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Author Topic: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)  (Read 166072 times)

BradUffner

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Re: New Modding Tool: Raw Explorer (Alpha 6 - Updated 4/1/2012)
« Reply #90 on: April 04, 2012, 01:10:59 am »

Preview of the tile picker used to select the character tiles and graphics from graphic sets.
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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

CLA

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Re: New Modding Tool: Raw Explorer (Alpha 6 - Updated 4/1/2012)
« Reply #91 on: April 04, 2012, 04:17:42 am »

Downloaded your tool to test if I typed the raws of my graphic set correctly. It makes my life a lot more convenient!

Anyway. I use white sprites and let the game assign their default color. Your nifty little program shows me the correct graphic just fine, but doesn't use the color. It just shows them in white.
So, if Raw Explorer would recognize the ADD_COLOR and AS_IS tokens and would add the default color in case of ADD_COLOR, that would be great.
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BradUffner

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Re: New Modding Tool: Raw Explorer (Alpha 6 - Updated 4/1/2012)
« Reply #92 on: April 04, 2012, 10:56:41 am »

Downloaded your tool to test if I typed the raws of my graphic set correctly. It makes my life a lot more convenient!

Anyway. I use white sprites and let the game assign their default color. Your nifty little program shows me the correct graphic just fine, but doesn't use the color. It just shows them in white.
So, if Raw Explorer would recognize the ADD_COLOR and AS_IS tokens and would add the default color in case of ADD_COLOR, that would be great.

Does "ADD_COLOR" apply color to the tile in the same way that the foreground color is applied to the normal tileset?

*EDIT*
I found the answer by using a graphic set that uses this token.  It does indeed draw the same way as when the image is drawn from the tileset.  Support for ADD_COLOR will be in the next version.
« Last Edit: April 04, 2012, 12:17:31 pm by BradUffner »
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BradUffner

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Re: New Modding Tool: Raw Explorer (Alpha 7 - Updated 4/5/2012)
« Reply #93 on: April 05, 2012, 06:37:44 pm »

Alpha 7 is now available in the first post.
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Re: New Modding Tool: Raw Explorer (Alpha 7 - Updated 4/5/2012)
« Reply #94 on: April 05, 2012, 09:09:43 pm »

Tonight I'm going to be working on exporting the edited raws from Raw Explorer in to actual useable files.  Formatting won't be pretty at first.  They will be all nice, flat, and hard to read.  I have to work out some way to get better indenting and to know when to put some tokens on the same line.  Also, comments probably won't work right away either.

Just a reminder, I'm still looking for people to help test the token definition web site.
« Last Edit: April 05, 2012, 09:11:25 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
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Re: New Modding Tool: Raw Explorer (Alpha 9 - Updated 4/6/2012 again)
« Reply #95 on: April 06, 2012, 04:09:00 pm »

Alpha 9 has been released in the original post.

I've added the ability to export edits out to a new set of raws.  It's ugly at the moment, but I'll be working on better indenting and other format improvement soon.
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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
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Deon

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Re: New Modding Tool: Raw Explorer (Alpha 9 - Updated 4/6/2012 again)
« Reply #96 on: April 06, 2012, 04:17:41 pm »

It gives me a big red cross over the list when I try to open my creatures. I import raws from the Post-Apocalypse mod.
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BradUffner

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Re: New Modding Tool: Raw Explorer (Alpha 9 - Updated 4/6/2012 again)
« Reply #97 on: April 06, 2012, 04:21:47 pm »

It gives me a big red cross over the list when I try to open my creatures. I import raws from the Post-Apocalypse mod.

Did you go in to tools > options and point it at your copy of df.exe first?
Can you link me to that mod so that I can download and test with it? found it.

UPDATE
I found the problem and am working on a fix.
« Last Edit: April 06, 2012, 04:34:04 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
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Re: New Modding Tool: Raw Explorer (Alpha 9 - Updated 4/6/2012 again)
« Reply #98 on: April 06, 2012, 04:48:48 pm »

It gives me a big red cross over the list when I try to open my creatures. I import raws from the Post-Apocalypse mod.

It should not be fixed in alpha 9.1.  I've updated the first post with the new link.  Thanks for the bug report.
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Deon

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Thanks, it works now. It's great to check which animals don't have tiles, also it showed an error with an incorrect token which changelog didn't show.

There're two problems with tiles:

1) It reads [DEFAULT:DOMESTIC:2:0:AS_IS:GHOST] as a simple DEFAULT, so it shows the ghost tile instead of a default tile in the program.
2) It has problems reading 18x18 tiles, it shifts them.
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BradUffner

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Thanks, it works now. It's great to check which animals don't have tiles, also it showed an error with an incorrect token which changelog didn't show.

There're two problems with tiles:

1) It reads [DEFAULT:DOMESTIC:2:0:AS_IS:GHOST] as a simple DEFAULT, so it shows the ghost tile instead of a default tile in the program.
2) It has problems reading 18x18 tiles, it shifts them.

Ahh, I didn't realize there was a different version of the graphic tokens that took more than 5 arguments.  Unfortunately the wiki seems to lack proper documentation on the tokens for graphic sets.  At last I couldn't find anything good.  Do you know of a decent source for documentation on that?
  Ignore all that, I read it wrong.  Need sleep.

When it looks for a graphic to display it always prefers the one listed as DEFAULT first, and if one isn't listed it looked for STANDARD.  This is actually the change I just made to fix the bug you found.  I wrote the program using IronHand as my working tileset, and all the creatures had DEFAULT graphics.  I assumed that DEFAULT would be the one that was always there.
« Last Edit: April 06, 2012, 05:27:04 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

Deon

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I mean that it reads ghost tiles instead of default ones because those are default too... If it makes sense. Just make sure there's no GHOST when you read a tile :).
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BradUffner

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I mean that it reads ghost tiles instead of default ones because those are default too... If it makes sense. Just make sure there's no GHOST when you read a tile :).

Fixed for next version.  Now to figure out why it's shifting some of your tiles around.

EDIT

Hmm.. that actually seems to have fixed both problems.  I'm no longer seeing the shifting.
« Last Edit: April 06, 2012, 05:49:58 pm by BradUffner »
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Tile Genie - Merge multiple tilesets - http://www.bay12forums.com/smf/index.php?topic=77724.0

BradUffner

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One more update to fix some little bugs, and add better input sanity checking.  If you got errors trying to open a previous saved library that had "warning" this should fix it.
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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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I've decided that it's far too annoying to edit token definitions through the website as it currently exists.  The XML format is too verbose and hard to get right.  If I have a hard time entering definitions via XML as the person who wrote the scheme I can't really expect others to want to do it.

The definitions are too important for the useability of Raw Explorer to not have people maintain them.  My next task is going to be to allow definitions to be created and edited directly in Raw Explorer via GUI.  All the edits made in the program will still be synced with the website so that it can be used as a reference
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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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