ZombiesRus5 ZombiesRus5

[Mod Utility] Entity Editor and Validation Tool (Fan made, Supports Rebellion)

[Mod Utility] Entity Editor and Validation Tool (Fan made, Supports Rebellion)

http://code.google.com/p/soaseplugin/

I have a set of eclipse and ant based tools for modding with Sins that others may find useful when validating or building their projects.

Current Downloads (older downloads: Downloads

FAQ

System Requirements 

Syntax Wiki - A syntaxual representation of almost all of the Sins editable files.

 

How To's:
How To Install Eclipse

How To Setup Entity Validation Eclipse Plugin (Updated for new preference with v0.6)

Video: How to setup and configure the Soase Eclipse Plugin


References:

Mod Development with Eclipse (Forum link providing a general overview of Eclipse)

Eclipse download site (http://eclipse.org/downloads)

 


Tools Supported:

Entity Editor (Click me for cool stuff about visual Entity Validations)

Eclipse Editor builder/nature extension that provides visual feedback to the following validations.

Entity Definition View - Displays the syntax rules for the currently opened entity file.

 

Summary of validations currently supported:

Boolean: Validates boolean entries contain TRUE or FALSE only
Brush: Validates a referenced brush entry exists for the value entered
Conditional Validation: Allows conditional structures to follow based on a field value
Key word: Validates all entity file key words are spelled correctly
Quotes: Validates any values requiring qoutes have beginning and ending quotation marks
Integer: Validates integer entries contain digits
Decimal: Validates decimal entries contain ####.#####
Entity References: Validates a referenced entity file exists for the value entered
String Reference: Validates a referenced String entry exists for the value entered
Sound Reference: Validates a referenced Sound entry exists for the value entered
Enumeration Validation: Validates an entry confirms to an allowed set of values (i.e. buffInstantActionType)
Iteration Validation: Validates repeating elements are correct
Structure Validation: Validates entries appear in the correct order in the entity file (configurable to allow unordered structures)
Explosion Validation: Validates a referenced explosion entry exists for the value entered
Texture Validation: Validates a referenced texture exists for the value entered
Particle Validation: Validates a referenced effect exists for the value entered
Sounddata Validation: Validates sounddata files for correctness including referenced sound files
GalaxyScenarioDef Validation: Validates galaxyScenarioDef files for correctness with 2 pass validations
StringInfo Validation: Validates English.str for correctness
Brushes Validation: Validates brushes files for correctness
Gameplay.constants: Validates the Gameplay.constant file for correctness
Explosiondata Validation: Validates sounddata files for correctness including referenced sound files
Galaxy Validation: Validates galaxy files for correctness and performs additional validations on referenced templates and design names.

Content Assistance: [ctrl]+[space bar] on keywords or constants and get suggested completions
Syntax Coloring: change syntax coloring of entity files to suit your preferences (defaults to all black currently)
Hover Help: hover over a keyword and get additional details about the value or structure
Quick link to wiki syntax

1,202,949 views 278 replies | Pinned
Reply #251 Top

Version v.2.1.2 uploaded. Modifies the two planet template references to Any and includes a small fix to Gameplay.constants for the diplomacy points 7-12 added.

Reply #252 Top

Got it working with zip; was using rar before which was likely the root of the cause.

Reply #253 Top

Quoting Lavo_2, reply 252
Got it working with zip; was using rar before which was likely the root of the cause.

Sweet, let me know if you see anything else that "can" be fixed. The xml is pretty flexible for the most part with a fairly simple schema (entity_definitions.xsd). Feel free to poke around.

Reply #254 Top

Quoting ZombiesRus5, reply 253
Sweet, let me know if you see anything else that "can" be fixed. The xml is pretty flexible for the most part with a fairly simple schema (entity_definitions.xsd). Feel free to poke around.

Not sure if this is a glitch on my end, but when I put links to the Texture folder (rather than copy, as that would take too much space), when checking various brush files the plugin does not "see" the respective texture files (ex. Unit_Infocard2.tga), and reports that the texture file in question is missing. The same thing also occurs with the Sound and Particle folders, when linked. I haven't tried using copy versus linking, due to space.

Not sure if I said it before, but thanks a ton for this plugin. It's freed up some space and likely helped me stamp out some bugs.

Reply #255 Top

Quoting Lavo_2, reply 255

Quoting ZombiesRus5, reply 253Sweet, let me know if you see anything else that "can" be fixed. The xml is pretty flexible for the most part with a fairly simple schema (entity_definitions.xsd). Feel free to poke around.

Not sure if this is a glitch on my end, but when I put links to the Texture folder (rather than copy, as that would take too much space), when checking various brush files the plugin does not "see" the respective texture files (ex. Unit_Infocard2.tga), and reports that the texture file in question is missing. The same thing also occurs with the Sound and Particle folders, when linked. I haven't tried using copy versus linking, due to space.

Not sure if I said it before, but thanks a ton for this plugin. It's freed up some space and likely helped me stamp out some bugs.

Windows shortcuts don't work like actual links unfortunately.

 

What you can do is setup the project as an external folder to where you mod is actually located. Basically when you create a new project select an external directory for the actual project and use your mod folder. This is what most people do with the tool as they mod directly in the mod's folder.

 

Reply #256 Top

That's actually a great idea. Well, unless your mod is split up into stackable parts, in which case that doesn't always work perfectly.

Reply #257 Top

Quoting Lavo_2, reply 257
That's actually a great idea. Well, unless your mod is split up into stackable parts, in which case that doesn't always work perfectly.

Um... my mod is split up into stackable parts.

I can instruct you how to set up the entity validator to support this.

Essentially if you right click on a project, choose Properties.

Then go to Project References.

Select the stack parts this mod should use to validate.

For example my Core references everything for the GSD.

My Races stack only reference Core.

 

Brilliant right ;) 

Reply #258 Top

Version update.

Adds compatibility with Rebellion 1.5 (Includes DLC).

 Download 

Reply #259 Top

Version update.

Adds optimization code significantly reducing the amount of overhead rebuilding when files are added or removed or when key files are updated like the English.str.

Note: I've been using this version for a week or so and haven't encountered any obvious issues. That said, let me know if you see anything strange. You can force a reset of the validation tool by selecting Project/Clean if you encounter any weird issues.

 Download 

Reply #260 Top

I will most certainly use this :D

Reply #261 Top

Version update.

Adds compatibility with Rebellion 1.8 (Includes DLC).

 Download 

+1 Loading…
Reply #262 Top

Quoting ZombiesRus5, reply 261

Version update.

Adds compatibility with Rebellion 1.8 (Includes DLC).

 Download 

Awesome.  :thumbsup:

Also Zombie, I might look into this if you don't, but the other day I was kind of wishing Eclipse would display a tool tip when you hover over a string reference displaying the contents of the string. That way I don't need to open the string file every time I want to see what the real name of a planet bonus is.

Reply #263 Top

Thanks again  :D  for the update.

I have a request also, can the validator look for flairs in the meshes?

I have almost 100 errors showing for particles that are not used.  :(

I also assume that the mesh would have to be in txt format? My XSI script automatically converts to bin.

Reply #264 Top

Quoting myfist0, reply 263
I also assume that the mesh would have to be in txt format? My XSI script automatically converts to bin.

I don't know if it is feasible for it to check mesh files. I guess it could just check everything before the vertex count, but even then that might increase workspace build times a fair amount. And yes they'd have to be in TXT like everything else I'm sure.

As an interm measure you can delete individual error messages to keep them from clogging up your warnings section.

Reply #265 Top

Quoting myfist0, reply 263

Thanks again   for the update.

I have a request also, can the validator look for flairs in the meshes?

I have almost 100 errors showing for particles that are not used. 

I also assume that the mesh would have to be in txt format? My XSI script automatically converts to bin.

They are showing as errors? I thought they showed as warnings. 

I thought about validating meshes like that but time/money/interest ;)

Would it be better to exclude particles from that check?

 

Reply #266 Top

Quoting ZombiesRus5, reply 265
Would it be better to exclude particles from that check?

Would be a good option in preferences if that wouldn't be too hard to do.

Reply #267 Top

Quoting ZombiesRus5, reply 265
They are showing as errors? I thought they showed as warnings. 

You're right, they are warnings  O:) .

I would rather have them in, there is a lot I am pruning now because I can see them, I just have to know what I use.

Reply #268 Top

Found another depreciated aiUseTime. "OnlyWhenAttackTargetIsInFiringSolution" has apparently been completely replaced with "OnlyWhenAttackTargetIsInFiringSolutionAndHasAttackOrder".

Reply #269 Top

can you add the option, for the tool, of comparing 2 different Entity files and highlight the differences?

Reply #270 Top

Quoting Dark_Ansem, reply 269

can you add the option, for the tool, of comparing 2 different Entity files and highlight the differences?

A. There are literally hundreds of tools that will do that for any text based file format. Google diff programs or file comparison programs.

B. Eclipse already has a diff comparison tool built in, you do not need this plugin for that. Just select two files, right click, compare to, each other.

Reply #271 Top

Quoting Dark_Ansem, reply 260

I will most certainly use this

 

Does this updated plugin fix issues were Eclipse tells me I have errors for the "dlcId xxxxxx" line in various entities?  And the planet upgrade 'social' sections of planets and planetbonus files?

 

I think it said something about unexpected entry...blah blah lol.

 

But seriously awesome tool.  I used it to crush about 100 errors and about 1000 warning issues in 7DS 3.0 this past weekend :).  Thank you for providing this!

 

EDIT: wrong quote, was supposed to quote zombie for the eclipse update post that had the link!

Reply #272 Top

Quoting Makon86, reply 271


Quoting Dark_Ansem, reply 260
I will most certainly use this

 

Does this updated plugin fix issues were Eclipse tells me I have errors for the "dlcId xxxxxx" line in various entities?  And the planet upgrade 'social' sections of planets and planetbonus files?

 

I think it said something about unexpected entry...blah blah lol.

 

But seriously awesome tool.  I used it to crush about 100 errors and about 1000 warning issues in 7DS 3.0 this past weekend .  Thank you for providing this!

 

EDIT: wrong quote, was supposed to quote zombie for the eclipse update post that had the link!

I do not get errors for the DLCid line. You must not have updated since the last DLC.

Reply #273 Top

I just deleted my old plugin (april of 2013) and put this new one in... Now my eclipse doesn't show "Add/Remove Entity Validator" and it doesn't have any of the sins preferences options in the preferences window.  I hate when technology messes with me.

 

I placed the new plugin in the "dropins" folder as per the instructions.

Reply #274 Top

While this is hardly a big problem, just FYI to anyone that is interested that this plugin appears not to work with the latest version of Eclipse, 4.4 (Luna). Keep 4.3 (Kepler) or earlier installed for your Sins modding work.

Reply #275 Top

Is there a new conversion tool that will convert Rebellion 1.82 .ENTITY files to .TXT files.  All the ones I have tried fail on the conversion.

And the ones in the links here are all not working.  Sure would appreciate some help with this. 

 

Thanks

John