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[WE辅助] Widgetizer V1.8.0.7

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发表于 2008-4-11 19:13:21 | 显示全部楼层 |阅读模式
  原来这个还在更新...
   PitzerMike的Slk优化工具..加快地图载入速度..
   不过貌似一直不支持中文地图
  中文地图用U9那个吧
  或者按kingmars的方法
用W3MMaster把地图加密一下
然后把区域和语言选项里的所有中国设成英语
重启后就能用这软件来优化了!
不过所有文字都必须是改过的!不然会被软件改成英文的!
还有些要在地图上出现的单位,技能和物品都要改过的!
  说明请看包里的Readme
   
   
A command line version of it is included in the above download.

Usage: BatWitgetizer <inputmap.w3x> [customconfigfile.ini]

   
   最近版本的更新
   一些高级和隐藏特性请看2楼
   少东西请下第2个附件
  
CHANGES IN 1.8.0.7

- Level 4 data is not put into the SLK anymore because that might screw up higher levels of the ability
This is because the level 4 columns in the SLK represent the default values for higher levels
- However if the ability has no more than 4 levels, level 4 can and will be put into the SLK
- Found a list of abilities that cannot be put into the SLK because they would get broken
Such abilities now stay in the w3a file as a whole (the most important is Command Aura)
- Made it so that all levels of profile data are externalized to the TXT file
This means that CustomKeys.txt files can be used to completely translate maps
However it also means that " characters are replaced with single quotes in strings
- Fixed a problem where profile data of base abilities had a chance to get lost

CHANGES IN 1.8.0.2

- Fixed trouble with linebreaks in interface strings
- Fixed a problem where buffs could be erased although they were needed
- Added detailed instructions and a tool to obtain the proper input files
- Fixed a bug in the w3i parser that could cause a out of memory exception
- Cooldown group references are not followed any more
- Fixed problem with resolving references for abilities with less than 4 levels
- Added reference tracing option to help resolve the reason why objects do net get cleaned

CHANGES IN 1.7.0.7

- Fixed purple boxes problem (for destructables and doodads mainly)

CHANGES IN 1.7.0.6

- Fixed a runtime error with the Clean TXT/SLK File option-
- Now supports natural linebreaks in strings in additoin to |n
- Fixed a problem with reasearches on the Temple of the Damned unit
- Hopefully fixed a problem with certain doodads showing up as checkered boxes in the game

CHANGES IN 1.7

- Fixed a bug where tech requirements were sometimes overlooked when scanning for referenced objects to keep
- Now using 1.20 input files
- Fixed problems with game interface and gameplay constants conversion

CHANGES IN 1.6

- In the INI file you can now exclude certain object ids and change ids from the conversion
- Added capability of converting game interface and gameplay constants data
- Added capability of replacing the ids of changed objects
- Added capability of keeping comments in the resulting files
- Fixed a problem with CustomKeys.txt files
- Fixed a problem that changed the experience gain rate of certain heros
- Fixed a problem with ability levels of 4 and above
- Fixed a problem that removed certain required buffs
- Changed the default dataset to to Custom_V1 dataset

CHANGES IN 1.5

- Added an option to keep objects referenced with triggers
- Made the remove unused objects checkboxes independent of the other settings

CHANGES IN 1.4.0.2

- Added seperate options to remove unused objects for each object type
- Fixed a bug that caused upgrade requirements for level 2 or higher to disappear
- Fixed a bug that caused extended tooltips for abilities and upgrades with more than one level to get
screwed up sometimes
- Fixed a bug that screwed up tinting colors of doodads with more than one variation

CHANGES IN 1.4

- Fixed a problem with inherited ability values that caused ability levels of 5 and higher to get
screwed up
- Incresed the hashtable sizes so it won't fail on maps with a large number of objects
- Added the HashtableSizes entry to the ini file to make the hashtable sizes customizable

Widgetizer187.rar

1.3 MB, 下载次数: 73

RuntimeFiles.rar

1.12 MB, 下载次数: 42

 楼主| 发表于 2008-4-11 19:14:51 | 显示全部楼层
原帖地址:http://hilton.vs.oiccam.com/showthread.php?t=78640

Gameplay Constants and Game Interface: Setting the Constants key to 1 will cause the tool to convert the gameplay constants and game interface changes too. That means changes defined in the map's war3mapMisc.txt and war3mapSkin.txt files will be compiled into the files like GlobalStrings.fdf, CommandStrings.txt, CommandFunc.txt, Misc.txt and some others. Unfortunately these files don't get loaded from maps so the only way to make use of this option is a custom loader like the exe generated by the Widgetizer. There are also a few constants like food capacity and upkeep ranges that can't be compiled into any file and therefore are written into a new war3mapMisc.txt file that would have to be imported into every map that should use the dataset.


File Comments: If you set the CheckCleanSLK  key to 0 all output slk and txt files will keep all useless lines like comments. Additionally in each slk file the comments column will be filled with the name of the object it belongs to. Accordingly a comment with the name of the object will be written above each section in the txt files. Additionally you can put a special type of global comment in input txt files that will always show up at the bottom of the respective output file. Such comments start with the //:: symbols. This could be used to add a TODO list to each txt file for incremental development of a mod. The symbol :: is specified by the CommentIndicator  key and may be customized.

Customizable Object Ids: New objects always get an id generated by the editor that looks something like A000. Especially when developing mods you don't want to have such ids in the slk and txt files because the editor might generate the same id again in a different map and screw up your objects. That's why Widgetizer allows renaming objects by using a certain format for the object name. Simply change the name of the object in the editor to Name::newid and the original object id will be replaced by newid in the output file. Of course newid must be exactly 4 letters wide. Attention, references to renamed objects won't be updated automatically which means you have to either update them manually or use newid in the first place. I prefer the latter as it won't screw up the algorithm that resolves references if unused objects should be removed. The symbol :: is specified by the  NameSeperator  key and may be customized. If you put REMOVE instead of newid the object will be completely removed from all output files. That's how you can get rid of standard blizzard objects. The string REMOVE is defined in the  RemoveIndicator  key and is also customizable.


Exception Lists: The Widgetizer has 3 different types of exception lists. The first one lets you specify certain objects that should never be cleaned from the output files. Therefore you will just have to add the object id that should be kept to one of the keys from  Except0  to  Except6 . The number at the end of the key name points to the object type. The order is units, items, destructables, doodads, abilities, buffs, upgrades just like the order in the object editor. Object ids are separated by commas. For example the game crashes if the unit files don't contain the peasant unit that's why for  Except0  hpea is listed. The second type lets you exclude object ids from the conversion. All changes for the specified objects simply won't be copied to the output files. To achieve this simply add the id of the object to the appropriate key. The keys range from  SkipObjects0  to  SkipObjects6 . With the third type is similar to the second one and lets you exclude certain types of changes from the conversion. For example I often change the unit speed value of a unit to a higher value for testing purpose only. Now I don't want any changes regarding the move speed in my output files. So I simply look the change id for move speed up in the appropriate meta data file and add it to the appropriate ini key. In this case I looked umvs up in UnitMetaData.slk and added it to SkipChanges0. Each object type has its own meta data file except for items, those can be found in UnitMataData.slk too. The keys range from  SkipChanges0  to  SkipChanges6 .


Input and Output: To get better control over input and output files you can set the Advanced  key to 1. Now you can select more than one source file and you're not limited to map files. You could also simply select a single w3o file or you could select a map and an additional w3a file. The Widgetizer would then try to merge the content of all input files into a single output dataset. Be aware that certain file combinations that don't make sense may and will cause problems, don't blame the tool for that. Another benefit of this option is that none of the output files will be removed from the output folder when the compilation is finished. That way you don't have to extract them from the output map if you need them in a folder. Another pretty cool feature of the Widgetizer is round trip compilation. That means after widgetizing a map you can open it in the editor again using the compiled editor patch. Now the map can be freely edited and if you made any additional changes in the object editor simply widgetize it again. This works because the txt and slk files that are present in the map will automatically be used as the base files instead of the files in the input folder. Talking about the compiled patches you can also specify which files will be imported into the 4 resulting archives, namely the map, the ROC patch, the TFT patch, and the editor patch. This is handled by the 4 values assigned to keys like ImportNormal0 , ImportCustomROC0 , ImportCustomTFT0 . The index at the end of the key name points to the object type, in this case we specify how unit files are handled. If ImportNormal0 is1 it tells the tool to import those files with the standard path like Units\\, ImportCustomROC0  tells it also import them to Custom_V0\\Units\\ and ImportCustomTFT0  tells it to also import them to Custom_V1\\Units\\. As you can see all files are only imported with the standard paths into maps because we need to save space there. The editor patch on the other hand imports the output files to the standard path, Custom_V0 and Custom_V1 because we know that the editor may use all of them as data source depending on the type flag of the loaded map and size doesn't really matter here. The keys MiscImportNormal0 , MiscImportROC0 , MiscImportTFT0  work the same way, only for gameplay constants and game interface values. Index 0 relates to gameplay constants, index 1 to the game interface. Last but not least the ImportResources key specifies if other totally unrelated files that might be found in the input map should be copied into the output archives.

Hashtable Sizes: If your project has really large numbers of objects and you start getting strange errors like objects or changes that are missing or wrong field values in the output files you should try increasing the hashtable size for the object type that bugs. Therefore simply change the appropriate value of the  HashtableSizeskey. Again the order of values here is the same as the order of the tabs in the object editor.
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发表于 2008-4-11 21:17:56 | 显示全部楼层
貌似不支持中文的话 对于我们就没多大意义了
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发表于 2008-4-11 22:55:12 | 显示全部楼层
换句话说不支持unicode?不会吧,VB是支持的啊,
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 楼主| 发表于 2008-4-12 18:03:26 | 显示全部楼层
WId以前是不支持中文的,只有个汉化版本
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发表于 2008-4-12 21:56:20 | 显示全部楼层
用W3MMaster把地图加密一下
然后把区域和语言选项里的所有中国设成英语
重启后就能用这软件来优化了!
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 楼主| 发表于 2008-4-12 22:24:03 | 显示全部楼层
LS你确定优化后没问题?
一切正常?
如果是那就很好...
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发表于 2008-4-12 23:06:31 | 显示全部楼层
没问题!!

不过所有文字都必须是改过的!不然会被软件改成英文的!

还有些要在地图上出现的单位,技能和物品都要改过的!

原始的东西都会被删除掉!
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发表于 2018-12-15 07:17:05 来自GA卫星 | 显示全部楼层
感谢楼主分享
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