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Author Topic: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)  (Read 168682 times)

BradUffner

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #330 on: July 15, 2012, 06:14:31 pm »

If anyone wants to know how to add your own tile and color sets, just drop the image / color file in to the appropriate folder inside the "Data" directory and restart Raw Explorer.  They will then show up in the options dialog.
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Dragoon209

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #331 on: July 18, 2012, 02:09:22 pm »

I'm working on adjusting a large amount of Raws, and then posting them to the Wiki in an attempt to 'Fix' some of the creatures that are broken in the Vanilla Dwarf Fortress.  While your program makes it VERY easy to make changes to my own raws, getting those changes to others may prove difficult.

Currently, I can make a change to a creature, and then right click it on the right, and choose copy.  I then have a perfectly formatted version of that creature.  Is there a way I can easily re-import that into somebody else's raws?  I can manually find/replace, but i'm looking for a way to idiot-proof it as much as possible.  Any suggestions?
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Roses

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #332 on: July 18, 2012, 02:34:10 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.

I am really looking forward to this update!
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CLA

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #333 on: July 21, 2012, 01:18:04 pm »

Alright, while applying creature graphics to raws, I had some opportunity to find bugs.

  • the symbol for creature graphics doesn't get larger than 16x16. I tested with 18x18
  • loading too many creature graphics crashes the program (64bit win7). According to the main window, it loaded 4760 objects from raws

steps to reproduce
  • start program
  • import raws (a lot of creature graphics from an otherwise vanilla 34.11 DF)
  • unfold raws, unfold creatures
  • scroll down
it crashes at about 2/3rds from the top
Here's the error log.
Spoiler (click to show/hide)
I will upload the raws I used later.
EDIT: here they are: http://dffd.wimbli.com/file.php?id=5945
Again, this is an extremely useful tool and it saved me a lot of time!
« Last Edit: July 21, 2012, 02:45:03 pm by CLA »
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CLA - an ASCII-like Graphic Pack with simplified letter-like creature graphics. The simple and clean looks of ASCII with distinct creature graphics - best of both worlds!

http://www.bay12forums.com/smf/index.php?topic=105376.0

BradUffner

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #334 on: July 22, 2012, 12:18:32 am »

  • loading too many creature graphics crashes the program (64bit win7). According to the main window, it loaded 4760 objects from raws

I found the bug in raw explorer that causes the crash, and it's been fixed for the next version.  However, it looks like it was due to some bad data in one of your graphic files.

Check out graphics_CLA_animalmen-h.txt, the entry for IMPALA_MAN.
It currently reads:
Code: [Select]
[CREATURE_GRAPHICS:IMPALA_MAN]
[DEFAULT:ANIMALMEN-H:0:0:ADD_COLOR]
[CHILD:CLA_ANIMALMEN-H:0:0:ADD_COLOR]
Shouldn't it be this? (note the "CLA_" I added to the default texture)
Code: [Select]
[CREATURE_GRAPHICS:IMPALA_MAN]
[DEFAULT:CLA_ANIMALMEN-H:0:0:ADD_COLOR]
[CHILD:CLA_ANIMALMEN-H:0:0:ADD_COLOR]
After fixing that line the raws will import correctly.  Raw Explorer was crashing trying to find the image file referenced by that line which didn't exist.

Thanks for the bug reports!  I'm still looking in to the first bug you reported, about the tile sizes.
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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 8 - Updated 7/15/2012 - Languages!)
« Reply #335 on: July 22, 2012, 12:24:30 am »

I can't reproduce the problem you are seeing with 18x18 tiles, they are displaying fine for me.  Are you sure you selected an 18x18 tileset in the options?  Raw explorer bases all it's drawing on the size of the selected Tileset, not the graphic set.  If you select a 16x16 tileset and use an 18x18.

If you are using an 18x18 tileset, and still see the problem, can you post a screenshot of Raw Explorer showing 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

CLA

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #336 on: July 22, 2012, 10:16:20 am »

Thanks for catching that raw error!
As for the other problem, I had to click one a creature before it applied the changed tileset. Didn't do that before.
So everything is fine now.

EDIT: I forgot, will the item and inorganic categories eventually display a little graphic symbol like plants and creatures?
« Last Edit: July 22, 2012, 10:29:00 am by CLA »
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CLA - an ASCII-like Graphic Pack with simplified letter-like creature graphics. The simple and clean looks of ASCII with distinct creature graphics - best of both worlds!

http://www.bay12forums.com/smf/index.php?topic=105376.0

BradUffner

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #337 on: July 22, 2012, 10:32:56 am »

Thanks for catching that raw error!
As for the other problem, I had to click one a creature before it applied the changed tileset. Didn't do that before.
So everything is fine now.

EDIT: I forgot, will the item and inorganic categories eventually display a little graphic symbol like plants and creatures?

I'll see if I can get the tileset change to happen instantly, without the extra click.

I'd eventually like everything to get a graphic, especially if they have a significant display in game.
« Last Edit: July 22, 2012, 05:29:59 pm 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: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #338 on: July 22, 2012, 05:28:51 pm »

Here is a VERY early preview of the graphics editing screen.  So early in fact, that it doesn't even show the graphics yet, but it does give you some idea of the layout I'm going for.  I'm not sure where in the field order I want to place the graphic picker, I'm thinking either after "Image", or as the last field.  I'm also not sure how I feeling about the way the grouping is handled (entity position level items will show up as a 3rd category along with General and Profession)
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

CLA

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #339 on: July 22, 2012, 07:01:28 pm »

Assuming the graphic picker will be a icon with dropdown menu or an icon either way, putting it in front of the Token might be useful. It's consistent with how it's displayed in the menu on the left, and more importantly it's right next to the name (STANDARD, CHILD, MINER, etc), which makes it easy to see at first glance.

If my assumption is wrong, and the graphic picker does not actually display the graphic, I think it's fine anywhere. But the icon should be next to the name.
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CLA - an ASCII-like Graphic Pack with simplified letter-like creature graphics. The simple and clean looks of ASCII with distinct creature graphics - best of both worlds!

http://www.bay12forums.com/smf/index.php?topic=105376.0

BradUffner

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #340 on: July 22, 2012, 07:12:51 pm »

Assuming the graphic picker will be a icon with dropdown menu or an icon either way, putting it in front of the Token might be useful. It's consistent with how it's displayed in the menu on the left, and more importantly it's right next to the name (STANDARD, CHILD, MINER, etc), which makes it easy to see at first glance.

If my assumption is wrong, and the graphic picker does not actually display the graphic, I think it's fine anywhere. But the icon should be next to the name.

It'll actually use the exact same UI that the tile picker uses when selecting which tile a creature will use in the token grid.  The only reason I hesitate to put it on the left is because you need to select which image sheet the graphic is drawn from before you can pick the specific graphic.  It feels strange having to do the fields out of order.

I'm having a few issues with the control library allowing me to do the drawing in the way I want though.  The controls are designed to only display text, and I have to override the behavior if I want to pain images in the cells.  Everything works fine when the cell with the image does not have focus, but when it does the "text" value of the cell is getting painted over top of the image, which looks really bad.  If I can't figure out a way to fix the drawing, I may need to seperate the field in to 2 separate fields, one with just the image, and the other with the drop down to select it.

Also, I've had to change the grouping from the original screenshot already.  Now that I'm painting the images it just doesn't work.  I'm going to experiment with a few other options.


Thank you for the feedback though, that's exactly why I post the previews so early.  I like getting input before I go to far with the coding and feel locked in by the amount of work that I would have to do to change things around.
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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 8 - Updated 7/15/2012 - Languages!)
« Reply #341 on: July 22, 2012, 07:22:22 pm »

Opinions on these different options?
Option 1:
Spoiler (click to show/hide)

Option 2:
Spoiler (click to show/hide)

Personally, I'm leaning towards #2
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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 8 - Updated 7/15/2012 - Languages!)
« Reply #342 on: July 22, 2012, 07:26:46 pm »

Here is another option:
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 8 - Updated 7/15/2012 - Languages!)
« Reply #343 on: July 22, 2012, 07:29:40 pm »

I can even do away with the "category" field completely...  So many choices.

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

Roses

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #344 on: July 22, 2012, 09:08:53 pm »

Honestly they all look good to me, but then I'm not a very picky person. I would say that the category field isn't necessary and it looks better without it. Other than that I personally prefer the images on the left hand side like how they are in the rest of your program
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