Auto-translated
It's a bit easier in PMs because you can't describe such a wide range of questions, and you don't have to worry about the style of the guide. Besides, screenshots are very inconvenient on the forum. In general, here are some recommendations and life hacks for working with the editor:
* It is advisable to keep all available tables open, except for those that do not reference files. I will provide a list later.
* The list of tables used is configured separately for each window. You can create up to ten windows via View => GameDatabase => NewWindow. Clicking on their border with the right mouse button will open a list of tables; select the ones you need. This way, you can set up ten combinations for work. In one, I have all the tables for the UI; in another, RPGStats and creature stats; in the third, all the tables related to Character files (including textures and skeletons), and so on. And, of course, the main one with all the tables in general. You can switch between windows via View => GameDatabase => Window Number.
* For correct operation, I recommend closing open mods immediately so that files are saved to the root, and not to the mod's cache (which will then be automatically deleted). The application name at the top should not contain a string like [UserMods/MyMod/123.h5u]. If it does, click Resource => Close MOD. After that, all changes will be saved to the GameFolder/data/ folder.
* The editor reads changes only from data/, and archives are only *.pak.
* Information about the file tree is stored in the index.bin file. You cannot delete a link from it; you can only add one. Otherwise, you need to delete the old one and start over. All links are saved in index.bin after creating the referenced files, but empty folders disappear automatically (!).
* You cannot create files with the same names.
* All files are created by right-clicking on the file tree of the table => New Object. The object will be created in the currently selected folder. If you need it in the root, use New Root Object. The same applies to folders, only Folder.
* You can rename and delete files manually, but the editor will see empty links in index.bin to the old missing files.
* Game files are mainly xdb (a version of xml), that is, with tags. The editor conveniently breaks down the tags into object classes, which are described in types.xml and can be changed as desired. The editor itself creates the necessary structure of all tags for xdb, based on the content of the object graph.
* The graph has different types, which differ in possible values and usage. The main ones are described in the First Volume of the complete guide to the map editor in my vk.com/h5mmmapeditors group.
* Each table in the editor corresponds to its own object type, that is, a set of graphs in the properties.
* Graphs support copy, paste, and selection. You can select using Shift (from A to B) and Ctrl (A + B). After pressing Ctrl+C, the buffer will contain NOT the values of the graphs, but the path through the tags + the value. You can test this by pasting it into Notepad. This leads to a very useful thing: if you copy the contents of such a buffer into another object's properties (even without selecting anything, just clicking once in any field), the graphs will be automatically filled in (if the tag names match). For example, if you copy the Model and Effect graphs from AdvMapBuildingShared using Ctrl and paste them into AdvMapStaticShared, the values from the original will be inserted into the corresponding fields.
* There are built-in type objects; links to them are not passed (because the object's properties are described in the parent), but we won't talk about that today.
* When working with a modifiable list, the following hotkeys are useful: + - expand an element, - - hide an element, Insert - insert an element, Delete - delete an element.
* I highly recommend that you familiarize yourself with the First Volume of the guide to the editor for a general understanding.
* Many tables have a very convenient preview in the editor. For Character, Model, there is a model preview window. You can set up the ambient lighting, create an animation sequence (the grid is removed by pressing G), and put it on play - the editor will play everything sequentially. For AdvMapObjectLink, there is a preview of the adventure map object with the ability to generate an icon and draw cells (Ctrl + the desired mask). For AdvMapDesc and DialogScene, there is a preview and editing of the map; for all UI tables, there is a preview of the interface with the ability to move elements, and so on. You will gain experience, click on everything - and you will find everything.
This is definitely not everything that the editor offers; this is just what I remembered right now.
All of this will be systematized, supplemented, and included in the third volume of the complete guide to the editor.
С уважением, }{0TT@6bI4
_________________
Группа картостроителей
Там ответы на вопросы, руководства, гайды и прочее
Discord-сервер "Герои 5: S.T.A.L.K.E.R"
Сервер по модификации "Герои 5: S.T.A.L.K.E.R"
_________________
_________________
Группа картостроителей
Там ответы на вопросы, руководства, гайды и прочее
Discord-сервер "Герои 5: S.T.A.L.K.E.R"
Сервер по модификации "Герои 5: S.T.A.L.K.E.R"
_________________