contains an Asset Counter so you can see what's being included in your FF. FF Assets Count shows if your asset count is good - bad, green being good and red being reached your limit/warning. Features Compile FF (Level) now shows an asset count for whatever is inside it. "Copy Map Images to Mod" copies whatever CUSTOM asset you have created (image must not exist in WaW main IWD's, they're scanned on application startup) and copies it to your mods images folder (copies to Mod Specific Map). Edit CSV opens the currently selected FF in the FF list in whatever default program it's set to. Create Map now has a "Zombies" option, it uses the placements from MrHankey91's Script Placer. Save Console Log button saves to bin directory a copy of the current console log. Tweaks Mod Builder tab now contains an "Open Mod" button to easily access your mods folder. Mod Builder now has a "Reload Mod" (basically it just reloads the mod, updating the IWD File List and the mod.csv) Run Game tab now contains useful Dvars, removes old/bad ones and gives a better description for each one. Compile BSP Options' option "Sample Scale" now works, Block Size is deprecated as the function doesn't work due to cod2map parameter being disabled. Programs 7za was updated from 7zip's website. New program "WeaponEditor" for people who are lazy to edit weapon files through Asset Manager the tool is still a work-in-progress but it works just fine, descriptions might be a little wonky as they're read from a custom deffiles. Asset Manager is now using BO1's version. Asset Viewer's level was updated to use one with a light and a skybox. linker_pc is now BO1 version. Updated zlib compression to latest version. Fixed 32-bit linker_pc memory limitation. (Nukem)
Credits
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DidUknowiPwn Elfenlied Icedream master131 momo5502 Nukem SE2Dev Treyarch PC Team Treyarch
If you want scripts / features made for you, then contact me by PM or email / skype etc it will cost you tho so if you have no intention of reciprocating don't even waste my time
This is AWESOME! Now i wont need to check everytime i add something to the map, I CAN JUST LOOK AT IT FROM THE MOD TOOL Darn this community keeps getting better and better Keep up the good work!
Tested on Windows 7. As soon as i attempting to compile a zombie map, i instantly got a "failed to execute" error:
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FAILED TO EXECUTE: cod2map -platform pc -loadFrom "C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty World at War\map_source\Zombie_Metro.map" "C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty World at War\raw\maps\Zombie_Metro" FAILED TO EXECUTE: cod2rad -platform pc -fast -modelshadow "C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty World at War\raw\maps\Zombie_Metro"
Besides that, the UI is a bit of a cluttered mess. IMO, all the asset counting stuff should be moved to its own tab, not shoved in the compile map tab. Compile speeds are extremely fast(Finally!) but the mixed text color bug still remains. All of the text fields can also be typed in(intentional?) and i'd like see a separate between the different compile options and run map options.
Edit: And descriptions of what each launch option actually does would also be very nice.
Edit 2: ai_shownodes launch option doesn't always work(only got it work work once out of like 6 map loads). I also suggest including other node related debug dvars.
Edit 3: Fixed the failed to execute. Didn't actually check what was included with the launcher lol.
Last Edit: February 21, 2016, 09:30:33 pm by daedra descent
Tested on Windows 7. As soon as i attempting to compile a zombie map, i instantly got a "failed to execute" error:
Code Snippet
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FAILED TO EXECUTE: cod2map -platform pc -loadFrom "C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty World at War\map_source\Zombie_Metro.map" "C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty World at War\raw\maps\Zombie_Metro" FAILED TO EXECUTE: cod2rad -platform pc -fast -modelshadow "C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty World at War\raw\maps\Zombie_Metro"
Besides that, the UI is a bit of a cluttered mess. IMO, all the asset counting stuff should be moved to its own tab, not shoved in the compile map tab. Compile speeds are extremely fast(Finally!) but the mixed text color bug still remains. All of the text fields can also be typed in(intentional?) and i'd like see a separate between the different compile options and run map options.
Edit: And descriptions of what each launch option actually does would also be very nice.
Edit 2: ai_shownodes launch option doesn't always work(only got it work work once out of like 6 map loads). I also suggest including other node related debug dvars.
1) Check if you actually have the executables as compiling here is fine and I never touched compile runtimes. Could be a bug not sure need a bit more info/testing.
2) UI seems okay to me and some others but I'll listen to any suggestions on it.
3) Color text I'll take a look at it again.
4) Disabled writing in the ComboBox's
5) They are separate?
6) Updated the current dvar descriptions a little bit.
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7) Something related to WaW not me , if you have suggestions for dvar's let me know.
1) Check if you actually have the executables as compiling here is fine and I never touched compile runtimes. Could be a bug not sure need a bit more info/testing.
Yeah, I had renamed the old bin to bin_old(and other files) not realizing that you need the files inside them.
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2) UI seems okay to me and some others but I'll listen to any suggestions on it.
I just don't like how everythings shoved in one tab. Reminds me of the original CoD4 "heavy" launcher that had so many buttons that you have no clue what was what.
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3) Color text I'll take a look at it again.
I honestly don't know why it happens(not that its a big deal to begin with). Its like the text colors shift down so that an error message is black(not for errors) and the last one is red despite not being an error. Same can happen to the purple copying text as well.
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5) They are separate?
I meant a divider between, like this:
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6) Updated the current dvar descriptions a little bit.
Mostly talking about what each individual value does.
For example, developer 1 as apposed to developer 2.
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7) Something related to WaW not me , if you have suggestions for dvar's let me know.
ai_showNearestNode(max value 64) and ai_showNodeDist(anything greater than 0).
Last Edit: February 21, 2016, 10:19:34 pm by daedra descent