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Old 07-28-23, 08:58 PM   #1
Bartholomew Roberts
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Quote:
Originally Posted by Jeff-Groves View Post
I can tell you that some text files do NOT show all the settings in the off files.
So may need to re-export all the text files.

Format on export is done. Just need to convert the byte to a string character and then is all good.

A glimpe at the script..........

string f;
int k=3, i, c[3], y, x, h, w, sIndex;
ubyte l;
char W[40], sFile[];
//Start the code
OutputPaneClear();
sFile = InputOpenFileName("Select File", ("*.off | *.txt"));
sIndex = FileOpen(sFile);

f = FileNameGetBase(sFile, false) + ".off";
Printf("%s \n", f);//test for file name
Printf("Nb.char HSep VSep \n");
for( i = 0; i < k; i++)
{
c[i] = ReadInt();
FSkip(4);
}
Printf( " %i %i %i \n", c[0], c[1], c[2]);
Printf("Char x y width height \n");
for( i = 0; i < c[0]; i++)

{
l = ReadUByte();
Shouldn't there be tab between letters&numbers?And is there a way to insert a equipment or upgrade and batch rename the item number behind?
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Old 07-29-23, 10:06 AM   #2
Jeff-Groves
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Everything IS Tab seperated.
Only difference to the output text is it uses DOS linefeed instead of the UNIX linefeed like the existing text files.

Imports to Spread Sheets just like the originals.



And is there a way to insert a equipment or upgrade and batch rename the item number behind?

I have no idea what you mean.
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Old 07-29-23, 01:51 PM   #3
Bartholomew Roberts
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Quote:
Originally Posted by Jeff-Groves View Post
Everything IS Tab seperated.
Only difference to the output text is it uses DOS linefeed instead of the UNIX linefeed like the existing text files.

Imports to Spread Sheets just like the originals.



And is there a way to insert a equipment or upgrade and batch rename the item number behind?

I have no idea what you mean.
Say you insert [Equipment 3] after [Equipment 2], then there are two [Equipment 3], if you want to make all equipments in group order, you have to add 1 number to every equipment behind. If you add more than one equipment in multiple places, it will be a mess. Is there a tool like S3D to handle this?
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Old 07-29-23, 02:23 PM   #4
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We are talking about FONTS in this thread.
There is no Equipment to talk about.

Now if you mean adding characters? Yes. Once I do a reverse Script it will encode to the off format.
After that it's up to you to check and adjust as needed.

Last edited by Jeff-Groves; 07-29-23 at 02:31 PM.
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Old 08-01-23, 11:51 AM   #5
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Working with the Devs of 010 We found a Bug.
Some characters don't print out. They are going to fix that Bug.
In the mean time I use NotePad++ to insert the missing characters.

Since there's only around 16 off files that need a txt file it's not a big deal.
Once I have all the text files done I'll post a link to down load them all.
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Old 08-02-23, 12:12 AM   #6
Bartholomew Roberts
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Quote:
Originally Posted by Jeff-Groves View Post
Working with the Devs of 010 We found a Bug.
Some characters don't print out. They are going to fix that Bug.
In the mean time I use NotePad++ to insert the missing characters.

Since there's only around 16 off files that need a txt file it's not a big deal.
Once I have all the text files done I'll post a link to down load them all.
Good job, that could be used by all mod maker in the future. Only the large font need to be converted. For small font stock could be used, Agency_12 could be replaced by Agency_24. So you could do some 4 times off file just in case. Like Hunt152, FPArhi96, FPCond72 or Agency_112.
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Old 08-02-23, 12:55 PM   #7
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Those Fonts don't exist so can not create a txt file.
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