Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 5

Author Topic: raw tile selector 1.03 & raw tile merger 0.3  (Read 54232 times)

hermano

  • Bay Watcher
    • View Profile
raw tile selector 1.03 & raw tile merger 0.3
« on: April 17, 2010, 07:29:22 am »

Raw tile selector
When using tilesets with altered raws setting all tile values in the raw files correctly is quite time consuming, as is checking if all tiles were set right. The raw tile selector should help in this situation by providing a graphical interface to select the displayed tiles for plants, stones and small animals from your tileset.

The program should mainly ease creating tilesets that use altered raws. But it will also be useful if you are unhappy with the decisions made by the creator of a tileset or if you cannot find fitting raws for the tileset you are using.

Version 1.03:
Added glowtile to creature definitions.
Added definitions for 0.28.181.40x game files.

Version 1.02 :
Small changes to (probably) keep it useful for the current df version:
The background color of the tileset can be changed by pressing 't' to apply the currently selected colors.
All text characters are read from a seperate characterset (which is supplied and might be replaced).
Support for 16 background colors.


Older version changes:
Spoiler (click to show/hide)

Download it here:
http://dffd.wimbli.com/file.php?id=2113

Screenshot:
Spoiler (click to show/hide)

Raw tile merger
The raw tile merger is a easy to use application to update tile data changes of your modded raw files to unmodified df raw files.

Made to ease the job of creators of tilesets with edited raws when new versions of df are released. The edited raws for your tileset for a new df version can now be created with a few clicks.
Additionally a uristmod .changes file is created.

Version .03:
-Will use the same definition files as the raw tile selector.
-Your folder selection will be saved when updating and will be restored when the program is started again.

Download it here:
http://dffd.wimbli.com/file.php?id=2178


Please leave a comment if you encounter any problems using the programs.
« Last Edit: October 15, 2010, 01:30:03 pm by hermano »
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: raw tile selector
« Reply #1 on: April 17, 2010, 07:41:56 am »

Man.... This took me ages to remap things for various tilesets by hand.

This is really amazing.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

random51

  • Bay Watcher
    • View Profile
Re: raw tile selector
« Reply #2 on: April 17, 2010, 08:52:10 am »

Excellent idea, downloading now! :)
Logged

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: raw tile selector
« Reply #3 on: April 17, 2010, 08:55:50 am »

Kudos to you!
Seems tile sets are now within reach of the common modder.

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: raw tile selector
« Reply #4 on: April 17, 2010, 09:50:39 am »

They always were, but it's really hard to browse all files and check the tiles and then compare them BY COUNTING...

Now it's all graphical and in front of your eyes. Totally awesome. I wish there were modding tools like these included in the game :P.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

hermano

  • Bay Watcher
    • View Profile
Re: raw tile selector
« Reply #5 on: April 17, 2010, 01:17:58 pm »

Thank you for your kind responses, they're much appreciated.

I just uploaded an improved version. For the next days I have a few more plans:
-The ability to change tile colors.
-Selecting the folder from where the raws should bw read/saved.
-Selecting the tileset file from a file browser.
-Applying data from one file version to another. When toady releases a new version this should enable you to apply the tile data from your changed raws of the current version to the new files.

Logged

Ironhand

  • Bay Watcher
  • the llama is laughing
    • View Profile
Re: raw tile selector 0.4
« Reply #6 on: April 17, 2010, 01:38:27 pm »

Jolly splendid!

I'm just about to start working on my tileset for my new graphics set,
and this is just the tool for the job! You, by dwarfy friend, are awesome.
Logged

Eidalac

  • Bay Watcher
  • Ecchi Inside
    • View Profile
    • Facebook
Re: raw tile selector 0.4
« Reply #7 on: April 17, 2010, 03:23:14 pm »

Well, I love this to death, but I'm having all kinds of issues:

It won't run at all on my Vista laptop (it shows up in the task manager, but never has a window show up) and even after I kill the process windows thinks the files are in use.

I can get it to run on my XP desktop, but I'm seeing lots of bad data saved.  For example; I use tile #7 for a number of entries in inorganic_stone_mineral.txt, but in all cases of that tile, it fails to close the []; so I get:

[TILE:7
[ENVORMENTAL:SEDIMENTARY:VEIN:100]

and the like.

I'm seeing the same thing now with tile 147; so it may be an issue with tiles ending in 7?


Also, in at least one case, it not only failed to close the [] set around the tile #, but it ate the rest of the entry for that mineral.

In another entry, it ate the data between the end of the [TILE:7 till the middle of the melting point line, so it ends [TILE:7POINT:11017]


The smallest raws seem to do just fine, I'm only seeing issues with the bigger ones ATM, but nothing all that consistent about it.


Still, even with that, it's less work than doing it manually.

Kudos.
Logged
is he okay?
In the traditional sense of the word?  No, he's been dissolved in magma.

Mike Mayday

  • Bay Watcher
  • gfx whr
    • View Profile
    • Goblinart
Re: raw tile selector 0.4
« Reply #8 on: April 17, 2010, 03:55:09 pm »

AW YISSS!!! Giving this a look, thanks for making it!
Logged
<3

Phoebus

  • Bay Watcher
    • View Profile
Re: raw tile selector
« Reply #9 on: April 17, 2010, 04:13:51 pm »

Thank you for your kind responses, they're much appreciated.

I just uploaded an improved version. For the next days I have a few more plans:
-The ability to change tile colors.
-Selecting the folder from where the raws should bw read/saved.
-Selecting the tileset file from a file browser.
-Applying data from one file version to another. When toady releases a new version this should enable you to apply the tile data from your changed raws of the current version to the new files.
Very nice! :)
Logged

Eidalac

  • Bay Watcher
  • Ecchi Inside
    • View Profile
    • Facebook
Re: raw tile selector 0.4
« Reply #10 on: April 17, 2010, 04:24:14 pm »

Okies, after looking over my damaged raws, I see 2 things happening:

  • In my Minerals, any tile I set whose number ended in 7 'lost' a number of characters after the 7, from 0 characters up to 5 lines of text.  I see no pattern as to how much text was lost in each case.
  • In my Plants, some entries I had set to tile 13 and 18 ended up as 133 and 188, respectively, but no other 'damage' was caused in those cases.

I'm using a 16x16 BMP tileset.

I'll keep poking at it to see if there is some kind of pattern to it.

FYI, in the cases of those errors, the program showed the tile set correctly and saved & closed with no (apparent) problems, but some of the damaged raw entries did cause it to crash when I loaded them again.
Logged
is he okay?
In the traditional sense of the word?  No, he's been dissolved in magma.

hermano

  • Bay Watcher
    • View Profile
Re: raw tile selector 0.4
« Reply #11 on: April 18, 2010, 03:42:48 am »

Hey, Eidalac.
I think I found that problem. After changing a tile the raw file can be corrupted if saving the file more than once.
I'll work on solving that problem now, until then do not use the 'Save all' button and do not save any file more than once. Then everything should work alright.

Regarding Vista:
Deleting opengl32.dll or setting compatibility mode for the program might help. Sadly I don't have access to Vista or win7 and cannot compile or test the program for those platforms.

Thanks for your input.

Edit:
Should be fixed now.
« Last Edit: April 18, 2010, 04:11:41 am by hermano »
Logged

Mike Mayday

  • Bay Watcher
  • gfx whr
    • View Profile
    • Goblinart
Re: raw tile selector 0.4
« Reply #12 on: April 18, 2010, 04:21:25 am »

It's perrrrrrrrrrfect, dude, thank you.
I'm just curious, is it coincidence or did you make the app by my request (posted a few days ago)?

BTW, is it normal that certain objects are completely black? Like the feather tree for example.
« Last Edit: April 18, 2010, 05:22:43 am by Mike Mayday »
Logged
<3

hermano

  • Bay Watcher
    • View Profile
Re: raw tile selector 0.4
« Reply #13 on: April 18, 2010, 05:21:00 am »

It's perrrrrrrrrrfect, dude, thank you.
I'm just curious, is it coincidence or did you make the app by my request (posted a few days ago)?

Actually I have not read that post, I was just annoyed with all the work needed to update the raws for the tileset I am using - and all the errors I produced. In the end this is purely a product of egoism and lazyness :) .
Logged

Mike Mayday

  • Bay Watcher
  • gfx whr
    • View Profile
    • Goblinart
Re: raw tile selector 0.42
« Reply #14 on: April 18, 2010, 05:24:26 am »

Hah! Laziness is the source of all progress!
Logged
<3
Pages: [1] 2 3 ... 5