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Author Topic: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)  (Read 169654 times)

BigD145

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Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
« Reply #75 on: March 25, 2012, 07:06:20 pm »

An offline version of the site would also be welcome. Just thinking ahead...
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BradUffner

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Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
« Reply #76 on: March 25, 2012, 07:14:31 pm »

An offline version of the site would also be welcome. Just thinking ahead...

A copy of the most recent definition for all the raws will be freely available as an xml file that Raw Explorer (or any other program) can read.  The web site isn't really my main focus, it's just a way to get the token definitions in to Raw Explorer.  Raw Explorer will be able to display the token definitions and auto update them through the website. Though the more I work on the site the bigger and more important of a project it seems to become.   I think it may eventually before just as important as Raw Explorer if people use it and help keep it up to date.
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Raw Explorer - Easily navigate and edit your raw files via GUI! - http://www.bay12forums.com/smf/index.php?topic=103360.0
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BradUffner

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Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
« Reply #77 on: March 27, 2012, 12:35:52 am »

Let's talk Token Definition Scheme!

As an example of the full scheme I'm made up a hypothetical COLOR token. It's values are not "correct" as dwarf fortress actually uses COLO, but this is for example purposes only.
Spoiler (click to show/hide)

This token's name is "COLOR", it is allowed to be used on custom workshops, creatures, and entities.
Each "usage" defines token's description and arguments depending on which object type it is placed on.  The usage with the type and subtype of "ALL" is a default usage, and the CREATURE CREATURE Usage is a specific usage.  In Raw Explorer, if I were to place this token on an Item (even though it isn't allowed there), it would pick up the ALL ALL usage since none of the specific usages match.  It always looks from most specific to least specific.  A single usage entry of type of ALL:ALL will be the most common.

The CREATURE usage has a textual description that explains what the token does in a general way.  It has 3 arguments named foreground, background and foregroundBright.

Foreground is of type "integer", which is a numeric data type.  This particular integer must be a number from 1 to 100.  Raw explorer will give a warning if you try to use 200 as the first argument in this token on a creature.  If you leave out the typeData attribute any integer will be accepted.

The 2nd argument is named background.  It's is of type "color", which means when raw Explorer lets you edit this argument it will display a color picker.  There is no typeData on this argument, but types of "color" can be restricted to the 8 dark colors, or allow all 16 colors (default if none is specified).

The 3rd param, "foregroundBright", is a bit.  This means it can only have 2 values, on or off.  By default Raw Explorer will show this as a checkbox, but though the use of the typeData it can be made to display as yes / no, on / off, 1 / 0, etc...

You will notice that the usage for BUILDING has as the "flag" attribute on it with a value of 1.  This value means that the usage doesn't use standard arguments.  In this case when color is used on the building the number of arguments varies with the number of columns and rows in the custom building.  Currently Raw Explorer will only let you edit this type of value directly as a string

I've gone through the raws and looked at the different tokens and tried to break their arguments down in to types.  I've explained the integer, color, and bit types. So far I've come up with the following types.  I've sure that there are some that I've missed, if you know of any, let me know.
  • string - Textual data
  • integer - numeric data, whole numbers only
  • number - numeric data with decimal places
  • bit - true of false data
  • colorNumber - 1 of DF's 16 colors
  • degreesUrist - a temperature
  • lookup - an argument that's value comes from other places in the raws.  The typeData will define where this comes from. For example, if the type is "lookup", and the typeData is "ITEM:ITEM_TOOL", Raw Explorer will display a drop down list of all the tools defined in your raws when editing this argument.
  • list - an item from a predefined list of options
  • filename - a filename on the hard drive
  • charCode - a single character or ASCII number

Each of these types will be able to be controlled in different ways via the typeData attribute.  The website will have all the documentation once I've figured it all out.

Speaking of which, the website is almost ready for some limited beta testing.  If anyone wants to volunteer to test it just let me know.  The website will allow anyone to view tokens.  Editing a token will require an account.  All edits will go in to a queue for approval before they show up live.  I hope to have a few trusted people who can help me as moderators approving submissions once the site is running.

Stay tuned, exciting things are happening!
« Last Edit: March 27, 2012, 03:50:29 am by BradUffner »
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Raw Explorer - Easily navigate and edit your raw files via GUI! - http://www.bay12forums.com/smf/index.php?topic=103360.0
Tile Genie - Merge multiple tilesets - http://www.bay12forums.com/smf/index.php?topic=77724.0

BradUffner

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Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
« Reply #78 on: March 27, 2012, 10:07:32 pm »

Ok, the website is up and ready for some testers.  I need 2 or 3 people who are willing to poke it and won't get upset about it crashing or losing data due to bugs.
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Raw Explorer - Easily navigate and edit your raw files via GUI! - http://www.bay12forums.com/smf/index.php?topic=103360.0
Tile Genie - Merge multiple tilesets - http://www.bay12forums.com/smf/index.php?topic=77724.0

Reudh

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Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
« Reply #79 on: March 27, 2012, 10:11:24 pm »

*raises hand*


Do I have to install Apache or anything to get this going?

BradUffner

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Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
« Reply #80 on: March 27, 2012, 10:14:02 pm »

*raises hand*


Do I have to install Apache or anything to get this going?

Haha, no. it's all running on my servers, you just need a web browser.
sending you the link via pm.
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Raw Explorer - Easily navigate and edit your raw files via GUI! - http://www.bay12forums.com/smf/index.php?topic=103360.0
Tile Genie - Merge multiple tilesets - http://www.bay12forums.com/smf/index.php?topic=77724.0

BradUffner

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Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
« Reply #81 on: March 28, 2012, 11:07:24 pm »

Behold! Actual Functionality!

Spoiler (click to show/hide)
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Tile Genie - Merge multiple tilesets - http://www.bay12forums.com/smf/index.php?topic=77724.0

Reudh

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Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
« Reply #82 on: March 28, 2012, 11:12:26 pm »

This is looking amazing. Question, does it update its definitions and descriptions via. the site you linked me? As in, if a user were to update the tag info there, the user could update their XML with new definitions and descriptions? Or does it constantly update (ie. require an internet connection to use)?

And I'm glad I could help with the testing. :D

Will do some more tonight when I get home from uni.

BradUffner

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Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
« Reply #83 on: March 28, 2012, 11:19:21 pm »

This is looking amazing. Question, does it update its definitions and descriptions via. the site you linked me? As in, if a user were to update the tag info there, the user could update their XML with new definitions and descriptions? Or does it constantly update (ie. require an internet connection to use)?

And I'm glad I could help with the testing. :D

Will do some more tonight when I get home from uni.

Yep, there is a menu under "Help" that will download the latest xml file from the website automatically.
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BradUffner

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Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
« Reply #84 on: March 29, 2012, 09:55:33 am »

If anyone with some artistic skill is feeling bored or generous, I could use some artwork for Raw Explorer and the website.  First I need an application icon for Raw Explorer, at 48x48 and 16x16.  The [DF:Tokens] website also need some kind of logo suitable for a favicon (16x16) and for use in the site header.  Also, 4 16x16 icons for use on the toolbar for the "Insert" and "Remove" tag buttons, and the "Move Up" and "Move Down" buttons.  Everything I have is just a place holder, and I completely lack artistic talent.  Any help would be greatly appreciated.  I'll even add your names to the "About" dialog in the application and website.
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nocker

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Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
« Reply #85 on: March 29, 2012, 10:13:50 am »

I want to play with this tool, and help to develop/update it. General programming knowledge here, with emphasis on c#.
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Greendogo

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Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
« Reply #86 on: March 30, 2012, 06:45:34 am »

If anyone with some artistic skill is feeling bored or generous, I could use some artwork for Raw Explorer and the website.  First I need an application icon for Raw Explorer, at 48x48 and 16x16.  The [DF:Tokens] website also need some kind of logo suitable for a favicon (16x16) and for use in the site header.  Also, 4 16x16 icons for use on the toolbar for the "Insert" and "Remove" tag buttons, and the "Move Up" and "Move Down" buttons.  Everything I have is just a place holder, and I completely lack artistic talent.  Any help would be greatly appreciated.  I'll even add your names to the "About" dialog in the application and website.
Ask Phoebus or Ironhand or Kohaku to give you a sprite of an enlarged blacksmith dwarf or something.  I know Ironhand recently joined Pixel Joint, so he might be up for making an icon from scratch if you ask him nicely.
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BradUffner

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Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
« Reply #87 on: March 30, 2012, 11:18:50 pm »

I want to play with this tool, and help to develop/update it. General programming knowledge here, with emphasis on c#.

I really appreciate the offer, but honestly, what would be the most help to me right now would be people testing the website and then filling in the data from the wiki once the site is ready.  Raw Explorer will be pretty useless without the Data from the website that defines everything.  The source code is small enough that if there were multiple developers in it at once we would just end up tripping over each other all the time.  That may change in the future, and I'll keep your offer in mind.
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Raw Explorer - Easily navigate and edit your raw files via GUI! - http://www.bay12forums.com/smf/index.php?topic=103360.0
Tile Genie - Merge multiple tilesets - http://www.bay12forums.com/smf/index.php?topic=77724.0

BradUffner

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Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
« Reply #88 on: March 30, 2012, 11:43:25 pm »

Ok, new I'm making a new alpha version available for download.  The main point of this one is to make sure I have the control libraries packaged up correct, as they are a bit complex to redistribute.  There are probably errors and crashes all over this version after ripping out my old controls and replacing them.  If you download this version please let me know if you get any error during start-up.  Also please try out the "update" menu under "help" to make sure it can download the new token definitions from the website.

http://www.gumpstudio.com/RawExplorer-alpha-5.zip
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Raw Explorer - Easily navigate and edit your raw files via GUI! - http://www.bay12forums.com/smf/index.php?topic=103360.0
Tile Genie - Merge multiple tilesets - http://www.bay12forums.com/smf/index.php?topic=77724.0

BradUffner

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Re: New Modding Tool: Raw Explorer (Alpha 6 - Updated 4/1/2012)
« Reply #89 on: April 02, 2012, 01:41:30 am »

Alpha 6 has been uploaded. Link is in the first post.
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