help with ProxyXml file

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Johansteam
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help with ProxyXml file

Post by Johansteam »

Hi,
I'm having problems trying to understand the "proxyXml" sound file, especially the "Loop" and "Oneshot" sections?
When comparing any Kuju RW railvehicle's proxyXml file, the Sound and ModifierChain entries are a number figure whilst the entries in the Blue Print Editor requires "Named" conventions?
Can someone please help me. I've read the Wiki info and Dev docs but cannot find the missing link?
Kind Regards,
Johan Pretorius
davveb
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Re: help with ProxyXml file

Post by davveb »

Just use the blueprint editor to create and edit a proxy xml file. It handles the ID name/number references for you by providing drop down menus with the relevant names in them. The numbers only appear in the compiled script.
Kariban
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Re: help with ProxyXml file

Post by Kariban »

The numbers are the IDs of the ModifierChains; if you search for every occurence of the number in a default file you'll work it out soon enough.
My posts are my opinion, and should be read as such.
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Johansteam
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Re: help with ProxyXml file

Post by Johansteam »

Davvab & Kariban,
Thanks for the reply and info supplied however, I'm against a wall regarding the "drop down" menus, in the "Oneshot" and "Loop" section of the Blueprint.
You've mentioned "The numbers only appear in the compiled script" . I do understand what you're saying, but the problem I'm having are exactly this. I am trying to make a (custom) copy of the Blueprint of the KUJU Class 101 Electric Loco. My reason for trying to do this are to figure out how it's done? I've opened a Blueprint in the BP editor under Source\Johansteam\etc\etc and the Class 101's proxyxml (proxybin) which resides in the Assets\KUJU\etc\etc!
The first sections are straight forward however when the Loop and Oneshot sections are reached, it's a different breed of cattle? Only two, or at the most three scriblings, are understandable ....... the "dropdown boxes" are infested with numbers when viewed in the "Assets" example. In the actual Blueprint editor, it requires from me to fill in a "set" word (Already printed by KUJU) which I suppose should correspond to the particular "Loop" or "Oneshot" inscription? I cannot figure this out as certain "filled in" words does not seem to fit the actual requirement?
Example:
<kLoud-cControlledLoop d:id="15347264">
<PlayState d:type="cDeltaString">BOTH</PlayState>
<Sound d:type="ref">15259688</Sound>
<ModifierChain d:type="ref">15315360</ModifierChain>
<ControllerName d:type="cDeltaString">AbsoluteSpeed</ControllerName>
<LoopCondition d:type="cDeltaString">ValueInRange</LoopCondition>
<ActiveRangeStartValue d:type="sFloat32">0.010000</ActiveRangeStartValue>
<ActiveRangeEndValue d:type="sFloat32">200.000000</ActiveRangeEndValue>
<ValueIsChangingGateTime d:type="sFloat32">0.000000</ValueIsChangingGateTime>
<InstanceGroup d:type="ref">0</InstanceGroup>
----------------------------------------------------------------------------------------------------------------------------------------------
In the above example note that the "thick" underlined scribling, are an example of the Sound and Modifier chain ..... it's depicted with numbers 15259688 and 15315360? In the Blueprint it requires to pick a already supplied "word/sentence" for the "AbsoluteSpeed? "Skew and underlined" above.
Where do I find the reference between these numbers and the KUJU implanted words?
Kindest Regards,
Johan
nobkins
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Re: help with ProxyXml file

Post by nobkins »

am not sure I 100% follow you but...

When you create a blueprint you assign curves, sounds, modifier chains nice "human readable" names. Like "Engine Idle" or "Brake Squeal".

When you export the blueprint a computer does not care about nice names and so it assigns these entities reference numbers instead.

So

Code: Select all

<ModifierChain d:type="ref">15315360</ModifierChain>
If you were to search the file for "15315360" you would find the modifier chain that is being referenced.

The "AbsoluteSpeed" is a reference to a controllers. Controllers allow you to access information from the game like speed, brake levers etc. AbsoluteSpeed is measured in m/s

Hope that helps.
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Kariban
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Re: help with ProxyXml file

Post by Kariban »

And in addition you've got an example of the definition of an ID right there in your example:

<kLoud-cControlledLoop d:id="15347264">

15347264 is the ID of that particular loop. Each section of the proxyxml file defines... let's call it an asset, and each asset will have it's own ID. The human readable names are just to make life easier for you, the game doesn't care about them.
My posts are my opinion, and should be read as such.
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Johansteam
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Re: help with ProxyXml file

Post by Johansteam »

Hi Kariban,
I get so frustrated with myself when I know what I'm trying to say but cannot put it over on writing. I've made three Grabshots of the Blueprint editor. (This is only one example of all the Loops and Oneshots)
I'm starting at the AbsoluteSpeed which I've typed in.
AbsoluteSpeed typed in.
AbsoluteSpeed typed in.
Below I now have to select from the "drop down" list.......something? I do not know what as the example in the Kuju Asset proxixml only supply me with numbers? Where do I obtain the info regarding the selection in the "Drop down" list?
What have to be selected here?
What have to be selected here?
Below is the other puzzle. What do I select here and where do I obtain this info?
Example3.jpg

I hope this clarifies my predicament of not putting the questions over clearly?
Please help me.
Kindest Regards,
Johan.
Kariban
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Re: help with ProxyXml file

Post by Kariban »

Right, I tend not to use the blueprint editor for just about anything except when I'm making my own assets - and I've never made a sound definition blueprint ever, so I can't help you with that. I do know how to write them by hand, but I've explained what you need to do already if you look at them as text instead of in the editor. Sorry :(
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Johansteam
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Re: help with ProxyXml file

Post by Johansteam »

Kariban, I am doing my own asset, and want to make custom sound files for it. It is for this reason that I would like to understand the proxyxml/proxybin Blueprint file setup or layout?
I am thanking you greatly for trying to help me with this problem.
I do not know how to contact or attract another person, in the know, to assist or help me? I am sure there must be someone who have mastered this problem?
Kind Regards,
Johan
Kariban
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Re: help with ProxyXml file

Post by Kariban »

Well there's two ways; you can either make one from scratch, or you can edit an existing one as text - personally I wouldn't recommend trying to port one back to the blueprint editor because of the issues you're having. I presume you've read the relevant parts of the wiki?
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Johansteam
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Re: help with ProxyXml file

Post by Johansteam »

Morning Kariban and Nobkins,
First and foremost, Thanks to both of you for pointing me in the right direction.
I have spent some time on the ProxyXml file last night. Writing everything down on paper and corrolate the numbers .......... these numbers then made sense just the way Nobkins mentioned. I have some errants to run during the morning, so I will attempt the Blueprint again this afternoon.
I will keep you posted on the outcome.
(Please forgive the spelling at places?)
Thanks again to both of you,
Kind Regards,
Johan
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Re: help with ProxyXml file

Post by nobkins »

Hi Johan,

Glad to hear things are coming together a little. Do not worry about the spelling :D. I am often not much better ;)
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Johansteam
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Re: help with ProxyXml file

Post by Johansteam »

Hi Nobkins and Kariban,
I am very happy and exited to report that your inputs produced fruit. I have successfully changed the ProxyXml file in the Blueprint editor. By doing this, I might now make custom sounds for my locomotive.
Thanks again for your super help.
Kind Regards,
Johan. :D
nobkins
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Re: help with ProxyXml file

Post by nobkins »

Well done. Glad to hear your persistence paid off.
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