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Author Topic: Urist McModder [New Utility]  (Read 10975 times)

RantingRodent

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Urist McModder [New Utility]
« on: March 08, 2009, 09:56:10 am »

Hi everyone,

I'm quite proud to present the first release of my modding tool for Dwarf Fortress.  This should be considered a beta release, and I have no documentation ready for it at all.  Back up your files before you use it, because I can only test so much on my own.

Download from DFFD


Here's a quick step-by-step to get you into the tile editor.

Step 1:  Make sure you have Adobe AIR installed (Go to http://www.adobe.com/ and click the "Get Adobe AIR" button)
Step 2:  Install the .air files from DFFD by double clicking it
Step 3:  Run Urist McModder
Step 4:  From the File menu, Select Mod Location.  Point this to the root of your mod.
NOTE: Urist expects the mod to be in DF structure; with a raw and data folder at the top level.
Step 5:  From the Editors menu, New Graphics Editor
Step 6:  In the new Graphics Editor window, go to File, Open and select one of the graphics.txt files you've created already
Step 7:  Enjoy.

There's a bunch of functionality in there, feel free to explore (but once again, back up your files, please).  It can't cause any damage until you Save.  You can create as many instances of Urist McGraphics as you like, to work on multiple tilesets at once.
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woose1

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Re: Urist McModder [New Utility]
« Reply #1 on: March 08, 2009, 10:02:51 am »

It's really nice
(Especcially for modders like me who are having trouble getting into tilesets)
But what sort of freaky-deky operating system do you use?

It doesn't look like Mac OS.
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RantingRodent

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Re: Urist McModder [New Utility]
« Reply #2 on: March 08, 2009, 10:16:24 am »

I personally use Windows.  I'm a Flex developer, so for desktop applications I deploy with a runtime called Adobe AIR.  It works on Windows and Mac.  I think the Linux version is available at this point as well, but I'm not sure.  Feel free to test it out on Mac and Linux, since I can't.
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woose1

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Re: Urist McModder [New Utility]
« Reply #3 on: March 08, 2009, 10:21:50 am »

Some things that work with windows also works with linux.
That is also some mighty fine pixels.... MHmmmmmHM.
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father_alexander

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Re: Urist McModder [New Utility]
« Reply #4 on: March 10, 2009, 04:46:34 pm »

while the interface looks great (at least what i saw so far) it beats me how im supposed to use it.....


anyone willing to explain the basics at least?

EDIT: A more specific question, anyone knows wich folder exactly should i select as the location of my mod? the general DF folder, the raws folder or what?

also this would work with the http://www.bay12games.com/forum/index.php?topic=28841.0 version for mac, should mcmodder work in this version or i should get the normal version?
« Last Edit: March 10, 2009, 07:51:43 pm by father_alexander »
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RantingRodent

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Re: Urist McModder [New Utility]
« Reply #5 on: March 10, 2009, 08:24:39 pm »

Here is the quickest way to get into this

1.  Go to File -> Select Mod Location, and choose your DF root directory
2.  Go to the Editors menu and create a new Graphics editor
3.  In the graphics editor, go to New...
4.  Choose a sprite sheet which you want to use as graphics and enter in the appropriate info (the tile page name is kind of irrelevent, but I think it has to be unique)
5.  For each sprite on the sheet, click on it and then click the Define Tile button.  What you enter into the Tile Page field should match the name you entered for the tile page at the beginning.

I'll try to find some time to make a new release which is a little more friendly, and hopefully a little bit of documentation.
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father_alexander

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Re: Urist McModder [New Utility]
« Reply #6 on: March 10, 2009, 10:53:13 pm »

seems odd, im trying to figure it out but i cant get it to work... i mean i set the new graphics mod, and choose the copy of the grahics im using of mayday, of course i pick dwarves so i can start with those... but.... no luck i cant see anything and i cant figure out how can i do anything...


sorry if im a pain , im acting like a real newie on this one :P

still thanks for answering

EDIT: wow either noone knows how to use this, or noone actually saw it.....
« Last Edit: March 14, 2009, 07:11:08 am by father_alexander »
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Plac1d

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Re: Urist McModder [New Utility]
« Reply #7 on: March 16, 2009, 11:25:35 am »

It seems like the tile dimensions used by Urist is reversed? It should be using [TILE_DIM:vertical:horizontal]. (<- Edited: my bad.)



Notice the tile previews in the sprite column. The above tile sheet uses:

[TILE_PAGE:DWA]
   [FILE:main/dwarves.bmp]
   [TILE_DIM:8:12]
   [PAGE_DIM:23:21]
« Last Edit: March 18, 2009, 08:43:54 am by Plac1d »
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RantingRodent

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Re: Urist McModder [New Utility]
« Reply #8 on: March 16, 2009, 07:56:29 pm »

Oops.  I will admit I failed to test with rectangular tiles.  I'll post an update as soon as possible.
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Plac1d

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Re: Urist McModder [New Utility]
« Reply #9 on: March 20, 2009, 03:32:07 pm »

This will help me a great deal. Can't wait for the update!
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RantingRodent

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Re: Urist McModder [New Utility]
« Reply #10 on: March 21, 2009, 10:15:00 pm »

Sorry for the delay (on this and on my mod).  Life is quite a bit busier than normal, and the City of Heroes Mission Architect is taking up whatever free time I have at the moment.
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The13thRonin

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Re: Urist McModder [New Utility]
« Reply #11 on: May 24, 2009, 10:48:11 pm »

Can this be used to actually edit the dwarves? Like colour from the menu to create new ones?
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RantingRodent

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Re: Urist McModder [New Utility]
« Reply #12 on: May 24, 2009, 11:43:28 pm »

You can't use it like a paint program if that's what you're asking. Nothing to stop me from adding that functionality, though. Nothing too advanced, though, just basic pixel poking.
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Meanmelter

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Re: Urist McModder [New Utility]
« Reply #13 on: July 12, 2009, 05:26:32 pm »

im sorry,but i dont understand this,i open the graphic.txt file i just created with the file name on the top [OBJECT:GRAPHICS] on the next line and the next line i have [TILE_PAGE:MACEIO] and when i open this graphic.txt i dont have any sprites or other stuff loaded for me to make and i dont see what i am doing wrong... :'(
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RantingRodent

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Re: Urist McModder [New Utility]
« Reply #14 on: July 14, 2009, 03:38:44 pm »

If you paste the whole thing in a spoiler tag I can probably tell you
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