Modweb Generator v0.4

Modweb Generator v0.4

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Modweb Generator v0.4

Post by Maelstrom »

Version 0.4 of my Modweb Generator is out.

This thing will take any mod you throw at it and make some nice html pages for you. Its written in PHP, so you have to have a webserver to run it. You can see it working here:

Xect vs Mynn
Absolute Annihilation
XTA
It makes an index page, unit pages and weapons pages.

Theres a wiki page about it here:
http://taspring.clan-sy.com/wiki/Modweb_Generator

No bugs were reported in version 0.2, so I assume it is pretty bug free. However, if you do find one, please report it.

It runs on a template system, so you can modify pretty easily what the pages look like. NOiZE has made the current template, and it works fine as is, but feel free to modify it for your own site.

Also included in there is a Spring file parser for PHP. It will load in basically any Spring text file, like FBI, TDF and SMD.

You can download the full thing here:
http://www.fileuniverse.com/?p=showitem&ID=3662
(7-zip compression. Chances are if your a mod maker, you have 7-zip).

Any comments/bug reports are welcome.

Have fun!
Last edited by Maelstrom on 09 Jul 2006, 09:31, edited 8 times in total.
User avatar
Tim Blokdijk
Posts: 1242
Joined: 29 May 2005, 11:18

Post by Tim Blokdijk »

Ow Fun :-)
Maybe I can find some time to play around with it.

What is the license?
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

Nice Start
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Hey hey, this is pretty cool-lookun! Bear with me now, for I am inept: is there any way it could export everything to plain HTML?
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Re: Modweb Generator v0.1

Post by PauloMorfeo »

Great stuff, Maelstrom. That is pretty cool stuff that i was wanting to see for a looong time and that can help bring shininess to Spring's site (which ain't very appealing at the moment) as well as help people understand the mods.

Now Fnordia has to put up something like that in the site! :twisted:

And made fast... Unlike my own mod editor... :oops:
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Tim Blokdijk
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Joined: 29 May 2005, 11:18

Post by Tim Blokdijk »

I have been looking at the source but I have a hard time reading it.
Could you ad in some comments that explain what the code is doing?
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

@Tim: Dunno what the license is. You can use it, distribte it, and change it, as long as you give credit that the core of it was by me, and I wont mind. I will go through and add some comments now, I always forget them.

@Caydr: There will eventually be a way to do that, but this is still early days. I just wanted to get the basics out first so people could have a look.

@Paulo: If fnordia wants to put this on the site, go ahead.
Targon
Posts: 99
Joined: 16 Dec 2005, 05:15

Post by Targon »

is their any way to get it so that it also displays the CORCOM and ALAB names so that it's easier to make AI config files for the mod?
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Yep, just add this to the template:

[BEGIN unitname]This units unitname is {VALUE}[END unitname]

Also, if you look in the address bar, the part after 'unit.php?unit=' is the unitname. So 'unit.php?unit=armcom' would be the armcom, or Arm's Commander.
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FoeOfTheBee
Posts: 557
Joined: 12 May 2005, 18:26

Post by FoeOfTheBee »

Works for me: http://blancandrin.dyndns.org/~foe/modweb_gen/

But, the host for the Xect vs. Mynn official homepage does not have MySQL, and its PHP doesn't have MySQL functions. I think I might alter the script to output html files (or better yet, someone else could do this for me). Then I could upload them. Would this be ok Maelstrom?

UPDATE: Actually, it only partially works. It doesn't load the buildtree since I haven't put it in the sidedata file yet. Which I've been meaning to do anyway.
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Maelstrom
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Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

To convert to sidedata.tdf, I think you can either use Conflict Crusher (not sure on this one), or my Build tree editor.

http://maelstrom.wik3d.com/files/Build% ... 0Editor.7z


If you want to modify it, go ahead. I dont mind at all. Good luck with it. I might even do that later.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Ok ive made a HTML version. Its alot better now, easier to use, and doesnt require mySQL. Plus I think it runs quicker than the setup for the other one. You can grab it here:

http://maelstrom.wik3d.com/modweb_gen/modweb_gen.7z

and see it in action again here: (no different from last time)

http://maelstrom.wik3d.com/modweb_gen/

If anyone wants to make a better template, please do. The one it has now sucks ass.
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FoeOfTheBee
Posts: 557
Joined: 12 May 2005, 18:26

Post by FoeOfTheBee »

Visit http://www.ta-spring.com/mods/xectvsmynn/and click on the Unit Guide link to see my new modweb template. I used an external style sheet to give it a similar look to the mod's page. When modweb is out of beta I might make a general, easy-to-edit template/stylesheet combination. But I'm content with what I have now, at least for this version of modweb.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Version 0.3 posted. Check the first post for more info.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

We want weapons support :)
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

You obviously didnt look at it at all then. It has weapons support. Fully functional weapons support. The only thing missing is a good template for said weapons.

If you want to see the weapons, just browse the example site I posted. It has links to weapon stats if the unit has a weapon.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

sorry maelstrom
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

Can someone explain how to make this work, please?

I can figure you put the (uncompressed?) data into its own dir in "mods".

then.. you open index.php

what else?

(dont have any web server installed)

link here yay
Last edited by mongus on 27 Nov 2009, 06:10, edited 1 time in total.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Re: Modweb Generator v0.3

Post by Maelstrom »

Maelstrom wrote:Its written in PHP, so you have to have a webserver to run it.
That would be half of the problem. As to how to run it, I thought I included the readme, but obviously not. Crash course on how to use this then.

1. Get a webserver with PHP. R1CH was offering hosting for mods.
2. Extract the modweb_gen.zip to a folder on your web server.
3. Extract your mod to the mod/ folder in the modweb/ folder.
4. Run index.php, and click the links for what you want to happen. It is all automated from there.
5. Once you have made the pages you want, copy the files from the output/ folder to where you want them to be. Or just leave them in the output folder and have people look at it there. If using the default template, you will also need the unit buildpics in .jpg format in the images/ folder of the output, with all unitnames in lowercase. eg armcom.jpg

If you want to make your own template, and cant work it out from the provided files, then wait for me to post the readme when I get home.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Perhaps this will spike your interests a bit.

A new, totally reworked template. It doesnt have any stats on it, only a build tree, but DAMN does it do that well. Check it out here:

http://maelstrom.wik3d.com/modweb/build ... rmcom.html
http://maelstrom.wik3d.com/modweb/build ... orcom.html

Same script. Same mod. Different template.

If no one comments back on this, im going to assume that no one wants it, and I will stop wasting my time making it.
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