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Re: SE 5 Editor
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Re: SE 5 Editor
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Re: SE 5 Editor
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Re: SE 5 Editor
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Also, if you want to get really ambitious, you can add them to the formula wizard's list of possible variables by editing the SE5Editor/Data/consts.txt file and adding any new variable names you want by adding more "ReplacementStringFacility" entries. Do this at your own risk, however, as it will likely get overwritten when I come out with the next version of the editor. If you have specific variables that make sense for me to add permanently, let me know and I can add them to the list for my next release. |
Re: SE 5 Editor
OK, I'm doing the final steps for the next release of the editor, but I'm thinking that the main page looks awfully..blank.
I'd like to use some snazzy artwork for the main page, but I don't want to use any of the SE V artwork (worried about permission issues) and I have no skill at creating artwork. Does anyone feel like creating an image I could use for the editor? I'd prefer an image around 800x600, if possible, though any size of 640x480 or greater will do. I would, of course, give full kudos in the credits, readme, etc. |
Re: SE 5 Editor
Would something made from a SEV screenshot be fine? or Do you want something completely original?
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Re: SE 5 Editor
Personally, I'd love to use the awesome artwork from SE V, but .. I worry about copyright issues. I've gotten permission from Aaron to use the images from the game data in the modding tool, but I don't know if I'd feel comfortable using the artwork as..well, artwork. A screenshot seems iffy in the copyright dept, too.
So, yeah, I'm thinking something based on SE V, but not from SE V, if that makes sense. |
Re: SE 5 Editor
What about simply not including them?
Instead, load up the images from the pictures folder when you start. |
Re: SE 5 Editor
I do already - that's not what I'm talking about. I can certainly load one of the game's images into the main page of the editor (pictures/UI/Dlg_Credits.bmp looks marvelous, in fact!) I don't WANT to do that, however.
Using the component images, etc in order to mod them is one thing. Using the game's artwork to make my program look nicer is another. It's a subtle difference, but one that I'd like to pay attention to. That said, if no one feels like making some artwork, I can live with that. The main page will just be ... blank. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: SE 5 Editor
Well if it picks an image from random from the SEV directory of whoevers computer its on, I'm not sure how that can be considered copywrite infringment.
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Re: SE 5 Editor
Why would they want to sue you over using images from a game you are explicitly making an editor for? I don't understand the concern.
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Re: SE 5 Editor
I don't think he's talking about copyrights. He'd just like to have some original artwork for his program. It's more of a aesthetic preference than anything, as I understand.
Maybe I could whip something up. Let me know and I'll see what I can do if I can find some time this weekend. |
Re: SE 5 Editor
That would be great, actually. I've used an SE5 image and put some strategically placed text boxes over it in places to get the effect I want for now, but I'd still rather use some original artwork there.
Though, I must say that I am somewhat pleased with the current image. *shrug* |
Re: SE 5 Editor
A jpg, png, gif, bmp, or whatever is fine. C# will handle them all. As for where, just email it as an attachment to devnull at devnullsoftware.com
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Re: SE 5 Editor
Where should I send the new image?
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Re: SE 5 Editor
You could always upload it here...
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Re: SE 5 Editor
1 Attachment(s)
Ok, but it's a bitmap, since the original image he's using is a bitmap and I designed my image so that he could just swap the files and it would fit perfectly. I even put the Space Empires 5 logo on it so that it would line up with his text-boxes. I can provide a version without the logo if needed.
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Re: SE 5 Editor
Well, a zipped bitmap, at least.
Since you're not trying to display it online, there's no reason not to compress it down to a nice size. |
Re: SE 5 Editor
Good point. I've modified the original attachement so that it is a zip now.
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Re: SE 5 Editor
Nice opening picture.
On the components editor- I was looking at Kwok's mod (great mod btw) just to see how the editor worked. On the General tab, General group, the drop down box to select the group is listing the groups twice, ie cargo cargo, engines engines, weapons weapons, etc etc. Also the same with the Weapon Delivery type under the Weapons tab. The component listing is sorted by group. It would be nice to be able to sort by name by clicking on "Name" Same for the Facilities editor. Great work ! What's next? |
Re: SE 5 Editor
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Re: SE 5 Editor
Did you get the email I sent you? Gmail was acting funny so I wasn't sure it went through.
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Re: SE 5 Editor
Yes, I did. Sorry, forgot to reply http://forum.shrapnelgames.com/images/smilies/happy.gif I've got the image replaced for the next version. Thanks for doing this? Who (i.e what name) should I give credit to?
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Re: SE 5 Editor
Credit should go to: Rob Allen Beckwith
If you want, you could also mention my business, Shadowstar Design at www.shadowstardesign.com. This is where I sell most of my artwork, though I've had to cut back on that quite a bit in order to save money. |
Re: SE 5 Editor
I am starting to use your editor for real purpose (not testing) as it makes the file editing so much more natural.
But I met a new problem. The "AI Tag xx" abilities are not accepted in the component editor. As I am cirrently implementing that part I need to go back to notepad http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: SE 5 Editor
Hmmm, I thought I put those in there. Well, if you want a quick fix, find the file <SE5Editor home dir>/data/consts.txt. Add the appropriate type to the AbilityType section.
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Re: SE 5 Editor
Any chance you'll extend the SEV Editor to include the systemtypes.txt files?
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Re: SE 5 Editor
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Re: SE 5 Editor
Hey, would it be possible to add a "copy component" button in addition to current "add" and "remove" buttons? Indeed very often I'm using an existing component not to have to write every caracteristic from scratch. http://forum.shrapnelgames.com/image...es/redface.gif
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Re: SE 5 Editor
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Re: SE 5 Editor
OK, I'm sick of starting a new thread for every release of the editor, so I'll just announce it here from now on
Version 1.3 is released
Enjoy! I'm off to GenCon for the weekend http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: SE 5 Editor
Hi,
First of all, you should know I stopped editing the files manually and I'm currently using only your editor http://forum.shrapnelgames.com/images/smilies/happy.gif Then, I met another problem. I added many pictures into Bmp_TechIcons.bmp as I have many new techs. To do so I increased the height of the bitmap and added 5 lines of pics. However, while the image reference of 169 is ok in the game, the editor complains about it: CG_Claws: * Invalid Picture # 169: e:\jeux\space empires v\Pictures\UI\Bmp_TechIcons.bmp only contains images [1 - 168] EDIT: one more consequence is the impossibility to see the tech tree while the problem remains: See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.ArgumentNullException: Value cannot be null. Parameter name: image at System.Drawing.Graphics.DrawImage(Image image, Int32 x, Int32 y) at System.Drawing.Graphics.DrawImageUnscaled(Image image, Rectangle rect) at Se5Editor.TechAreasForm.panelTechTree_Paint(Object sender, PaintEventArgs e) at System.Windows.Forms.Control.OnPaint(PaintEventArg s e) at System.Windows.Forms.Control.PaintWithErrorHandlin g(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs) at System.Windows.Forms.Control.WmPaint(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m) at System.Windows.Forms.ControlNativeWindow.OnMessage (Message& m) at System.Windows.Forms.ControlNativeWindow.WndProc(M essage& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.573 CodeBase: <a href="file:///d:/windows/microsoft.net/framework/v1.1.4322/mscorlib.dll" target="_blank">file:///d:/windows/microsoft.net/framework/v1.1.4322/mscorlib.dll</a> ---------------------------------------- Se5Editor Assembly Version: 1.3.0.0 Win32 Version: 1.3.0.0 CodeBase: <a href="file:///D:/Documents%20and%20Settings/thuylvain.MAIN/Mes%20documents/SEV/Space%20Empires%20V%20Editor/Se5Editor.exe" target="_blank">file:///D:/Documents%20and%20Settings/thuylvain.MAIN/Mes%20documents/SEV/Space%20Empires%20V%20Editor/Se5Editor.exe</a> ---------------------------------------- System.Windows.Forms Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.573 CodeBase: <a href="file:///d:/windows/assembly/gac/system.windows.forms/1.0.5000.0__b77a5c561934e089/system.windows.forms.dll" target="_blank">file:///d:/windows/assembly/gac/system.windows.forms/1.0.5000.0__b77a5c561934e089/system.windows.forms.dll</a> ---------------------------------------- System Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.573 CodeBase: <a href="file:///d:/windows/assembly/gac/system/1.0.5000.0__b77a5c561934e089/system.dll" target="_blank">file:///d:/windows/assembly/gac/system/1.0.5000.0__b77a5c561934e089/system.dll</a> ---------------------------------------- System.Drawing Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.573 CodeBase: <a href="file:///d:/windows/assembly/gac/system.drawing/1.0.5000.0__b03f5f7f11d50a3a/system.drawing.dll" target="_blank">file:///d:/windows/assembly/gac/system.drawing/1.0.5000.0__b03f5f7f11d50a3a/system.drawing.dll</a> ---------------------------------------- ************** JIT Debugging ************** To enable just in time (JIT) debugging, the config file for this application or machine (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the machine rather than being handled by this dialog. (I hope I am clearer than last time...) |
Re: SE 5 Editor
Interesting. I didn't realize the game could expand on the pictures in that file. Well, that's easily fixable at least. I'll make sure that's in the new version, due in the next day or so.
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Re: SE 5 Editor
Thanks, I'm heavily working on that file and while it is still usable, it's not as nice (are we becoming demanding? http://forum.shrapnelgames.com/image...ies/tongue.gif)
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Re: SE 5 Editor
All such mini icon files are expandable, to my knowledge.
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Re: SE 5 Editor
Solved ! Thanks ! http://forum.shrapnelgames.com/images/smilies/cool.gif
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