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Author Topic: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)  (Read 169713 times)

BradUffner

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Re: Modding Tool: Raw Explorer (Beta 4 - Updated 5/2/2012 - Items!)
« Reply #210 on: May 02, 2012, 10:04:16 pm »

Beta 4 is now available!

Item and material arguments should now be fully functional.  There may be some issues with materials that use the CREATURE:CASTE format;  I had some problems finding good examples to test with. if you find any just let me know and I'll fix them.

If you edit a token without uploading it to the website the definition should now stick locally for the next time you run the program (in case you want to test before uploading).

Thanks again to everyone who has been uploading definitions. Raw Explorer wouldn't be nearly as useful without your help!
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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: Modding Tool: Raw Explorer (Beta 4 - Updated 5/2/2012 - Items!)
« Reply #211 on: May 02, 2012, 11:29:17 pm »

I just realized I did the CREATURE:CAST material stuff completely wrong...  Working on a fix.
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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: Modding Tool: Raw Explorer (Beta 4 - Updated 5/2/2012 - Items!)
« Reply #212 on: May 03, 2012, 02:08:35 am »

beta 4.1 is available now.  I'm pretty sure that I got the CREATURE:CASTE style materials correct.  It also adds a "building" argument type that lets you pick from a list of buildings.
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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

slothen

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Re: Modding Tool: Raw Explorer (Beta 4.1 - Updated 5/2/2012 - Items!)
« Reply #213 on: May 03, 2012, 09:08:46 am »

I have a question about your tool.  I've always really wanted to go into the raws and make some tweaks here and there, adding certain tags or modifying a few properties, or removing some entries all together (seriously, what the heck is a 'thrips'?).  However, I've always been held back by knowing that it would be difficult to keep those tweaks I'd made when updating to new versions of DF.  Is this something your modding tool would address?
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While adding magma to anything will make it dwarfy, adding the word "magma" to your post does not necessarily make it funny.
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 4.1 - Updated 5/2/2012 - Items!)
« Reply #214 on: May 03, 2012, 09:38:08 am »

I have a question about your tool.  I've always really wanted to go into the raws and make some tweaks here and there, adding certain tags or modifying a few properties, or removing some entries all together (seriously, what the heck is a 'thrips'?).  However, I've always been held back by knowing that it would be difficult to keep those tweaks I'd made when updating to new versions of DF.  Is this something your modding tool would address?

That's a planned feature, but it can't do that at this time.
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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

slothen

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Re: Modding Tool: Raw Explorer (Beta 4.1 - Updated 5/2/2012 - Items!)
« Reply #215 on: May 03, 2012, 12:21:20 pm »

I have a question about your tool.  I've always really wanted to go into the raws and make some tweaks here and there, adding certain tags or modifying a few properties, or removing some entries all together (seriously, what the heck is a 'thrips'?).  However, I've always been held back by knowing that it would be difficult to keep those tweaks I'd made when updating to new versions of DF.  Is this something your modding tool would address?

That's a planned feature, but it can't do that at this time.

Well, I'm not exactly talking about doing it all in a single button click, but your tool would make it a lot easier than just doing it by hand, right?  I sure it would be a great help in correctly making the changes I want (proper tag syntax and all).  After that, it would be nice to be able to just go in and delete certain entries entirely.  Another possible way would be to select a text file to import, which then searches the imported file for entries and replaces those entries in the appropriate raw file.  Another cool feature (and probably not too hard) would be to take two sets of raw files and compare differences.  So maybe before starting on a new set of raws, I can compare the .07 and .08 vanilla raws to see if anything changed in the files i'm interested in, so I can say "oh i can do a direct copy over these files, but not these over here."

anyway, just some random thoughts, and I haven't actually tried out your tool yet, but I've been monitoring this thread for awhile, the possibilities look pretty exciting.
« Last Edit: May 03, 2012, 12:34:30 pm by slothen »
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While adding magma to anything will make it dwarfy, adding the word "magma" to your post does not necessarily make it funny.
Thoughts on water
MILITARY: squad, uniform, training
"DF doesn't mold players into its image - DF merely selects those who were always ready for DF." -NW_Kohaku

i2amroy

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Re: Modding Tool: Raw Explorer (Beta 4.1 - Updated 5/2/2012 - Items!)
« Reply #216 on: May 03, 2012, 12:34:50 pm »

I have a question about your tool.  I've always really wanted to go into the raws and make some tweaks here and there, adding certain tags or modifying a few properties, or removing some entries all together (seriously, what the heck is a 'thrips'?).  However, I've always been held back by knowing that it would be difficult to keep those tweaks I'd made when updating to new versions of DF.  Is this something your modding tool would address?
That's a planned feature, but it can't do that at this time.
Well, I'm not exactly talking about doing it all in a single button click, but your tool would make it a lot easier than just doing it by hand, right?
If all you are looking for is to make a few small tweaks and keep them from version to version then DF Raw Patcher might be a good tool to check out. Don't be fooled by the older thread, it still works fine. It's only got two real drawbacks:
1)It can't handle more complicated stuff such as castes very easily. It's possible, but a huge amount of work and even then it would probably be easier just to edit them by hand.
2)It doesn't tell you what the various tokens due like the Raw Explorer does, so you have to know what you are doing. Really all the Patcher does is edit, replace, and add the tokens you tell it to, so if you don't tell it to use the right ones it won't.

Once Raw Explorer gets around to adding in the tweak stuff it'll be much better then the Patcher (in that category, it already far beats the Patcher for creation as opposed to tweaking), but at the moment if all you are looking for is some little tweaks (I use it to change all of the "tile:X" on my stones for example) then it works wonders.
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slothen

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Re: Modding Tool: Raw Explorer (Beta 4.1 - Updated 5/2/2012 - Items!)
« Reply #217 on: May 03, 2012, 02:02:02 pm »

so between the two I should be able to figure out what i want to add and how to add it, and the patcher can handle some of the implementation?  Super sweet.
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While adding magma to anything will make it dwarfy, adding the word "magma" to your post does not necessarily make it funny.
Thoughts on water
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"DF doesn't mold players into its image - DF merely selects those who were always ready for DF." -NW_Kohaku

Jeoshua

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Re: Modding Tool: Raw Explorer (Beta 4.1 - Updated 5/2/2012 - Items!)
« Reply #218 on: May 03, 2012, 04:54:28 pm »

Super cool idea, gleaned from another third party editor I've used in the past: FO3Edit.

Ctrl-Click on anything that's defined elsewhere to jump to it in the list.  Basically, "hyperlinking" the whole raw database dynamically.  Working on an entity? Need to change something about them? Ctrl-Click on the CREATURE:x token and be brought to the creature entry.  This might also need a "forward, back" button to be really useful.
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 4.1 - Updated 5/2/2012 - Items!)
« Reply #219 on: May 03, 2012, 04:56:42 pm »

Super cool idea, gleaned from another third party editor I've used in the past: FO3Edit.

Ctrl-Click on anything that's defined elsewhere to jump to it in the list.  Basically, "hyperlinking" the whole raw database dynamically.  Working on an entity? Need to change something about them? Ctrl-Click on the CREATURE:x token and be brought to the creature entry.  This might also need a "forward, back" button to be really useful.

I like it!
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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

micha

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Re: Modding Tool: Raw Explorer (Beta 4.1 - Updated 5/2/2012 - Items!)
« Reply #220 on: May 04, 2012, 11:45:08 am »

Spoiler (click to show/hide)

that's what happens trying to open masterwork raws :(

i was hoping for an alphabetized export option to make weapons/armors/stones/creature-materials etc come up in alphabetical order ingame; i'll try again next time!

and, oh, when you config the dwarf.exe, you can get a crash by entering only path, then clicking the ellipsies; also, why prompt me for the path to the raws? ok, multiples might be cool, but you already know a likely root for where to look; and oh, the directory picker object can't accept a pasted path as usual, so if you could maybe reuse the file-picker and have that look for language_all.txt one use pasted paths there.

at least masterwork uses its own neato flags-set-on-the-same-line mechanics to create conditional sections; it'd be cool to explore them too; and to not have them blown away on exit. yes?   ...

screenies look awesome though, keep up the good work!
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 4.1 - Updated 5/2/2012 - Items!)
« Reply #221 on: May 04, 2012, 12:34:28 pm »

Spoiler (click to show/hide)

that's what happens trying to open masterwork raws :(

i was hoping for an alphabetized export option to make weapons/armors/stones/creature-materials etc come up in alphabetical order ingame; i'll try again next time!

and, oh, when you config the dwarf.exe, you can get a crash by entering only path, then clicking the ellipsies; also, why prompt me for the path to the raws? ok, multiples might be cool, but you already know a likely root for where to look; and oh, the directory picker object can't accept a pasted path as usual, so if you could maybe reuse the file-picker and have that look for language_all.txt one use pasted paths there.

at least masterwork uses its own neato flags-set-on-the-same-line mechanics to create conditional sections; it'd be cool to explore them too; and to not have them blown away on exit. yes?   ...

screenies look awesome though, keep up the good work!

I'm unable to duplicate the crash you reported when clicking the ellipses when browsing to df.exe.

I was able to fix the one that happens when importing raws from Masterwork, but there are some larger issues reading those raws that are preventing them from importing entirely correctly.

The reason you need to select the "dwarf fortress.exe" file is so that Raw Explorer can read your tileset, colors, and other config settings.  It's entirly optional to do this, but if you don't you won't see the correct tileset or colors for things.

Import of raws prompts for the raw path so that raw explorer can support multiple installations.  It should remember your previous selection so that you only have to do this once.  You can also paste the path directly in to the textbox without having to browse for the folder.
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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: Modding Tool: Raw Explorer (Beta 4.2 - Updated 5/2/2012 - Items!)
« Reply #222 on: May 04, 2012, 12:42:05 pm »

Beta 4.2 is now available.
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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: Modding Tool: Raw Explorer (Beta 5 - Updated 5/5/2012 - BODYGLOSS!)
« Reply #223 on: May 05, 2012, 12:36:02 am »

Beta 5 is now available!

This version adds proper BODYGLOSS support in import, editing, and exporting.
It also has an option to sort the objects alphabetically when exporting.

Spoiler (click to show/hide)
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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: Modding Tool: Raw Explorer (Beta 4.2 - Updated 5/2/2012 - Items!)
« Reply #224 on: May 05, 2012, 01:18:02 pm »

Just a preview of what's coming for the next version:
Spoiler (click to show/hide)
The UI is still a work in progress, some things may change.
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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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