Hey! This is a little program called PKG Reorder. Basically, MM2 needs a specific order of objects for different type of objects
Even with Maxoff's PKG filter it seemed that when I exported sp_tree1.pkg in building mode it still had the wrong order, and before this there was no way to fix it
Now we can just load up the PKG file, change the order, and save it!
Tested to work on Windows 7 and Windows XP
Download here : https://www.dropbox.com/s/d6c927f6omroi ... eorder.zip
PKG Reorder
New program!
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PKG Reorder
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What does the 'Length' value mean?
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- Franch88
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Nice program and idea, good work.
Personally I haven't got a such problem with the Maxoff's PKG filter exporting the PKG files as building type. The objects order problem happens when the objects are called H, M, L and VL, for the PKG files to be used as city objects. For the ones designated to be used as breakable props, there are also the numbered BREAK objects.
Personally I haven't got a such problem with the Maxoff's PKG filter exporting the PKG files as building type. The objects order problem happens when the objects are called H, M, L and VL, for the PKG files to be used as city objects. For the ones designated to be used as breakable props, there are also the numbered BREAK objects.
This shouldn't be necessary, because this PKG files objects order problem it's related with the ZModeler's PKG filter. A similar problem probably doesn't happen in creating the equivalent file in MM1.Make that type of program for MM1 too.
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@Franch, try exporting sp_tree1
or a new traffic light/street lamp
This is the "Prop" type that isnt in the PKG filter by Maxoff, therefore I made this program
EDIT : Did some GUI work, added delete button
or a new traffic light/street lamp
This is the "Prop" type that isnt in the PKG filter by Maxoff, therefore I made this program
EDIT : Did some GUI work, added delete button
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I've tried to export the sp_tree1_l.pkg file (has been my first time), the most used tree prop object in MM2, and in fact it gives working problems exported with the Maxoff's PKG filter. The problem there's with the numbered BREAK objects order, which are 5 in it: their order from the top to the bottom, instead to be from BREAK01_H to BREAK05_H, it's BREAK01_H, BREAK03_H, BREAK05_H, BREAK04_H and BREAK02_H. This kind of error doesn't happen with only the first two of these BREAK objects; maybe it happens having the first three.
Evidently Maxoff didn't noticed that there was also this to fix when he improved the filter.
Nice update. Nice the new GUI, and great for the adding of the delete button, it should work well for the deleting of the H object in buildings PKG files, something impossible to do with the similar function in MM2 City Toolkit program (it's made to delete only the other LOD objects).
See if you can implement this: the objects duplicating. So, with this tool it's easily possible make the M, L and VL LOD objects from the H one. Actually, a similar thing it's possible to do with MM2 City Toolkit program, but only in the moment of generating the city files from its 3DS files importing function. This is obviously good for the buildings PKGs making, and it's already done so in MM2 Revisited V5 mod.
Evidently Maxoff didn't noticed that there was also this to fix when he improved the filter.
Nice update. Nice the new GUI, and great for the adding of the delete button, it should work well for the deleting of the H object in buildings PKG files, something impossible to do with the similar function in MM2 City Toolkit program (it's made to delete only the other LOD objects).
See if you can implement this: the objects duplicating. So, with this tool it's easily possible make the M, L and VL LOD objects from the H one. Actually, a similar thing it's possible to do with MM2 City Toolkit program, but only in the moment of generating the city files from its 3DS files importing function. This is obviously good for the buildings PKGs making, and it's already done so in MM2 Revisited V5 mod.
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