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Author Topic: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)  (Read 169660 times)

BradUffner

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #405 on: August 27, 2012, 12:45:08 pm »

I meant the total number of custom files, but turns out it has nothing to do with this. The error occurs when there's another file with [OBJECT:BODY_DETAIL_PLAN] header in it.

I don't think I understand what you are saying the problem is.  Just to clarify, are you saying that it only imports one file with BODY_DETAIL_PLAN in it and it will skip the rest?
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Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
« Reply #406 on: August 27, 2012, 07:22:18 pm »

Beta 9 has been published!
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Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
« Reply #407 on: August 27, 2012, 10:02:14 pm »

Sorry guys, I just realized that the "Close" button on the graphic set editor window doesn't work.  I'll have a fixed version out as soon as I get a chance.

Hmm, actually, there is more functionality missing from that editing form than I thought.  That's what I get for taking a break for too long; I forget what was finished and what still needed work.  I guess you can consider this version more of a preview than full new version.
« Last Edit: August 27, 2012, 10:08:58 pm by BradUffner »
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Di

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Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
« Reply #408 on: August 28, 2012, 10:49:05 am »

I don't think I understand what you are saying the problem is.  Just to clarify, are you saying that it only imports one file with BODY_DETAIL_PLAN in it and it will skip the rest?
Nevermind, it's microsoft fault: if you paste text with ':' in it into file name it will destroy the colon in buffer. I've been pasting first three lines of b_detail_plan_default into filename and then backspacing the unneeded characters and I've overlooked the absence of colon in the header.

Also, interaction token list seems empty (version 8), maybe there should be button to add just whatever user wants as a token?
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Roses

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Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
« Reply #409 on: September 08, 2012, 06:35:22 pm »

Just dropping by to reiterate how much I love this tool
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
« Reply #410 on: September 08, 2012, 07:47:17 pm »

Just dropping by to reiterate how much I love this tool
*click* The developer you are trying to contact is currently on vacation here.  He will get back to you as soon as he finishes playing in the water.   :-)
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Vherid

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Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
« Reply #411 on: September 15, 2012, 02:48:10 pm »

Would it be possible to allow us to CTRL(multiple selection) select things to insert with the blue insert button?

BradUffner

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Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
« Reply #412 on: September 15, 2012, 09:18:40 pm »

Would it be possible to allow us to CTRL(multiple selection) select things to insert with the blue insert button?

Can do!  I've added it to my list of future features.
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Akjosch

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Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
« Reply #413 on: September 21, 2012, 05:35:57 pm »

The tool is awesome for an overview, but I fail to create a valid syntax format for BP_LAYERS. :( Anyone got a working example?

For reference, the format is:

BP_LAYERS:
* One of BY_CATEGORY, BY_TOKEN or BY_TYPE
* One string field depending on the previous one:
  * BY_CATEGORY: A body part category (free entry or taken from the body [CATEGORY:...] definitions)
  * BY_TOKEN: A body part token defined per [BP:...] in the body definitions (or free entry; unknown tokens will be skipped)
  * BY_TYPE: STANCE, GRASP, HEAD, UPPERBODY, LOWERBODY - the usual choices
* A (variable-length) list of pairs of (string, integer) data:
  * String denoting either a tissue by name, or one of the optional arguments: ARG1, ARG2, ARG3, ARG4 or ARG5
  * Integer for the relative thickness of this tissue

... and I already fail at the "variable list of pairs of (string, integer) data" part.
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
« Reply #414 on: September 21, 2012, 06:10:14 pm »

The tool is awesome for an overview, but I fail to create a valid syntax format for BP_LAYERS. :( Anyone got a working example?

For reference, the format is:

BP_LAYERS:
* One of BY_CATEGORY, BY_TOKEN or BY_TYPE
* One string field depending on the previous one:
  * BY_CATEGORY: A body part category (free entry or taken from the body [CATEGORY:...] definitions)
  * BY_TOKEN: A body part token defined per [BP:...] in the body definitions (or free entry; unknown tokens will be skipped)
  * BY_TYPE: STANCE, GRASP, HEAD, UPPERBODY, LOWERBODY - the usual choices
* A (variable-length) list of pairs of (string, integer) data:
  * String denoting either a tissue by name, or one of the optional arguments: ARG1, ARG2, ARG3, ARG4 or ARG5
  * Integer for the relative thickness of this tissue

... and I already fail at the "variable list of pairs of (string, integer) data" part.

In order to handle that I think I will have to create a custom argument handler to wrap the first 2 arguments in.  I don't think there is currently anything that would handle that syntax.  You could get close with a variable length definitions with a list argument, then a free form string argument, followed by the repeating series of list, integer pairs.

I will add it to the list of things to work on.
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Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
« Reply #415 on: September 27, 2012, 10:23:56 am »

I'm still not sure how I'm going to handle BP_LAYERS.  The more I look at examples from the default raws the more options for valid combinations of argument lists I see.  I'm seeing variable length arguments, optional arguments, arguments who's type changes based on previous arguments, etc.  It's a real mess, especially because it seems that everything I mentioned earlier can be combines together.  Still, DF manages to parse these tokens, so there must be some logic path I can use, I just have to find it.
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Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
« Reply #416 on: September 27, 2012, 11:57:29 am »

Alrighty, time to ask for help from the experts again.

After looking at BP_LAYERS from the wiki here http://dwarffortresswiki.org/index.php/DF2012:Body_detail_plan_token, I think I understand the tokens in this format:
Code: [Select]
[BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG1:2:ARG2:1:ARG3:1]
[BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG1:2:ARG2:1:ARG3:1]
[BP_LAYERS:BY_CATEGORY:ARM:ARG1:2:ARG2:1:ARG3:1:ARG4:4]

The ones that are confusing me are coming from body_detail_plan_default.txt and look like this:
Code: [Select]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
This command creates tissue layers using tissue token HAIR on every bodypart that has category HEAD.
Categories are strings you type up in the bodypart raws.  The number is a thickness.
You can also place a position or relation token after the thickness, but it isn't required.
You can put multiple tissue layers in each command.  Each one starts with a group token (BY_CATEGORY, BY_TYPE, BY_TOKEN).
[BP_LAYERS:BY_CATEGORY:HEAD:HAIR:1:TOP]
[BP_LAYERS:BY_CATEGORY:HEAD:HAIR:1:BACK]
and
Code: [Select]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[BP_LAYERS:BY_CATEGORY:HEAD:MOUSTACHE:BELOW:BY_CATEGORY:NOSE]
[BP_LAYERS:BY_CATEGORY:HEAD:CHIN_WHISKERS:BOTTOM]
[BP_LAYERS:BY_CATEGORY:CHEEK:CHEEK_WHISKERS]
[BP_LAYERS:BY_CATEGORY:HEAD:SIDEBURNS:IN_FRONT:BY_CATEGORY:EAR]

These 2 uses don't seem to have arguments that line up with the arguments listed in the wiki and I'm have trouble mapping them out in my head.  The first format seems to add an argument (TOP and BACK) after the integer thickness.  I'm assuming this is this a positional argument that says the hair is added to the top and back of the head, if so, what other values are valid here?

The 2nd use looks like it stacks multiple BY_CATEGORY tokens without integer sizes, but also uses the relative positional tokens again.  It looks like some of the positionals specify a different part that they are relative to.  Am I understanding this correctly?
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Akjosch

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Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
« Reply #417 on: September 27, 2012, 12:42:03 pm »

Alrighty, time to ask for help from the experts again.

(...)

The ones that are confusing me are coming from body_detail_plan_default.txt and look like this:
Code: [Select]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
This command creates tissue layers using tissue token HAIR on every bodypart that has category HEAD.
Categories are strings you type up in the bodypart raws.  The number is a thickness.
You can also place a position or relation token after the thickness, but it isn't required.
You can put multiple tissue layers in each command.  Each one starts with a group token (BY_CATEGORY, BY_TYPE, BY_TOKEN).
[BP_LAYERS:BY_CATEGORY:HEAD:HAIR:1:TOP]
[BP_LAYERS:BY_CATEGORY:HEAD:HAIR:1:BACK]
and
Code: [Select]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[BP_LAYERS:BY_CATEGORY:HEAD:MOUSTACHE:BELOW:BY_CATEGORY:NOSE]
[BP_LAYERS:BY_CATEGORY:HEAD:CHIN_WHISKERS:BOTTOM]
[BP_LAYERS:BY_CATEGORY:CHEEK:CHEEK_WHISKERS]
[BP_LAYERS:BY_CATEGORY:HEAD:SIDEBURNS:IN_FRONT:BY_CATEGORY:EAR]

These 2 uses don't seem to have arguments that line up with the arguments listed in the wiki and I'm have trouble mapping them out in my head.  The first format seems to add an argument (TOP and BACK) after the integer thickness.  I'm assuming this is this a positional argument that says the hair is added to the top and back of the head, if so, what other values are valid here?

The 2nd use looks like it stacks multiple BY_CATEGORY tokens without integer sizes, but also uses the relative positional tokens again.  It looks like some of the positionals specify a different part that they are relative to.  Am I understanding this correctly?

Those aren't used much ... and not even sure if they work properly. Anyway.

First, the FACIAL_HAIR_TISSUE_LAYERS looks slightly differently in 0.34.11:

Code: [Select]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[BP_LAYERS:BY_CATEGORY:HEAD:MOUSTACHE:1:BELOW:BY_CATEGORY:NOSE]
[BP_LAYERS:BY_CATEGORY:HEAD:CHIN_WHISKERS:1:BOTTOM]
[BP_LAYERS:BY_CATEGORY:CHEEK:CHEEK_WHISKERS:1]
[BP_LAYERS:BY_CATEGORY:HEAD:SIDEBURNS:1:IN_FRONT:BY_CATEGORY:EAR]

As you can see, the thickness is in there. If I remember correctly, if it was missing, the game just used the value of the [RELATIVE_THICKNESS] tag of the tissue template.

"BOTTOM" is here an example of the position token. The body part position tokens are TOP, BOTTOM, FRONT, BACK and SIDES. The format is <LAYER-DEFINITION>:<POSITION> and the position is relative to the body orientation obviously.

"BELOW" and "IN_FRONT" are relation tokens. The body part relation tokens are AROUND, SURROUNDED_BY, ABOVE, BELOW, IN_FRONT, BEHIND, CLEANS, CLEANED_BY. The format is generally <LAYER-DEFINITION>:<RELATION>:<BY_CATEGORY/BY_TYPE/BY_TOKEN-STATEMENT>

I never tried what happens if you do multiple tissue layers followed by either position or relation tokens, so I can't say if they apply to all or just the last one. Hell ... for now I don't even know how I would test for this, sorry. :)
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
« Reply #418 on: September 27, 2012, 12:59:13 pm »

That is very helpful, thank you!
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
« Reply #419 on: October 02, 2012, 05:03:44 pm »

I'm very close to a new release with a fully working graphics set editor.  I didn't realize how much was actually left to get done in the previous release.
Here is the last bit I'm working on polishing up:
Spoiler (click to show/hide)
This form is used to edit and create tile pages in the graphic sets.  The red and blue squares are there to help get all the sizes aligned correctly.  They dynamically adjust based on the values in the Page and Tile size boxes at the top.
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