I want to use this useful editing tool for altering content elegantly.
For instance, my current WIP car has a plain white texture, and uses diffuse/ambient adjustments to the cars paint shader to change the cars colour. So rather than maintaining 10 various car.shd files constantly during development, each with a different colour but 99% similar data, I can simply have 10 batch files which alter the specific fragments needed...
Ie:
..\..\..\..\ini ..\car.shd carpaint.diffuse 0.8 0 0 1
(a bright red paint, running from a batch file in a folder called 'config' within the car folder (to keep it tidy)
You could also set some fancy diff settings for a Ferrari, so through it's various modes it changes the aggression of the TCS and diff slip amount...
..\..\..\..\ini ..\car.ini differential.locking_coeff 100
These fun little fragment changes make doing things really nice, since you can maintain and keep the main car.ini, but change small things for testing or simply for fun quickly and easily.
It would be cool if Ruud formalised this perhaps, so we could run these batch files from the console (and when they were run, the associated file edited was also re-loaded into the game so the changes took effect there and then)
Either way, pretty fun little tool to use to change things.
Right now I have this altering my cars engines, weights, wheel models/weights/inertias, gearboxes/types and so on, and my cars colours, with about 20 small bat files in the config folder of my cars folder...
Better than having about 100 seperate car.ini files under sub-folders using Raven etc... (despite Raven still being fantastic, it's not as nice as this system for configuring a car with many variables)
One other area where it is limited for now, is replacing references...
ie:
acc_out~stock_exhaust_out
can't easily be changed to
acc_out~mod_exhaust_out
Thus, if you define several sound sets in your car.ini for different exhausts/engines, and then refer to them so they can easily be swapped, there is no way (that I can see) to do that yet using the ini.exe tool.
Hmmmm
Dave
For instance, my current WIP car has a plain white texture, and uses diffuse/ambient adjustments to the cars paint shader to change the cars colour. So rather than maintaining 10 various car.shd files constantly during development, each with a different colour but 99% similar data, I can simply have 10 batch files which alter the specific fragments needed...
Ie:
..\..\..\..\ini ..\car.shd carpaint.diffuse 0.8 0 0 1
(a bright red paint, running from a batch file in a folder called 'config' within the car folder (to keep it tidy)
You could also set some fancy diff settings for a Ferrari, so through it's various modes it changes the aggression of the TCS and diff slip amount...
..\..\..\..\ini ..\car.ini differential.locking_coeff 100
These fun little fragment changes make doing things really nice, since you can maintain and keep the main car.ini, but change small things for testing or simply for fun quickly and easily.
It would be cool if Ruud formalised this perhaps, so we could run these batch files from the console (and when they were run, the associated file edited was also re-loaded into the game so the changes took effect there and then)
Either way, pretty fun little tool to use to change things.
Right now I have this altering my cars engines, weights, wheel models/weights/inertias, gearboxes/types and so on, and my cars colours, with about 20 small bat files in the config folder of my cars folder...
Better than having about 100 seperate car.ini files under sub-folders using Raven etc... (despite Raven still being fantastic, it's not as nice as this system for configuring a car with many variables)
One other area where it is limited for now, is replacing references...
ie:
acc_out~stock_exhaust_out
can't easily be changed to
acc_out~mod_exhaust_out
Thus, if you define several sound sets in your car.ini for different exhausts/engines, and then refer to them so they can easily be swapped, there is no way (that I can see) to do that yet using the ini.exe tool.
Hmmmm
Dave