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Go Back   .com.unity Forums > Digital Eel > Weird Worlds: Return to Infinite Space > Scenarios and Mods

 
 
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  #1  
Old April 27th, 2006, 10:08 AM

Draxis Draxis is offline
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Default WW Editor?

Hi, anyone know if there is an editor for WW, so you dont have to edit files 'by hand'?
  #2  
Old April 28th, 2006, 12:52 AM

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Default Re: WW Editor?

By HAND! WOOOOO!

Yep... Just open up those .txt's and go!
  #3  
Old April 28th, 2006, 04:40 AM

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Default Re: WW Editor?

Ok, thanks. I recently started writing an editor, realised I hadnt checked if anyone else had done work on one already. Can only edit ships and hulls at the moment, but its pretty neat, makes things so much faster
  #4  
Old April 28th, 2006, 10:34 AM

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Default Re: WW Editor?

Whoa! That's an awsome idea. Go Draxis!
  #5  
Old April 28th, 2006, 04:20 PM

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Default Re: WW Editor?

Ok, NTL got their FTP back up at last, I have uploaded the current version of the editor. Direct Download link - Weird World Editor V0.2 (451Kb). This zip includes both the editor (inside the 'distributable' directory) and the source code for it. The readme files inside the zip should give you all the information you need to get things going, but if you need any help just ask. I have exams in just under a month, so I wont be working much on this for a while.

Some screenshots of the editor in use...

The hull editor window


The ship editor window
  #6  
Old April 29th, 2006, 04:54 PM
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Ripcord O'Reilly Ripcord O'Reilly is offline
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Default Re: WW Editor?

Ripcord: Vroomfondel, why don't we think of cool ideas like this?

Fingers: I dunno. Our brains must be too highly-trained, Majikthise.

Neat stuff, Draxis. Hope you can bring at least the ship editor to a v1.0 (eventually - Good luck with exams!). At some point here, we'll have to do a press release with you about this. Stay in touch & thanks for spending the time to create a really cool tool!
  #7  
Old April 30th, 2006, 03:12 PM

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Default Re: WW Editor?

Thanks for the comments ripcord. I think all the hull editor needs is a fragment viewer / setter, and probably some input validation. I am not aware of any other properties that cannot be changed. Ship flags perhaps, and a way of setting a ships frames file...always more to get done
  #8  
Old May 1st, 2006, 01:05 PM
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Default Re: WW Editor?

Hi Draxis, this looks really really cool! We actually talked early on about shipping the game with some kind of an editor but it got left out as we concentrated on just getting the game done... As you probably know by now a full "mod editor" would be a pretty big endeavour.

Some feedback based on the pix (can't download it right now):
- it would be nice to show the slot shapes on the silhouette. This'll help you place them so that they won't overlap in the game.
- also displaying the ship icon/sprite frames would be cool..
- is your editor modular, e.g. does it load the parameters and flag names from a configuration file? Future updates of WW may add new flags and other parameters (just like 1.1 did).
  #9  
Old May 1st, 2006, 02:09 PM

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Default Re: WW Editor?

Working on a WW editor has been very interesting, of all the editors I have made, this one has sucked up the most time. Not sure why. Anyways, I tracked down what I thought was a bug in my program to 2 of your data files:

muk_ftr.ini - Line 12 - missing an un-used value from the thruster line
pri_ftr.ini - Line 12 - same as above.

Lines read: 'THRU 32 53 128 188 180 1'
Should read: 'THRU 32 53 128 188 180 0 1

Or something like that...

Fingers:

I tried creating item slot shapes, but I couldnt see how to get PaintX to use alpha channels for transparency. It looked pretty terrible without, particularly on the sprite view (where they overlapped a lot), so abandoned that for the colour dots. It may work ok with slot shapes just on the silhouette, I will look into it sometime.

Ship sprites are drawn, frame outlines will be fairly easy to add - changing frames will get done the same time as fragments. Ship Icons, I am planning to get that implemented along with items, I have never done offset or cropping on VB images before, not sure how much functionality VB or PaintX has in that area.

Currently, the parameter data (like for flags) is hardcoded. The prototype of the item editor I am working on is dynamic, would be easy to shift the data to a configuartion file and read it in that way.

Thanks for the comments and suggestions
  #10  
Old May 20th, 2006, 11:43 PM

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Default Re: WW Editor?

Most impressive, Draxis. What sorts of tools are you using?
 

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