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Author Topic: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)  (Read 165157 times)

BradUffner

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Re: New Modding Tool: Raw Explorer
« Reply #45 on: March 10, 2012, 03:09:02 pm »

Showing tiles for creatures now! Correct colorization is coming next, then I'll add pulling the image from the graphic set if it has one.

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: New Modding Tool: Raw Explorer
« Reply #46 on: March 10, 2012, 07:54:51 pm »

I'm having some problems understanding the exact interaction between a a creatures foreground / background colors, and the tile's alpha layer, and rgb layers.  If someone could help me out understanding exactly how these things all work together to get the final drawn tile it would be extremely helpful.

I /thought/ that a tile rendered this way based on reading the "tile magic" post:
1. fill the tile's area with the back color.
2. take the tile's image and turn all the grey pixels (pixels with RGB values all equal to each other) in to shades of the foreground color based on who "white" the pixel is. This allows non grey tiles to hold on to their actual colors while grey colors take on the applied color.
3. draw the converted tile over the patch of background color, allowing the background color to show through the semi-transparent areas of the tile.

From what I can tell messing around in the arena it doesn't actually work this way at all.  It looks like the foreground color is applied equally over the entire tile, overwriting grey pixels and colored pixels alike.  I can't figure out how it derives the intensity of the final foreground color per pixel.  If this is true I don't really see the point of having colored pixels in the tiles, except the are obviously used in some places, like beds.  Is it just creatures that overwrite colored pixels?
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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

Vherid

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Re: New Modding Tool: Raw Explorer
« Reply #47 on: March 10, 2012, 08:01:49 pm »

Something that can make comparisons and highlight differences is always very helpful

BradUffner

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Re: New Modding Tool: Raw Explorer
« Reply #48 on: March 10, 2012, 08:18:48 pm »

Something that can make comparisons and highlight differences is always very helpful

There are already tons of programs out there that can compare files and directories to show you differences.  I'm personally a HUGE fan of this free one http://www.sourcegear.com/diffmerge/.  If that's not quite what you mean, please let me know.
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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

Vherid

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Re: New Modding Tool: Raw Explorer
« Reply #49 on: March 10, 2012, 08:22:17 pm »

Something that can make comparisons and highlight differences is always very helpful

There are already tons of programs out there that can compare files and directories to show you differences.  I'm personally a HUGE fan of this free one http://www.sourcegear.com/diffmerge/.  If that's not quite what you mean, please let me know.

Very nice, I'll play around with it, definitely looking forward to this tool though.

BradUffner

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Re: New Modding Tool: Raw Explorer
« Reply #50 on: March 10, 2012, 09:14:36 pm »

Ha!!  I win!!!  At least for creatures.  That took a LOT more in depth experimenting with the game, screen shots and image editing programs than I would have liked.  I thought I was going to go nuts for a bit trying to figure this one out.

Part of my problem was that I had hard coded the color values in the program based on DF's default colors.  But I'm testing with IronHand's graphic set, which uses different colors by default.  I kept seeing different colors in game than what I was getting from the program.  Once I realized that I had it read colors.txt and use the actual colors that the game was using and everything started working perfectly.

If anyone is curious, this is the actual drawing procedure I'm using now.
1. draw the background color
2. per pixel: get an average value from the R, G and B channels.
3. calculate a scaler by dividing that value by 255
4. set each of the R, B and B values of that pixel to the forecolor value channel times the scaler calculated in the previous step.

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« Last Edit: March 10, 2012, 10:32:17 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: New Modding Tool: Raw Explorer
« Reply #51 on: March 11, 2012, 01:53:52 am »

Creature graphic sets are now working!

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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: New Modding Tool: Raw Explorer
« Reply #52 on: March 11, 2012, 02:46:47 am »

I've uploaded a new preview release.  Link is in the first post.  As always, if you get an error opening the raw files please zip up your raw directory and send it to me at bradley.uffner@gumpstudio.com along with the error report.
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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

Intrinsic

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Re: New Modding Tool: Raw Explorer
« Reply #53 on: March 11, 2012, 04:54:55 am »

This looks very cool even just for nosey gits like myself, and no doubt even more useful for those excellent mod makers.
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Greendogo

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Re: New Modding Tool: Raw Explorer
« Reply #54 on: March 11, 2012, 05:02:16 am »

I had an unhandled exception when clicking on the "Description" text box for the "Bird_KIWI" entry.  I'm using Ironhand 0.66.

Picture of Error:
Spoiler (click to show/hide)

Error Text:
Spoiler (click to show/hide)

Edit: I can't get this error to happen again.  I have noticed a few graphical glitches as well, with certain fields not updating completely.  I will just put this all down to you not having gotten around to it yet, as you've only just started working on it  :P  Very cool program so far!
« Last Edit: March 11, 2012, 05:08:20 am by Greendogo »
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BradUffner

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Re: New Modding Tool: Raw Explorer
« Reply #55 on: March 11, 2012, 05:18:16 am »

I had an unhandled exception when clicking on the "Description" text box for the "Bird_KIWI" entry.  I'm using Ironhand 0.66.

Picture of Error:
Spoiler (click to show/hide)

Error Text:
Spoiler (click to show/hide)

Edit: I can't get this error to happen again.  I have noticed a few graphical glitches as well, with certain fields not updating completely.  I will just put this all down to you not having gotten around to it yet, as you've only just started working on it  :P  Very cool program so far!

Thank,  that's exactly the kind of error report I need!
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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

Greendogo

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Re: New Modding Tool: Raw Explorer
« Reply #56 on: March 12, 2012, 05:10:58 pm »

Any progress on that big red X bug?
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Eldrick Tobin

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Re: New Modding Tool: Raw Explorer
« Reply #57 on: March 13, 2012, 12:20:45 am »

Bug Report (probably just the size of the mess I'm running is freaking it out... almost 6mb and 257 things in the raw dir. lots of cv and caste work)

No Screenshot -nothing interesting to see-

Error Report:
Spoiler (click to show/hide)
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BradUffner

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Re: New Modding Tool: Raw Explorer
« Reply #58 on: March 13, 2012, 12:45:16 am »

Bug Report (probably just the size of the mess I'm running is freaking it out... almost 6mb and 257 things in the raw dir. lots of cv and caste work)

No Screenshot -nothing interesting to see-

Error Report:
Spoiler (click to show/hide)

Would you mind zipping up and sending your raws to me?  It'll really help figure out what's crashing it.  You cans end them to bradley.uffner@gumpstudio.com.
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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: New Modding Tool: Raw Explorer
« Reply #59 on: March 13, 2012, 12:46:14 am »

Bug Report (probably just the size of the mess I'm running is freaking it out... almost 6mb and 257 things in the raw dir. lots of cv and caste work)

No Screenshot -nothing interesting to see-

Error Report:
Spoiler (click to show/hide)

Not yet, But I know where the problem is based on your error log.  I haven't had much time to work on it the past 2 days.  I have some free timing coming up, and my weekend will be nice and free.
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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
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