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Author Topic: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)  (Read 169668 times)

BradUffner

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #360 on: July 25, 2012, 07:23:37 am »

Looking good!
Just had another idea. Similar to the preview in Phoebus' tileset assembler, it would be very useful to have some "composite screenshot" window in Raw Explorer.
That is, a mockup screenshot of DF where you have a 16x16 area or whatever and you can set each tile to contain what you want. So for example you set it to display grass tiles, place some trees and walls, some creatures, etc.

It would be very useful to fine tune colors for contrast and visibility, look at creature graphics in a "natural environment" and how they stick out, see how various tiles work together and so on.

Fantastic idea!  I could allow you to draw up "scenes" and even save / load them for later.
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CLA

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #361 on: July 25, 2012, 07:55:15 am »

save / load
Yes, that's what I had in mind. I don't know what would be more useful for drawing, though.
Either you have some sort of drawing tool where you designate which color means what (like chromafort and similar tools for example), maybe even with the ability to import bitmaps.
Or you can doubleclick tiles and select from a list what to put on that tile. And have a right-click menu for adding more things, deleting stuff, etc.

I think the first option would be more annoying to code and the more I think about it, the less useful it would be. As long as you can ctrl+select and draw rectangles to select tiles in the second option (kind of like common file explorers or the various selection tools in photoshop - subtract, add, select all, inverse selection), it will probably be easier.

I imagine a good workflow would look like that

-select all
-rightclick > assign to tile > select some grass
-ctrl+click some tiles >rightclick> assign to tile > some trees
-select another tile, add a creature
-select a few more tiles, make walls (I guess some auto-wall-script that puts the correct wall tile would be mandatory)
-save as or export or whatever
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #362 on: July 25, 2012, 07:59:43 am »

I can actually use a lot of the same code that the building editor uses for drawing.  Just treat it as a virtual 12x12 building without the layers.  It wouldn't have all the fancy stuff like line drawing, but it would do for a start.
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Meph

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #363 on: July 25, 2012, 01:09:25 pm »

Just run the program after a long time... really, really nice changes. It also has no bugs or crashes at all, even with my giant bundle of messed up raws, it reads everything nicely.

I just noticed you are missing the tooltip for the building tags, like fire_safe_only or buildmat...

What I wanted to ask: Is there any way to get the output in a list, or .txt-file ? As in: Write down all items alphabetically in a txt, or every plant, or every inorganic mat ? By name/ID I guess. If not, then I compare and write it by hand.
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i2amroy

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #364 on: July 25, 2012, 01:21:48 pm »

I just noticed you are missing the tooltip for the building tags, like fire_safe_only or buildmat...
Some of these are because the list of tokens was built from what was in the default raws, as such every once in a while you stumble across an actual token such as [FIRE_BUILD_SAFE] that doesn't show up in the tokens list because it isn't present in vanilla. If you find any tokens that are missing tooltips, check them against the list here. If they aren't there then just list them in the thread and they can probably be added to the list fairly easily (at least I believe so) and we can get the tooltips present on them.

Also as a note it would be nice to have a way to define a completely new token at some point without needing you to manually add it to the list. That way if there is ever a new token introduced and you aren't around at the time we can still get it added to the list (with approval of course) and get a definition up for it.
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #365 on: July 25, 2012, 01:24:54 pm »

Also as a note it would be nice to have a way to define a completely new token at some point without needing you to manually add it to the list. That way if there is ever a new token introduced and you aren't around at the time we can still get it added to the list (with approval of course) and get a definition up for it.

I'll take another stab at getting that working today.
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #366 on: July 25, 2012, 02:45:19 pm »

I think I fixed the web service to allow new tokens to be added.  No update is needed on your end.  To add a new token just find it on an object in raw explorer and define it as normal.

If there are any problems please let me know,
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #367 on: July 25, 2012, 09:48:28 pm »

I feel a little bad about doing this in this forum, but I think the benefits more than make up for it...

A friend of mine was recently diagnosed with lung cancer.  Next month I'll be running in the Free To Breathe 5k race in Harrisburg PA to benefit lung cancer research.  If you find Raw Explorer useful, and have the money, please consider sponsoring me in the race here.  All of the money goes directly to research, and the donation is tax deductible.  I will never ask for any money for Raw Explorer, but it would mean a lot to Kendra and myself if you could donate for this cause.  Any little bit you can give will help; thank you all!
« Last Edit: July 27, 2012, 12:41:15 am by BradUffner »
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #368 on: July 27, 2012, 12:38:34 am »

My current work in progress:
Spoiler (click to show/hide)
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Tierre

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #369 on: July 27, 2012, 03:19:58 am »

WOW tile editor:) That's cool:) I am just awed by what your programm can do:)
Feature request - tool to load all entries in a list in txt/xml format with the properties of your choice. In a big mode like MasterWork it can be very good to load all metal and check their properties in an excel table, check all gems, stone and such. It would be very cool and convenient (for example i myself added some metals to vano=illa and then added civiisation forge mod - then i had troubles understanding which metal is better).
Maybe an option for setting some colors on those columns is even better - like you put a tick near column of weight and in a table you see this column colored from red to green in different gradients, making it easier to understand which metal is good for what.
Thanks for your good work (btw i like tile geine very much too - repaired broken ironhand tileset with it once and was very happy about it:) )
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #370 on: July 27, 2012, 11:18:31 am »

WOW tile editor:) That's cool:) I am just awed by what your programm can do:)
Feature request - tool to load all entries in a list in txt/xml format with the properties of your choice. In a big mode like MasterWork it can be very good to load all metal and check their properties in an excel table, check all gems, stone and such. It would be very cool and convenient (for example i myself added some metals to vano=illa and then added civiisation forge mod - then i had troubles understanding which metal is better).
Maybe an option for setting some colors on those columns is even better - like you put a tick near column of weight and in a table you see this column colored from red to green in different gradients, making it easier to understand which metal is good for what.
Thanks for your good work (btw i like tile geine very much too - repaired broken ironhand tileset with it once and was very happy about it:) )

There is already an inorganic analyzer in the tools menu that does some of this.  I'll see what I can do about adding a more generic grid where you can add whatever tokens you want of fields. 
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Meph

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #371 on: July 27, 2012, 12:03:41 pm »

Quote
In a big mode like MasterWork it can be very good to load all metal and check their properties in an excel table, check all gems, stone and such. It would be very cool and convenient

I can relate.

I think it is mostly about the output, not adding other tokens and such. I am still trying different styles and designs for my planned manual, and cant decide on anything. But I noticed just how many gems and stones are in the game... completely forgot about them, because my mod removes most of them. I think I have to rethink my manual ^^
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Tierre

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #372 on: July 27, 2012, 02:16:11 pm »

Well for me it is mostly metal - i even tries putting all of it into excel table, but can't quite figure which of them is really better for edged weapons and armors. Maybe you need just to color metals according to their role - just make a tick option - color on the value, edged weapon effectiveness, weight and armor effectiveness.
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Meph

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #373 on: July 27, 2012, 02:20:04 pm »

But there is no way of knowing this. Some minor things will affect it. Wolfram hammer hits harder,but slower then a silver one, a mithril spear is lighter and sharper then steel, but the blunt attack it has (the staff end) will be weaker. Welded mithril seems to be better then volcanic gear for armor (impossible, volcanic has sooooo much higher values) but apparently the dwarves were slowed down by the heavy armor.

You just dont know, not even the wiki can tell it exactly about the vanilla materials. And then starting with chainmal vs. breastplate, and piercing vs slashing... argh.

Anyway, I am high-jacking the thread, sorry.
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #374 on: July 27, 2012, 02:40:39 pm »

More progress:
Spoiler (click to show/hide)
The color picker isn't quite right as far as allowing the full range of colors, so that will probably change slightly. I'll probably borrow some concepts from Paint.NET for the UI.
The toolbar at the top will let you select from different tools.  People will eventually be able to write tool plugins if they want, but it will come with at least the pencil and an eye dropper initially.  You will be able to save the tile back to the same x,y coords or save it to a new location (even expanding the sheet if needed automatically).

I don't really want to go /too/ far in depth with the graphic editor, but I want to have some basics for quick touch ups.
« Last Edit: July 27, 2012, 02:45:09 pm by BradUffner »
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