Changing scenes names with the Unofficial Editor

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Well, I don't know if there's a way to fix that but...

When you rename a scene with the editor, all the items and entry points disappear, even if you keep the same mesh. I renamed 'zendar center' to 'brest center', and the smiths' stands, their wares, etc disappeared along with the entry points...
Could you handle that, Effidian ?
 
I think it's probably using a new scene file, in the SceneObj folder. In that case, you can copy the original SCO file over the new one to get a copy of all the entry points etc.
Not sure, since I've used the Module Builder for addin new scenes meself.
 
Well, since the SCO file defines the props, entry points, and such, if it were using the same SCO file then the same entry points and props should show up in both scenes. <shrug>
 
I'll have to look into it. Scenes are one of those things on my list that I need to know more about, but haven't yet had time to look into them.
 
I don't think so. I believe that the game look for a file called scn_zendar_center.sco, but that the in-game name is contained in the file, with entry points, mesh and props.
 
No, from working on adding my new arena scene, the in-game reference is based off of the filename. I copied another SCO file, renamed it to the name I wanted the scene to have "scn_arena_four_team_1" (which I defined in the python scripts), and that was basically it. Not sure how it's set up in the end text files for the name though.
 
Now that I got a chance to look at this. It looks like each scene has a .sco file with the same 'id'. So scn_zendar_center has scn_zendar_center.sco.

I don't suppose anyone has already interpreted the contents of the .sco files?

I'll see what I can do to support these better...
 
Well, I don't know about interpreting the exact contents of SCO files, but from what I can tell there's really almost nothing to them. All they consist of is a list of objects, items, entry points, and so forth, each having the XYZ coordinates and orientation stored as well (along with a couple of other possible values attached to the objects, like variation #).

If you copied the Zendar town center SCO file and replaced the scn_generated_scene.sco file with that, all of your battles would have the placed objects for the Zendar town center (including entry points) in the scene. There don't appear to be any identifying name or such stored in the files, they're interchangeable and as you've found, identified simply by the filename.

This I've garnered by playing around with various scenes, copying and switching them around, and referencing new scene filenames in the python scripts.

EDIT: BTW, the terrain and/or static meshes used in the scene are also of course determined separately from the SCO files.
 
Should have posted it before, but I forgot. :oops:
When I changed the names, all the props & entry points disappeared, but the .sco files seemed to remain the same. Actually, when I started to add new entry points and buildings, new files (scn_paris_smithy, ect) appeared in the folder... :???:

So yep, Janus' way to do that is correct, copy the already existing .sco files and rename them. :wink:
 
Janus said:
If you copied the Zendar town center SCO file and replaced the scn_generated_scene.sco file with that, all of your battles would have the placed objects for the Zendar town center (including entry points) in the scene. There don't appear to be any identifying name or such stored in the files, they're interchangeable and as you've found, identified simply by the filename.

I had been messing with that a while back, but it always generated an error when the edited scene attempted to load. I did some sco replacements for the zendar arena, and the game always crashed.
 
JoshRose said:
Janus said:
If you copied the Zendar town center SCO file and replaced the scn_generated_scene.sco file with that, all of your battles would have the placed objects for the Zendar town center (including entry points) in the scene. There don't appear to be any identifying name or such stored in the files, they're interchangeable and as you've found, identified simply by the filename.
I had been messing with that a while back, but it always generated an error when the edited scene attempted to load. I did some sco replacements for the zendar arena, and the game always crashed.
I've seen it generate errors when using copied SCO files when there are entry points (and possibly other objects as well, not sure) placed outside the workable area of the new scene. Probably caused by trying to place a troop at an entry point which is in an inaccessible spot. That may be what you're seeing. You could go through each error dialog until the scene successfully loads and then try to fix the placement of everything and save your changes, or you could just try using another SCO file as a base. The emptier the original SCO file the better, in general.
 
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