Special Aircraft Service

Individual Mods and Packs for IL-2 1946 => Skins, Maps, Missions & Campaigns => MapWorx (Common) => Topic started by: Nowekat on June 23, 2019, 11:59:42 AM

Title: New static.actors.tool
Post by: Nowekat on June 23, 2019, 11:59:42 AM
(https://i.postimg.cc/zf43fdRB/image.png) (https://postimg.cc/HJ4TZ9zD)

V1.5
Serious bug fixed, that causes the wrong placing of some objects when creating an actors from a fresh created inBuildings.txt.

V.1.4
A GUI update only. To avoid unwillingly read or write operations when clicking on one of the lists i added a menu item "Select actors to read/write." Also the size of the write and the log window is changed a little bit.

V.1.3
The log window scolls down automatecally now.
Some typos fixed.
map_t.tga reading folder for the true bridges y values is changed to the tools map subfolder. 
Attention: If you add the map_t.tga to that folder to get the true y values of the bridges (not needed), read and expand the actors again to avoid inconsistencies with that bridges y-value, which may cause a map to crash.

V.1.2
Function objectlist fixed, i forgot to update this in V.1.1

V.1.1
The extracted in files are stored now separatly in a own folder for each map. This is a subfolder of the tools folder.
Copy function fixed.
Several log flaws fixed.


This tool i wrote simply because i wanted to know how the actors.static file works. The tool reads and writes actors.static files and so has the same functionality as the act.jar. The tool also was a consol program originally, but i added a gui now. So it's a little bit more comfortable than the act jar. It reads and writes actors from and to defined and stored pathes, so no copying is needed and also a mapsize.txt is not needed. It also creates a list with the number of the differend objects types used and how often they are used. Reading an actors is about 10 times faster than with the act.jar and writing abount 20 times. Nevertheless the tool may be unresponsive for a few seconds with a really big actors after clicking to read or write.

Usage:
Define the pathes to read an actors with "Edit actors pathes/Save path to read actors" and using the file requester then first. This usually will be the actors, you saved after editing a map within the fmb, so the path mostly would be like "(game)\maps\(mapname)\actors.static". Of course yo can also select a file like "mwactors.static".

Do the same with the pathes to write the actors. This usually will be the actors within the maps mapfolder you are working on, for example something like "(game)\Bat\#sas\mapmopds\(mapname)\actors.static".

To delete a wrong or obsolete entry click "Edit actors pathes/Delete .." and than click onto the path to delete in the read or the write actors part of the window.

To expand an actors just click onto one of the defined pathes within the "Select actors to read" part of the window. The log shows what happens and how many bridges, runways and airport ways and objects are found. The expanded txt files are written into the tools folder. Also a copy of the actors is stored there with the maps name and date of reading.

To write an actors just click onto a path shown in the "Select actors to write" windows part.

The tool uses in files only. Exept for the inBuildings.txt i changed the files format and names a little bit to be more comfortable. Only the inBuildings.txt has the known name and format for compability reasons, as there may be a lot of tools reading and writing this file, especially the populating tools. I also don't think that anyone changes the bridges or taxi ways manually. The only exeption may be when shifting a whole actors when changing a maps size, but for this the act.jar and the actors.cs may be used.

To convert the y position of the bridges i use the constant "0". So the y positions in the bridges file are wrong. They are related to the upper left map edge instead the lower left. But this doesn't matter when reconverting the bridge file with the same constant. If you want to know the real y values, just throw the map_t.tga of your map into the tools folder. The tool than will read the maps height and compute the y value correctly with y = height(pixel x 200)-y and reverse.

To clear the log click "Log/Clear".

To create a sorted list with the number of different object types used within the inBuildings.txt and how often every single object is used, click "Objectlist/"Select a map path from one of the lists" and then click to one of the map pathes. If nothing happens, the inBuildingsfile why ever does not exist. Read the actors again then.

You may download the tool here:

https://www.mediafire.com/file/z31o5cp4b1gykgp/ActorsTool.7z/file

https://www.mediafire.com/file/imbhbf3o3ulo32w/Actors_Tool_v1.5.7z/file

If you notice any flaws, please report.

Nowekat

Title: Re: New static.actors.tool
Post by: Nowekat on June 24, 2019, 09:51:58 AM
I updated the ActorsTool to version V1.1

Changes:
The extracted actors in files are stored now separatly in a own folder for each map. This is a subfolder of the tools folder which is created automatically.
Actors save function fixed
Several log flaws fixed

The link in the first post remains the same.

Novekat
Title: Re: New static.actors.tool
Post by: Nowekat on June 24, 2019, 12:31:04 PM
To bad. When updating to V.1.1 i forgot to update the objectlist function, so the tool does not find the inBuildings.txt. This is fixed in Version 1.2. The link still remains the same.

Novekat
Title: Re: New static.actors.tool
Post by: Epervier on June 24, 2019, 12:43:27 PM
Thank you very much !
But I'm not going to have time to test it for several days!  :-X
Title: Re: New static.actors.tool
Post by: Nowekat on June 30, 2019, 03:36:10 AM
I updated to Version 1.3 with some minor changes:

The log window scolls down automatecally now.
Some typos fixed.
map_t.tga reading folder for the true bridges y value is changed to the tools map subfolder. 
Attention: If you add the map_t.tga to that folder to get the true y values of the bridges (not needed), read and expand the actors again to avoid inconsistencies with that bridges y-value, which may cause a map to crash.

This may be the final version of the tool if i do not notice a critical flaw.

The link in the first post remains the same.

Nowekat
Title: Re: New static.actors.tool
Post by: Nowekat on July 12, 2019, 09:26:49 AM
I'm sorry to say, that i noticed a serious bug with the ActorsTool. This appears only when writing an actors from a new created inBuildings.txt. The bug causes the wrong placing of some objects then. I did not notice this earlier, as i mostly tested the tool with allready existing actors.static files.

I fixed that bug and updated the download in the first post. You should use the new version if you want to use the tool creating actors from a new created inBuildings.txt. The link remains the same.

Nowekat
Title: Re: New static.actors.tool
Post by: Chrival on June 12, 2021, 02:00:44 PM
It may be a bit late but I want to congratulate you for this awesome tool.
It's so much simple to use, it's almost disconcerting
Just modify the inBuilding.txt, rewrite the actor.static and that's all.
I wonder why I wasted my time with the Z_ActorsManagement, that's a real PITA.

Thank you, Nowekat
Title: Re: New static.actors.tool
Post by: Old_DaD on July 02, 2021, 10:55:10 AM
Great tool.. I'm just getting to grips with it...finding it much easier than Zutis.
Title: Re: New static.actors.tool
Post by: Old_DaD on July 02, 2021, 12:11:11 PM
can I use this to place/create an airfield? possibly clone a simple one already on map.
Title: Re: New static.actors.tool
Post by: Old_DaD on July 16, 2021, 11:06:41 AM
Hello passerby,
after this tool does its business there are several folders within the map folder created.
like : inBuildings.txt...etc.
Im interested in :inRunwayPoints.txt.
There are three co-ordinates /parameters listed for each entry in this list (there are usually 2 entries together which relate to either end of the runway)
The first two are co-ordinates for a runway end but what is the third one for?
i.e. (001) 70555.539 7819.026 15030.000
      (002) 70551.633 8520.128 15570.000
they all end in .000
Title: Re: New static.actors.tool
Post by: Fly! on July 16, 2021, 01:39:24 PM
Thank you Nowekat 4 this gr8t tool. Finally cleared the treelines off Cat_Midway!
Title: Re: New static.actors.tool
Post by: Uzin on October 20, 2022, 11:20:05 PM
I am interested in obtaining of inBuilding.txt file for the purpose of autopopping the map, but do not understand how to, write step by step, please, for me the old guy.
EDIT:
I obtain the description of inBuilding.txt file as it concerns the number and types of object, but do not know where inBuilding.txt file itself resides.

EDIT:
Do you use java? Which version : 32 bit or 64 bit ?
Title: Re: New static.actors.tool
Post by: vonOben on October 23, 2022, 12:42:48 AM
Hi Ivan

Check the ActorsTool.ini in the ActorsTool folder, and it doesn't use java.

There you have the folder names for "Read actors pathes" and "Write actors pathes", check the "Read actors pathes" folder for the inBuilding.txt file.

I've changed the folder names and ActorsTool.ini as follows:

Read actors pathes
F:\Mods\IL-2\ActorsTool\Read & Extracted\actors.static
Write actors pathes
F:\Mods\IL-2\ActorsTool\Write\actors.static

Hope it helps.

Best regards

Per
Title: Some hints on autopop usage.
Post by: Uzin on October 31, 2022, 02:28:28 PM
I have used still Delco autopop pgm with Zutis actors management tool  because I was more familiar with it, working on my former map projects.
Here are some ideas for hints , as for how to avoid tedious cleaning the rivers and roads from unnecessary buildings after autopopping.
1. Place the rivers extracted  from  Mymap_c.tga downsized to map_T.tga, giving these rivers RGB 31, i.e. river banks. Do it before applying map_T to Delco pgm.
2. Similarly, place the extracted roads (as obtained by Nowekats excellent pgm), (giving them suitable RGB values) also to map_T.tga before applying Delco autopop pgm. But this might not work, as because map_T. contains the roads ab initio. Or how it can be prevented to get buildings on roads ? Perhaps make roads thicker, say, one pixel? Anyhow, not yet tested.
3. The map_T.tga so redrawn should be used only for autopopping pgm, the unchaned one should be used for the game .
These are my wisdoms on the stairs, lol.
I spent several hours by cleaning my present project map, only then these hints came to my rigid old mind. Perhaps somebody will appreciate it.
Title: Re: New static.actors.tool
Post by: vonOben on November 01, 2022, 12:01:06 AM
Hi Ivan

I haven't used Zutis actors management tool since I started using the new actors.tool, since I find it easier to use.

After using Autopop or Objectset, I usually open the map in unlocked FMB (Map builder) and select
File - Clear Roads
and
File - Clear Water

This method has worked well and I haven't noticed any problems after using it.

What benefits do you get using your method?

Best regards

Per
Title: Re: New static.actors.tool
Post by: Uzin on November 01, 2022, 05:04:55 AM
Hi Per,
I am ashamed, there are none benefits of my proposal. I am just old silly dummkopf. The post could be deleted.
  Next time, I will learn Nowekat´s method.
Please, excuse my disturbing the map making community.
Mea culpa, mea maxima culpa !
Best regards,
Ivan Uzin
EDIT:
Just finished manual removing buildings from roads, adding railway stations, on new project - map of Afghanistan. .
So much time spent in vain.
Title: Re: New static.actors.tool
Post by: Epervier on May 16, 2023, 02:50:34 AM
New link in first post...
Title: Re: New static.actors.tool
Post by: Whiskey_Sierra_972 on May 17, 2023, 11:14:18 AM
Thanks Gabriel!