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Author Topic: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)  (Read 168724 times)

Hugo_The_Dwarf

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Downloading to see how this works.
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BradUffner

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How do I access the workshop editor shown in the topic post?
Sorry about the delay in answering your question, I've been doing some emergency server repair work after a RAID failure for my "Real Job".
Right click on a workshop name on the tree view on the left.  If you are creating a new workshop you will need to add a new workshop object first the "normal" way, then right click the new object.
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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

Dunamisdeos

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This thing is great. I still find myself fine-tuning my entities and creatures by hand after running them through this, perhaps out of habit. Fantastic tool though, it should help new modders get into it easier.
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #288 on: June 07, 2012, 09:17:16 pm »

Just a quick update since I haven't posted anything in a while.

I'm working on handling the language files.  There is quite a bit of work needed refactoring parts of the program to be able to handle them, so this update may take longer than my others.  I'll post some preview images of the language editor once I have more progress.
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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

TDSS02

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #289 on: June 08, 2012, 01:59:00 am »

Hello everyone I have a question, i imported the Orcs, Beastmen, Gnolls and Ratmen races from 1v0ry_k1ng's plugin races mod and every time i start RAW explorer it gives a duplicate error on 3 of the 4 races i added and i just cant figure it out. All i did was unzip it and put the raw files in the appropriate folders straight from the zip file. I opened the txt files described below and cant find any duplicate entries in them. Here is what it's saying.

Duplicate object "BEASTMAN".
Found in "graphics\graphics_beastmen.txt".
First found in "graphics\graphics_beastmen.txt".

Duplicate object "GNOLL".
Found in "graphics\graphics_gnolls.txt".
First found in "graphics\graphics_gnolls.txt".

Duplicate object "RATMAN".
Found in "graphics\graphics_ratmen.txt".
First found in "graphics\graphics_ratmen.txt".
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Quote from: piecewise on March 14, 2010, 06:22:02 am
  Dwarf Fortress: Beat children with children.

BradUffner

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #290 on: June 08, 2012, 02:03:21 am »

Hello everyone I have a question, i imported the Orcs, Beastmen, Gnolls and Ratmen races from 1v0ry_k1ng's plugin races mod and every time i start RAW explorer it gives a duplicate error on 3 of the 4 races i added and i just cant figure it out. All i did was unzip it and put the raw files in the appropriate folders straight from the zip file. I opened the txt files described below and cant find any duplicate entries in them. Here is what it's saying.

Duplicate object "BEASTMAN".
Found in "graphics\graphics_beastmen.txt".
First found in "graphics\graphics_beastmen.txt".

Duplicate object "GNOLL".
Found in "graphics\graphics_gnolls.txt".
First found in "graphics\graphics_gnolls.txt".

Duplicate object "RATMAN".
Found in "graphics\graphics_ratmen.txt".
First found in "graphics\graphics_ratmen.txt".

Can you give me a link to download that mod?  If you can't find an actual duplicate it's possible there is a bug in Raw Explorer I need to 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 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #291 on: June 08, 2012, 02:19:07 am »

I found the mod and duplicated the error you are getting.  It does indeed look like a bug in raw explorer.  You should be able to ignore the warnings raw explorer is giving you.
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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

TDSS02

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #292 on: June 08, 2012, 02:31:06 am »

Hey thanks for the quick reply, by the way great program you have. It really is amazing. I do ignore it but when i check the graphics tabs of other entities they are vastly different. It looks like if i ignore it it wont show the graphics because there are no entries. For example for beastmen It just says...

[FILE:example/beastmen.png]
[TILE_DIM:16:16]
[PAGE_DIM:10:2]

and for lets say Orcs it reads...
[DEFAULT:PEOPLES:0:23:AS_IS:DEFAULT]
[CHILD:PEOPLES:2:23:AS_IS:DEFAULT]
[DRUNK:PEOPLES:1:23:AS_IS:DEFAULT]
[STANDARD:PEOPLES:0:23:AS_IS:DEFAULT]
[AXEMAN:PEOPLES:0:24:AS_IS:DEFAULT]
[HAMMERMAN:PEOPLES:2:24:AS_IS:DEFAULT]
[MACEMAN:PEOPLES:3:24:AS_IS:DEFAULT]
[SWORDSMAN:PEOPLES:1:24:AS_IS:DEFAULT]
[SPEARMAN:PEOPLES:4:24:AS_IS:DEFAULT]
[WRESTLER:PEOPLES:6:24:AS_IS:DEFAULT]
[BOWMAN:PEOPLES:5:24:AS_IS:DEFAULT]
etc.. all with +'s for an extended menu. Does it matter if i use Phoebus graphics?
« Last Edit: June 08, 2012, 02:40:47 am by TDSS02 »
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Quote from: piecewise on March 14, 2010, 06:22:02 am
  Dwarf Fortress: Beat children with children.

BradUffner

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #293 on: June 08, 2012, 02:42:20 am »

Unfortunately this is going to be a nasty bug to fix. This mod invalidates one of the fundamental assumptions I made about object Ids.  I had been operating under the assumption that the Ids were always unique within each Object Type, in this case "GRAPHICS".  What's happening is that Raw Explorer is seeing 2 different objects with the same "BEASTMAN" Id with the same Object Type GRAPHICS, one for the TILE_PAGE object, and one for the CREATURE_GRAPHICS object.  Since they both fall in to the same Object Type there is a collision in the way Raw Explorer stores the objects.

You could work around the problem by changing the line "[CREATURE_GRAPHICS:BEASTMAN]" to something like "[CREATURE_GRAPHICS:BEASTMAN2]", which should all Raw Explorer to process the files correctly.  I don't think making that change would break anything in the mod either, but I'm not 100% sure.

This problem is similar to what I have to deal with for the Language files.  The solution I'm working on for that, to store those objects separately, may work here also, but I'm worried that this may be a sign of a deeper architectural flaw in that way I wrote Raw Explorer.

I will explorer different options as I work on the functionality for the language files.
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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

TDSS02

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #294 on: June 08, 2012, 02:47:49 am »

Thanks BradUffner, ill try it out and see what happens. Keep up the good work. Before i found this program i was using DF Mod Manager which was way outdated and i dont think is supported anymore so this was a great find for me.

Quick question, would i be able to try this out in arena mode to see if it displays the graphic correctly or is it just for fortress mode?
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Quote from: piecewise on March 14, 2010, 06:22:02 am
  Dwarf Fortress: Beat children with children.

BradUffner

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #295 on: June 08, 2012, 03:08:49 am »

I was wrong.  The workaround I gave you will indeed break the mod and not let the creature show up.

The "proper" workaround would be to replace the raw file with something more like this:
Code: [Select]
[OBJECT:GRAPHICS]

[TILE_PAGE:BEASTMEN]
[FILE:example/beastmen.png]
[TILE_DIM:16:16]
[PAGE_DIM:10:2]

[CREATURE_GRAPHICS:BEASTMAN]
[DEFAULT:BEASTMEN:0:0:AS_IS:DEFAULT]
[STANDARD:BEASTMEN:0:0:AS_IS:DEFAULT]

    [WRESTLER:BEASTMEN:0:0:AS_IS:DEFAULT]
[MASTER_WRESTLER:BEASTMEN:0:1:AS_IS:DEFAULT]
[SWORDSMAN:BEASTMEN:1:1:AS_IS:DEFAULT]
[MASTER_SWORDSMAN:BEASTMEN:1:1:AS_IS:DEFAULT]
[SPEARMAN:BEASTMEN:3:1:AS_IS:DEFAULT]
[MASTER_SPEARMAN:BEASTMEN:3:1:AS_IS:DEFAULT]
[PIKEMAN:BEASTMEN:4:1:AS_IS:DEFAULT]
[MASTER_PIKEMAN:BEASTMEN:4:1:AS_IS:DEFAULT]
[BOWMAN:BEASTMEN:8:1:AS_IS:DEFAULT]
[MASTER_BOWMAN:BEASTMEN:8:1:AS_IS:DEFAULT]
[MACEMAN:BEASTMEN:6:1:AS_IS:DEFAULT]
[MASTER_MACEMAN:BEASTMEN:6:1:AS_IS:DEFAULT]
[CROSSBOWMAN:BEASTMEN:5:1:AS_IS:DEFAULT]
[MASTER_CROSSBOWMAN:BEASTMEN:5:1:AS_IS:DEFAULT]
[HAMMERMAN:BEASTMEN:7:1:AS_IS:DEFAULT]
[MASTER_HAMMERMAN:BEASTMEN:7:1:AS_IS:DEFAULT]
[AXEMAN:BEASTMEN:2:1:AS_IS:DEFAULT]
[MASTER_AXEMAN:BEASTMEN:2:1:AS_IS:DEFAULT]
[LASHER:BEASTMEN:9:1:AS_IS:DEFAULT]
[MASTER_LASHER:BEASTMEN:9:1:AS_IS:DEFAULT]
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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

TDSS02

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #296 on: June 08, 2012, 03:19:41 am »

Wow thanks BradUffner really appreciate it. What would you replace for the gnolls and ratmen?

This:
[TILE_PAGE:GNOLL]
   [FILE:example/gnolls.png]
   [TILE_DIM:16:16]
   [PAGE_DIM:9:3]

To this:
[TILE_PAGE:GNOLLS]
   [FILE:example/gnolls.png]
   [TILE_DIM:16:16]
   [PAGE_DIM:9:3]

and this:
[TILE_PAGE:RATMAN]
   [FILE:example/ratmen.png]
   [TILE_DIM:16:16]
   [PAGE_DIM:9:5]

to this:
[TILE_PAGE:RATMEN]
   [FILE:example/ratmen.png]
   [TILE_DIM:16:16]
   [PAGE_DIM:9:5]
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Quote from: piecewise on March 14, 2010, 06:22:02 am
  Dwarf Fortress: Beat children with children.

BradUffner

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #297 on: June 08, 2012, 03:37:36 am »

Exactly. Make sure you change the arguments for the tokens inside the CREATURE_GRAPHICS object to match also.
For example
[DEFAULT:GNOLL:0:0:AS_IS:DEFAULT]
to
[DEFAULT:GNOLLS:0:0:AS_IS:DEFAULT]

That 1st argument for each "job" needs to match the ObjectId of the TILE_PAGE the image is on.
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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

TDSS02

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #298 on: June 08, 2012, 04:00:59 am »

You are the man, thank you and well done.
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Quote from: piecewise on March 14, 2010, 06:22:02 am
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TDSS02

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #299 on: June 08, 2012, 05:04:24 am »

One more question i am curious about. If there is a Creature in the creature folder that doesn't display any graphic or letter just a black box does that mean there will be no graphic in game? because for some reason the orc graphic doesn't show in the creature menu and i didn't know if it was a problem or not.
« Last Edit: June 08, 2012, 05:36:03 am by TDSS02 »
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Quote from: piecewise on March 14, 2010, 06:22:02 am
  Dwarf Fortress: Beat children with children.
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