Nice to see that i could help with my poor english. Variables (in this case TexRes) are a programmers best friend. if you want to use colors instead of resolutions, declare the variable es string: public static string TexColor; if you need a boolean variable (f.e. for optional files) it'll look like this: public static bool AddTex; String set: TexColor = "Blue"; String check: if (TexColor == "Blue") Bool set: AddTex = true; Bool check: if (AddTex == true) Variables can be included everywhere (Messageboxes, other variables, file copy lists) by using: + VARiABLENAME + Regarding the XML format: i never used the XML format, so i got absolutly no idea of those script structure. i got basic knowledge about XML, but as you can see on my example script, i like things optimized. if there are enough requests, i'll add XML functionality. And/or if there are enugh requests for a complete GUi driven script creator that can do checks for DLC/Mod dependencies, FOSE dependencie, that creates an installer GUi using an WYSiWYG styled GUi creator, supports optional misc files/esp's/esm, helps with res/color/we renamed files and does load order checks and adjustements, i'll do my best and code one. i know from asking at the FOMM dev page, that i can use FOMM's api's and even manipulate/create FOMOD's from my programs, so even the whole creating FOMOD procedure could be included to make it an all-in-one prog. Means loads of work (as you may have noticed), so i'll only start coding it, if enough ppl request it.
And yes, you're right. The way it's working atm, it's aim is to build the file copy list for mods with large amounts of files.
The way of importing the script into the FOMOD is based on avewryones taste. i prefer to do it inside FOMM to recheck my script because FOMM parses and highlight's it's special/internal commands like InstallFileFromFomod and such. But i'll still meantion it, cuz when you're right, you're right, right? Added to description and readme as appendix. :p
thanks for clearing that up, yea your example script works properly, and im really surprised the script renames the files before installing them (deleting the number_ part of it) very classy. Im not sure how youd include a GUI with that format but wanto see if it can be adapted to xml script instead.
so is it fair to say the FOMM lister's mostly aimed at larger mods to cut down on time writing each destination paths into notepad?
btw, you could mention in the readme its quicker to save the script with Notepad++ as script.css to the mods data/fomod folder (adding that) so dont need to paste it from notepad to fomm script creator after its made
To make this clear again: This little app is meant to help creating the needed install code lines for lot's of files. The generated code, when using CopyDataFile, will definitly need editing.
And for everyone using my example code to figure out how things work, copy it from the readme because it's tabbed source and due to this easier to read. Non-tabbed code is noobish and hard to read. Use the "view as .txt" function on the readme page to get the tabbed source, even tho it looks screwed up in the browser.
Rather simple. First you need to know, that CopyDataFile is only used if the target filename, target directory name and/or the whole target directory is different from the source file. So the first file entrie in each CopyDataFile line is the source, while the second describes the target.
To keep this answer short and more universal, copy my example script and paste it into Notepad. i recommand NotePad++ with the language (not the progs language ^^) changed to C#. Then find the line beginning with "DialogResult TX1" (w/o quotes). Change the shown text behind this line to your desire. if you make a new line in the messagebox (beginns with + System.Environment.NewLine + ), make sure the coma is at the last text line that begins with the mentioned text. The line below the last one with the "+ System.Environment.NewLine + " at ist beginning describes the messagebox type and what's written in it's caption. if you got more texture resolutions, you need to add more messageboxes, but make sure that the "TXx" behind each "DialogResult" is unique.
Now copy the output of FOMM-Lister (CTRL+A & CTRL + C) and paste it at the exactly same position, the CopyDataFile lines in my example scripts are found. Since all resolutions got all the same files, you can delete all resolutions execpt one (2048 f.e.). Now i noticed there's another bug in this prog, so it still put's the "Data/" dir in the script. So this count's for V0.0.6: Use the replace function of your editor and replace ", "Data/textures/clutter/vintageradio/2048_" (w/o quotes) with ", "textures/clutter/vintageradio/" (w/o quotes). This count's for all version starting with V0.0.6: Now use the replace function again and replace "2048_" (w/o quotes) with " + TexRes + " (with quotes). That should be all.
Just in case this prog is still to focused on ppl that are familiar with FOMM's C# script, read the last chapter in the description.
And yes, you renamed the files perfectly. At least perfect for how i do it. Others may prefer other methods like dir separation. But other methods will need more code. Not my style.
hi i cant figure out how to use this, like how do you repackage the file to have the 3 CopyDataFile lines show up like your example script. renaming the dds files so theyre 512_XXX.dds 1024_XXX.dds and 2048_XXX.dds just spits out 9 lines looking like
5 comments
Variables (in this case TexRes) are a programmers best friend. if you want to use colors instead of resolutions, declare the variable es string: public static string TexColor;
if you need a boolean variable (f.e. for optional files) it'll look like this: public static bool AddTex;
String set: TexColor = "Blue";
String check: if (TexColor == "Blue")
Bool set: AddTex = true;
Bool check: if (AddTex == true)
Variables can be included everywhere (Messageboxes, other variables, file copy lists) by using: + VARiABLENAME +
Regarding the XML format: i never used the XML format, so i got absolutly no idea of those script structure.
i got basic knowledge about XML, but as you can see on my example script, i like things optimized.
if there are enough requests, i'll add XML functionality.
And/or if there are enugh requests for a complete GUi driven script creator that can do checks for DLC/Mod dependencies, FOSE dependencie, that creates an installer GUi using an WYSiWYG styled GUi creator, supports optional misc files/esp's/esm, helps with res/color/we renamed files and does load order checks and adjustements, i'll do my best and code one.
i know from asking at the FOMM dev page, that i can use FOMM's api's and even manipulate/create FOMOD's from my programs, so even the whole creating FOMOD procedure could be included to make it an all-in-one prog.
Means loads of work (as you may have noticed), so i'll only start coding it, if enough ppl request it.
And yes, you're right. The way it's working atm, it's aim is to build the file copy list for mods with large amounts of files.
The way of importing the script into the FOMOD is based on avewryones taste.
i prefer to do it inside FOMM to recheck my script because FOMM parses and highlight's it's special/internal commands like InstallFileFromFomod and such.
But i'll still meantion it, cuz when you're right, you're right, right?
Added to description and readme as appendix. :p
so is it fair to say the FOMM lister's mostly aimed at larger mods to cut down on time writing each destination paths into notepad?
btw, you could mention in the readme its quicker to save the script with Notepad++ as script.css to the mods data/fomod folder (adding that) so dont need to paste it from notepad to fomm script creator after its made
To make this clear again:
This little app is meant to help creating the needed install code lines for lot's of files.
The generated code, when using CopyDataFile, will definitly need editing.
And for everyone using my example code to figure out how things work, copy it from the readme because it's tabbed source and due to this easier to read. Non-tabbed code is noobish and hard to read.
Use the "view as .txt" function on the readme page to get the tabbed source, even tho it looks screwed up in the browser.
First you need to know, that CopyDataFile is only used if the target filename, target directory name and/or the whole target directory is different from the source file.
So the first file entrie in each CopyDataFile line is the source, while the second describes the target.
To keep this answer short and more universal, copy my example script and paste it into Notepad. i recommand NotePad++ with the language (not the progs language ^^) changed to C#.
Then find the line beginning with "DialogResult TX1" (w/o quotes).
Change the shown text behind this line to your desire. if you make a new line in the messagebox (beginns with + System.Environment.NewLine + ), make sure the coma is at the last text line that begins with the mentioned text.
The line below the last one with the "+ System.Environment.NewLine + " at ist beginning describes the messagebox type and what's written in it's caption.
if you got more texture resolutions, you need to add more messageboxes, but make sure that the "TXx" behind each "DialogResult" is unique.
Now copy the output of FOMM-Lister (CTRL+A & CTRL + C) and paste it at the exactly same position, the CopyDataFile lines in my example scripts are found.
Since all resolutions got all the same files, you can delete all resolutions execpt one (2048 f.e.).
Now i noticed there's another bug in this prog, so it still put's the "Data/" dir in the script.
So this count's for V0.0.6:
Use the replace function of your editor and replace ", "Data/textures/clutter/vintageradio/2048_" (w/o quotes) with ", "textures/clutter/vintageradio/" (w/o quotes).
This count's for all version starting with V0.0.6:
Now use the replace function again and replace "2048_" (w/o quotes) with " + TexRes + " (with quotes).
That should be all.
Just in case this prog is still to focused on ppl that are familiar with FOMM's C# script, read the last chapter in the description.
And yes, you renamed the files perfectly. At least perfect for how i do it. Others may prefer other methods like dir separation.
But other methods will need more code. Not my style.
CopyDataFile("textures/clutter/vintageradio/1024_vintageradio01.dds", "Data/textures/clutter/vintageradio/1024_vintageradio01.dds");
CopyDataFile("textures/clutter/vintageradio/1024_vintageradio01_g.dds", "Data/textures/clutter/vintageradio/1024_vintageradio01_g.dds");
CopyDataFile("textures/clutter/vintageradio/1024_vintageradio01_n.dds", "Data/textures/clutter/vintageradio/1024_vintageradio01_n.dds");
CopyDataFile("textures/clutter/vintageradio/2048_vintageradio01.dds", "Data/textures/clutter/vintageradio/2048_vintageradio01.dds");
CopyDataFile("textures/clutter/vintageradio/2048_vintageradio01_g.dds", "Data/textures/clutter/vintageradio/2048_vintageradio01_g.dds");
CopyDataFile("textures/clutter/vintageradio/2048_vintageradio01_n.dds", "Data/textures/clutter/vintageradio/2048_vintageradio01_n.dds");
CopyDataFile("textures/clutter/vintageradio/512_vintageradio01.dds", "Data/textures/clutter/vintageradio/512_vintageradio01.dds");
CopyDataFile("textures/clutter/vintageradio/512_vintageradio01_g.dds", "Data/textures/clutter/vintageradio/512_vintageradio01_g.dds");
CopyDataFile("textures/clutter/vintageradio/512_vintageradio01_n.dds", "Data/textures/clutter/vintageradio/512_vintageradio01_n.dds");
so how do you use this info to turn it into the script shown in the description page? and are the dds files meant to be renamed like shown?
thanks