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Author Topic: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)  (Read 166056 times)

BradUffner

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #300 on: June 08, 2012, 11:26:50 am »

The game displays creatures different than Raw Explorer does.  When the game actually displays a creature it has a "real" instance of a creature to deal with, it knows all the information about the creature, such as its "job", and life state.  When Raw Explorer displays a creature it doesn't have any of that, it just has the Template for lack of a better term.  It has to make a guess by looking through the Entries for the  CREATURE_GRAPHICS that match the creature type and try to pick one of those entries that makes sense.  What Raw Explorer has a list of "job" priorities that it looks for in order.  That order is DEFAULT, STANDARD, and CHILD.  Of those it tries to find the one with the "DEFAULT" life state.  If it cant find that life state then it displays the first one from the list that it DID find.  So there is no grantee that just because raw explorer doesn't display the creature graphic that the game won't also.

I have plans for a Graphic Set editing screen that allows you to view all the graphics for a creature, adding and editing them in a visual grid with tile pickers, but that is a few releases off.
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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

TDSS02

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #301 on: June 08, 2012, 03:16:30 pm »

Thanks BradUffner sounds like this program is really going to be quite robust, i cant wait to see it when everything is implemented.
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Quote from: piecewise on March 14, 2010, 06:22:02 am
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Roses

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #302 on: June 08, 2012, 05:32:25 pm »

Really liking this program, you are doing a great job.

A couple suggestions:

1. When you create a new creature or other object type maybe it should come with empty tags for the required appearance of the object (for instance a BODY tag, NAME tag, etc...). I know you can already copy and paste other entries so it's not a big deal, but if its easy it might be a nice addition.

2. It lets me add any number of tokens I want without generating an error. For instance I could have 4 [ALCOHOL_DEPENDENT] tags on the same creature. Not game breaking, but would be nice if it at least gave you a little message, "this creature is already alcohol dependent, are you sure you want to add that tag?".

3. Undo/Redo aren't working. I don't know if they are supposed to be yet, but I thought I would say something.

4. When creating a new object, it would be nice if we could create a new .txt file to contain our object. I know I can just go and make one manually and it will work fine, but it would be nice if it were an option in the program.

5. When creating a new creature from scratch the BODY token isn't giving me the drop down menu until I type something into it (can be anything).

6. It gives me an error when trying to use the workshop designer on a new building. Also, I was able to select any subtype when creating a new building and so when exporting my raws I got a [TISSUE_TEMPLATE:BUILDING_TEST] object.

Overall I think this is a marvelous program, and most of the things I found are basically a "don't be a fool" type things. Perfect for my uses, just wish it kept an eye on me a little more carefully. I am prone to making mistakes.
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #303 on: June 08, 2012, 05:41:22 pm »

Thanks for the feedback!

1. I like this idea.  Making it happen will probably involve some "default" text files that store what the different object types look like.  I'll add it to the list of future stuff.
2. This problem will eventually be fixed by the "Sanity Check" feature that will go through the entire library looking for potential problems.
3. Not implemented yet.
4. Good idea, I'll add it.
5.  I will look in to it.
6.  Oops, I'll fix that.
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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

Lofn

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #304 on: June 09, 2012, 01:32:36 am »

Posting to watch, and to express my mild aggravation that you did this before me. I'd been considering something like this for creature modding.
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #305 on: June 10, 2012, 10:25:21 pm »

Posting to watch, and to express my mild aggravation that you did this before me. I'd been considering something like this for creature modding.

If you know .Net based languages you should be able to make use of the extensive plugin system I have planned.  You will be able to make all kind of specialized editors.
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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

Askot Bokbondeler

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #306 on: June 13, 2012, 08:55:48 am »

how would i go about creating new token definitions? none of the skill rates tokens are listed yet

BradUffner

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #307 on: June 13, 2012, 10:51:33 am »

There is currently a bug preventing new tokens from being defined.  Theoretically you would define them by finding the token on an item and defining like normal, but the web service is currently returning an error when you try to submit the token.  I should be able to fix that before the next release without you guys needing to download anything.  I just need to sort through the mess I currently made with the language and graphic handling.
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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

Fortis

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #308 on: June 13, 2012, 07:46:00 pm »

Even incomplete, this program is a godsend for a novice modder like me. Thank you!
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eggthief

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #309 on: June 16, 2012, 07:54:41 am »

Hey when I import my raws I get this error message by microsoft .net framework:
"Unhandled exception has occured in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

Conversion from string "16x 16" to type 'Integer' is not valid."

The detail list is as follows;

Spoiler (click to show/hide)

When I click continue it will just load for hours without result.
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #310 on: June 16, 2012, 12:02:15 pm »

My best guess is that this is coming from the graphics set you have installed.  I don't have access to the source code to check right now, but I will look in to it as soon a I have a chance.

If you could zip up your raw folder and email it to bradley.uffner@gmail.com it would help me diagnose the problem and stop Raw Explorer from crashing there in teh future.
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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: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #311 on: June 19, 2012, 02:47:44 am »

One of the drives in my desktop stopped working sometime on Friday.  After reinstalling windows and restoring everything from a recent backup that was made the night before I'm back to work on Raw Explorer.  No source code was lost, just time.
Let this be a lesson, Backups are GOOD! Don't risk it, make a backup!
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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

luppolo

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #312 on: June 19, 2012, 02:57:55 am »

Let this be a lesson, Backups are GOOD! Don't risk it, make a backup!

as stupid it might sound, when i code i store and edit source files right in the dropbox folder
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #313 on: June 19, 2012, 03:07:26 am »

as stupid it might sound, when i code i store and edit source files right in the dropbox folder
That's a great idea for solo projects that don't require something fancy like Source Control!
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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: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
« Reply #314 on: June 20, 2012, 12:20:19 am »

Part of the refactoring I'm working on called for a new way of dealing with the graphic sets, tile sets, and color configurations. All of which required a new options dialog to set everything up.  The old method of pointing Raw Explorer to the path of the Dwarf Fortress program made using multiple configurations a pain.  Now you are presented with different options about which tile set and color scheme you want to use.  tile set images can be dropped in to the data folder, as can color text files with different themes in them.  Raw Explorer can switch between them on the fly with the new options menu.  This makes dealing with different sized graphic sets a lot easier. The color sets will be editable and exportable via this GUI also.

Now that a lot of the background graphic infrastructure has been refactored in to a more sane system I can get back to adding support for the missing features.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
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
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