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Author Topic: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)  (Read 168710 times)

BradUffner

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #315 on: June 21, 2012, 03:41:40 pm »

The language files have been successfully imported in to the library!  This was actually a lot more challenging that I predicted.  There were several issues with the order that files were being read (translations before words) that needed to be sorted out.  Time to start building the user interface for managing the words, languages, translations, and symbols.
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #316 on: June 22, 2012, 04:34:56 pm »

A quick preview of the language editing dialog.
Spoiler (click to show/hide)

I've tried a few things to try and properly display the accented characters, but I'm not having any luck so far.

Of course the quick find (ctrl-f) is working too, which seems useful language related stuff.
Spoiler (click to show/hide)

*update*
Now with a little bit more functionality!
Spoiler (click to show/hide)
Refactoring the object's token editing grid in to it's own control has turned out to be a fantastic investment in time.  With just a few lines of code I can place a token editing grid anywhere that it would be useful to have one.
« Last Edit: June 22, 2012, 04:58:35 pm by BradUffner »
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Roses

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As far as other features go, I've added the ability to add and remove objects from the batch list, which is what the batch scripts will operate on.  I've got the scripting pretty much locked down and working now.

Could you give us an example of how to add a token to a group of creatures using scripts?
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BradUffner

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As far as other features go, I've added the ability to add and remove objects from the batch list, which is what the batch scripts will operate on.  I've got the scripting pretty much locked down and working now.

Could you give us an example of how to add a token to a group of creatures using scripts?
This will add a token to all the items selected in the Batch.
Code: [Select]
imports RawExplorer

public class Script
     inherits ScriptBase
     public overrides sub runBatchScript(library as RawLibrary)
          obj.addToken("ExampleToken", "Argument1:Argument2:Argument3")
     End Sub
end class

If the token you want to add doesn't take arguments, just use an empty string, like this
obj.addToken("ExampleToken", "")
« Last Edit: June 24, 2012, 10:03:46 pm by BradUffner »
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Roses

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #319 on: June 24, 2012, 10:18:11 pm »

Sweet, saves me a lot of time, thanks!
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Roses

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #320 on: June 24, 2012, 10:33:05 pm »

Hmm, I keep getting, 'Script Failed'

Code: [Select]
imports RawExplorer

public class Script
inherits ScriptBase
public overrides sub runBatchScript(library as RawLibrary)
obj.addToken("EXTRA_BUTCHER_OBJECT", "BY_TOKEN:BRAIN")
End Sub
end class
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #321 on: June 24, 2012, 10:59:12 pm »

Oops, I'm sorry, I used the wrong method signature for the override. Replace it with this:
Code: [Select]
Public Overrides Sub runBatchScript(library As RawLibrary, obj As RawObject)
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Roses

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #322 on: June 25, 2012, 12:21:49 am »

That did it, thanks!

Sorry to keep bothering you, but is there anyway to move more than one creature at a time into the batch folder? Or perhaps a keyboard short cut? It takes a while to right click each one.
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randyshipp

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #323 on: June 26, 2012, 11:00:19 am »

I'm feeling like a knucklehead.  I have no modding experience or even RAW editing experience.  As a result, I don't feel like I understand well enough what this utility is doing to be able to get it to work for me.

1) I see mention in the last few pages of this thread that the Options dialog should include ways to change the tileset, etc., but my Tools > Options dialog includes only "Path to 'Dwarf Fortress.exe'" and tokens login information.  I'm pretty sure I downloaded the latest version (beta 7.2)...

2) I'm just unclear on the very basic steps to use the program.  Tell me if this is correct:
    - Back up existing DF raws folder
    - Create a New Library
    - Import RAWs from my current DF installation (34.11 with Phoebus)
    - Add/Delete/Change stuff
    - Export RAWs back to current DF raws folder, telling to overwrite existing stuff?

Thanks.  I'm just trying to add HEALING_RATE to nails...
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Randy...

Roses

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #324 on: June 26, 2012, 12:41:49 pm »

If all you want to do is add healing rate to nails I would suggest doing that directly. This tool is more for examining the raws in mass, and making lots of changes via the script option. Although it is entirely possible to just change one thing, it adds about 4 steps that you wouldn't have to go through if you just went to raws->objects->tissue template and changed it there.
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #325 on: July 01, 2012, 11:25:54 pm »

Sorry for the slow progress lately, but I'm still working!

New Languages and words can now be added.
Spoiler (click to show/hide)
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #326 on: July 01, 2012, 11:33:30 pm »

I'm feeling like a knucklehead.  I have no modding experience or even RAW editing experience.  As a result, I don't feel like I understand well enough what this utility is doing to be able to get it to work for me.

1) I see mention in the last few pages of this thread that the Options dialog should include ways to change the tileset, etc., but my Tools > Options dialog includes only "Path to 'Dwarf Fortress.exe'" and tokens login information.  I'm pretty sure I downloaded the latest version (beta 7.2)...

2) I'm just unclear on the very basic steps to use the program.  Tell me if this is correct:
    - Back up existing DF raws folder
    - Create a New Library
    - Import RAWs from my current DF installation (34.11 with Phoebus)
    - Add/Delete/Change stuff
    - Export RAWs back to current DF raws folder, telling to overwrite existing stuff?

Thanks.  I'm just trying to add HEALING_RATE to nails...

Most of the discussion on the last few pages has been about the changes and progress coming to the next version, not 7.2, so you aren't missing anything.

You can skip creating a new library if you don't already have one open.  Importing raws will automatically create on for you.  You shouldn't need to make a backup of your raw folder, Raw Explorer will only ever read from that folder.  When you export just pick a new directory to dump the raws out to.  A "Library" is Raw Explorer's internal save format.  You can save and load all your in progress and edits in the library without having to re import and export your raws whenever you open or close the program.

As far as exporting, there are a few files the 7.2 doesn't understand yet, mostly language files, so you may have to copy those over from some other source.  I'm currently working on adding support for all the files so that when you export you get a complete, fully working raw directory.  That will be the main focus of the next version.

Ideally the order of steps for working would be:
1. Open Raw Explorer
2. Import your starting raw directory
3. Make changes
4. Export Raws, and test them
5. Save library
6. Close Raw Explorer
7. Get some sleep
8. Open Raw Explorer
9. Open the library you saved previously
10. Make more changes
11. export and test
12. etc, etc, etc.....
« Last Edit: July 01, 2012, 11:38:48 pm by BradUffner »
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #327 on: July 15, 2012, 02:58:26 pm »

I'm uploaded Beta 8!  This version has gone through a LOT of refactoring and other code changes to hopefully support future features better.  Quite a few things could use a heavy dose of testing, especially the token editing grid.  Copy and paste code across the program has changed a lot also and may not be fully functional (due to bugs).  If you find anything that seems to be broken now that used to work before please let me know.

The main feature added to this release are the support for the language files, and the redesigned options dialog.
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CLA

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #328 on: July 15, 2012, 05:34:25 pm »

This program just keeps getting better and more useful every time I check up on this thread.
Great work!
I'll use it in the next few days and see if I can find some bugs or suggests some features.
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #329 on: July 15, 2012, 05:38:54 pm »

The next major feature will be full graphic set support.  Importing the graphic images, associating  creatures and their different states and roles to the correct graphic, all via nice GUI.  I'm hoping to even get some (simple) graphic editing in place for tweaking pixels and colors.  Of course bug fixes will continue to roll out.  I still need to fix the web service for the token definitions so that it's possible to add new previously undefined tokens to the database.
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