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Author Topic: obeditor tool  (Read 30667 times)

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Offline gringo

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obeditor tool
« on: October 30, 2008, 10:03:09 pm »
Current Version
1.5.4


Hello everybody, and sorry for my bad englich.

I've come some time ago, start to make a mod and feel the lack of a decent entities editor.
So, as i had some time for this, and need to refresh my old C++ capacity, i make it (and it was  ...  hard ).

I give it the name obeditor, and here are his features :
ENTITIES EDITOR
 
  • Listing of entities
  • Entities properties edition
  • Complete Animations edtion
  • Basic file validations
  • Smart saving capability (ie: the program don't mess around the organisation of your files )
  • - Reloadings capability

STAGE EDITOR
in which you can edit
  • Regular elements of a stage by also Walls/Holes/etc...
  • Selection/manipulation/copy of multiple elements at a time
  • Filtering the view of elements
  • The backgrounds, foreground, panels elements
And at last but not least :
  • saving/reloadings capability


And here a desciption of the Entities Editor panels :

Starting window :

Here you can manage different OB project and choose one for edition.
I also made a tool for repair broken path, cause you know, under linux lots of "windows-men" path made are broken.

List of entities

Here the list of entities known from your models.txt file. You select an entity from the list, and rou can edit his properties.

Animation panel edition

It's the big thing. Here you have the list of the animations for your selected entity.
You can add/delete/copy animation. You can edit animation properties. You can add/delete/copy frames ... etc
All you can do is described in the help menu.
The important is that :
 - you can play your anim.
 - You can assign graphically your BBox, AttackBoxes and offset.

Errors report

A made some simple validations of files reads, here is there reports.



What to say more, i try to build the tool of my OpenBor dreams, know i have it :cheers!:, i just hope it fit to you too.


You can get the program for linux or window, or you can also get the sources :




The linux version

The windows version

The sources

TODOLIST
  • Fixs, fixs and more fixs
  • Some decent tutorial
  • Update the obeditor with the last OpenBOR features
  • Some projectiles thing ?


Help Needed in :
  • Some decent tutorial to put somewhere
  • Bug and misfeatures to reporting in the thread
  • Wish to also post in this thread
« Last Edit: August 23, 2010, 06:28:20 am by gringo »
Obeditor latest version 1.5.9
obeditor-linux, obeditor-windows obeditor-sources

Offline Fightn Words

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Re: The new tool : obeditor released !
« Reply #1 on: October 30, 2008, 11:35:06 pm »
Well, if this works even half as well as it should you have an extremely useful tool!
Downloading immediately...


*EDIT*
This is amazing. Incredible work Gringo!

« Last Edit: October 31, 2008, 12:05:49 am by Fightn Words »

Offline DesignerSpecial

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Re: The new tool : obeditor released !
« Reply #2 on: October 31, 2008, 02:24:22 am »
I agree, this is really great! Thank you for all your hard work!

Offline kbandressen

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Re: The new tool : obeditor released !
« Reply #3 on: October 31, 2008, 02:32:03 am »
Nice!  This kind of came out of nowhere!  I'll give it a try when I get a chance.   :cheers!:

Offline NickyP

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Re: The new tool : obeditor released !
« Reply #4 on: October 31, 2008, 04:20:56 am »
SX or someone definately needs to put this in the download section!

Offline cha0s56

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Re: The new tool : obeditor released !
« Reply #5 on: October 31, 2008, 04:49:13 am »
cool, honestly im just thinking of this kind of tool, and im so happy that its now available, thanks very much...

 ;D

Offline baritonomarchetto77

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Re: The new tool : obeditor released !
« Reply #6 on: October 31, 2008, 07:17:42 am »
downloading... i will try this during the week-end  :cheers!:

EDIT: Curiosity made me accelerate the "first-look" to this tool... and... i must say that...

IT'S INCREDIBLE!

not only it's functional, but the interface is easy to use and good looking
« Last Edit: October 31, 2008, 08:36:33 am by baritonomarchetto77 »

Offline Demitri

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Re: The new tool : obeditor released !
« Reply #7 on: October 31, 2008, 09:26:45 am »
Great tool gringo! I just can't imagine how much effort have you put in it, thank you.
I can't wait to see this powerfull tool manage Levels too, it will be freaking amazing.
Mod 100% from scratch: Infection

Offline SX

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Re: The new tool : obeditor released !
« Reply #8 on: October 31, 2008, 10:01:11 am »
Excellent work gringo!!!   :cheers!:  While I'm uploading this to the site, do you mind if I add your source to openbor's SVN account?  I figure this way it will be easier for you to keep track of the changes to the tool and can be distributed with the engine as well for everyone to use.


*Edit*
WOW, this is a great tool!!!  I like the fact the application remembers the size I set the application to!!!
« Last Edit: October 31, 2008, 10:09:08 am by SX »

Offline bWWd

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Re: The new tool : obeditor released !
« Reply #9 on: October 31, 2008, 10:08:24 am »
This is amazing , it even plays sounds of animations,now i can fix all my bboxes , and i will do that  :thumbs_up: very good tool ,its very intuitive.
Even if youll make new bbox or attack box then it adds changes to other frames too.This will be so useful. :really: :applauding:
Im impressed.
---
I forgot to enable show all attack boxes cause its disabled by default and it wasnt showing my attack2 boxes , now it shows , i thought its a bug or something but i enabled show all attack boxes and its ok , i think it should be enabled by default.
---
There was something about positioning in animation ,sometimes offset is lost and character is positioned at 0 0 ,i here is this animation where it occurs :
anim freespecial1
   loop   0
        subentity  dust
        summonframe 1 0 0 0 0
#        mpcost  17
#        mponly  1
        quakeframe  13  2  12
   delay   11
   offset   88 195
   bbox   90 135 30 65
        hitflash   bflash
        hitfx   data/sounds/beat2.wav
   frame   data/chars/ch5/j0.gif
        delay   5
   offset   125 195
   frame   data/chars/ch5/ga3.gif
   offset   88 180
   sound   data/chars/ch5/puls.wav
        @cmd velo001 3.3 0 6.4
        fastattack    1
   blast   85 90 60 5 5 1 0 0 19
   frame   data/chars/ch5/jr1.gif
        blast     0 0 0 0 0 0 0
   frame   data/chars/ch5/jr1.gif
        fastattack    1
   attack5  85 95 60 10 5 1 0 0 19
   frame   data/chars/ch5/jr1.gif
          attack5  0 0 0 0 0 0 0 0 0
   frame   data/chars/ch5/jr1.gif
        fastattack    1
   attack5  85 95 60 20 5 1 0 0 19
   frame   data/chars/ch5/jr1.gif
          attack5  0 0 0 0 0 0 0 0 0
   frame   data/chars/ch5/jr1.gif
        fastattack    1
   attack5  85 95 60 20 5 1 0 0 19
   frame   data/chars/ch5/jr1.gif
          attack5  0 0 0 0 0 0 0 0 0
   frame   data/chars/ch5/jr1.gif
   offset   88 195
        @cmd velo001 0 0 0
   frame   data/chars/ch5/j2.gif
        @cmd velo001 1.5 0 -3.5
   bbox   0 0 0 0
        delay   36
   frame   data/chars/ch5/j1.gif
        delay   5
   sound   data/chars/ch5/step.wav
   frame   data/chars/ch5/up1.gif
          attack  46 160 82 40 5 1 0 0 2
        delay   5
   frame   data/chars/ch5/up1.gif
   bbox   75 110 45 85
          attack  0 0 0 0 0 0 0 0 0
        delay   12
   frame   data/chars/ch5/j0.gif

Its on second frame with name jr1.gif , after blast 0 0 0 0 0 ,so maybe its blast giving problems ,im not sure,i had to setup offset on this frame and later ones myself.
-----
It shows me wrong order of frames in this animation :

   loop   0
   delay   6
   offset   88 195
   bbox   0  0 0  0
        hitflash    bflash
        quakeframe 3  4  -6
        attackone   0
        hitfx   data/sounds/beat2.wav
        @cmd velo001 2 0  0
   frame   data/chars/ch5/gat1.gif

   sound   data/chars/ch5/p2.wav
   frame   data/chars/ch5/gat2.gif
   frame   data/chars/ch5/gat3.gif

   attack2  90 80 40 90 30 1 0 0 8
        @cmd velo001 1 0 0
   frame   data/chars/ch5/gat4.gif
        @cmd velo001 0 0 0
        delay   12
   frame   data/chars/ch5/gat4.gif
        delay   9
   attack  0 0 0 0 0 0
   frame   data/chars/ch5/gat5.gif
        delay   14
   sound   data/chars/ch5/step.wav
   frame   data/chars/ch5/j0.gif

It should be gat1,gat2,gat3,gat4,gat4,gat5,j0  but it is gat2,gat1,gat3,gat4,j0,gat4,gat5.  I dont know why its mixed like that.
I will do some tests , change some things and save both characters and see when it will show the frames on proper places.
Here how it looks in editor:
http://img110.imageshack.us/my.php?image=clipboard1dw0.png
Im almost sure that scripts are giving problems and they are displayed as bugs and errors , also some other things are displayed as errors but they arent(like negative values for third parameter of quakeframe,its not error it will shake different )
-----
OK i tested and guess what , its because of spaces between frames , if it was like that :
frame 53634634634
frame 4363463463

frame 347373734734
frame 56474574

then it was swapping frame places,now when i fixed it and removed gap between frames then its better but still not 100% OK (gap3 is displayed as first frame), any chance for fixing this ? cause im afraid to save my characters right now.
Also some direct view on txt file would be great in editor.
Now i removed all script commands in this animation and it displays frames properly.

So scripts + gaps in animation data = switched frames in editor.
« Last Edit: October 31, 2008, 10:55:42 am by bWWd »

Offline SX

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Re: The new tool : obeditor released !
« Reply #10 on: October 31, 2008, 10:35:23 am »
All three files are now available in the download section and I've posted this release with in the News Thread, So everyone can see this in the front page of the site as it deserves to be there!!!!

Offline Skull Kingz

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Re: The new tool : obeditor released !
« Reply #11 on: October 31, 2008, 11:17:28 am »
Sounds like everyone is loving this tool. I'll try it this weekend.  ;)

Offline bWWd

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Re: The new tool : obeditor released !
« Reply #12 on: October 31, 2008, 12:01:56 pm »
I saved ironman,it didnt screw him, i fixed my bboxes and editor didnt deleted scripts. :thumbs_up:

Offline gringo

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Re: The new tool : obeditor released !
« Reply #13 on: October 31, 2008, 01:00:50 pm »
Thanks for your enthousiastic reply, that's made me really happy :). Especially when i wrote some feature with in mind "nobody care about this stuff" and your reply said that i was wrong ;)

@bWWd:
Quote
Its on second frame with name jr1.gif , after blast 0 0 0 0 0 ,so maybe its blast giving problems ,im not sure,i had to setup offset on this frame and later ones myself.
Yes, it was a bug. Fixed.

Quote
It should be gat1,gat2,gat3,gat4,gat4,gat5,j0  but it is gat2,gat1,gat3,gat4,j0,gat4,gat5.  I dont know why its mixed like that.
I will do some tests , change some things and save both characters and see when it will show the frames on proper places.
Im almost sure that scripts are giving problems and they are displayed as bugs and errors , also some other things are displayed as errors but they arent(like negative values for third parameter of quakeframe,its not error it will shake different )

Damned an other bug ! But i can't reproduce it, i copied your data and everything goes fine.
Quote
Im almost sure that scripts are giving problems and they are displayed as bugs and errors
This doesn't append for me neither. Can you attach your file please ?

Quote
Im almost sure that scripts are giving problems and they are displayed as bugs and errors , also some other things are displayed as errors but they arent(like negative values for third parameter of quakeframe,its not error it will shake different )
Yes, i reply to this at the end of the post.

@SX:
Quote
do you mind if I add your source to openbor's SVN account?  I figure this way it will be easier for you to keep track of the changes to the tool and can be distributed with the engine as well for everyone to use.
Yes, upload things to this 4shared.com stuff is a pain. It would be perfect to have a really ftp server to automatize this. And yes, i 100% agreed if  you put the sources in the SVN.

@everybody:
I forgot to say this :
I need your help
For the errors checking i take specifications from the wiki. So there exists errors. So i need some feed back about these false positives errors.
Thanks.

Note : for safety, the editor make a backup of every file he overwrite.
Obeditor latest version 1.5.9
obeditor-linux, obeditor-windows obeditor-sources

Offline bWWd

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Re: The new tool : obeditor released !
« Reply #14 on: October 31, 2008, 01:40:54 pm »
Those problems which i had are small ones and editor works great so far , i just fixed those "offsets resettings" to 0 and gave them their proper value , i give you link to my spiderman ,he have this resetting offset behaviour in his freespecial4 animation , you can test it and check whats causing it.Its also in freespecial6.
Ill give you link to him in Personal Message, its in ch2.txt.
---
Also i found something about attacks , we have attack1attack2,attack3 etc and they are supported in your editor but ,if ill put attack2 and some values and then i put attack 0 0 0 0 0 0 to disable this attack then attack2 is still displayed in editor on other frames and is not canceled by attack 0 0 0 0 0 , this could be fixed  , i think attack 0 0 0 0 0 cancels all attacks(attack1,2,3,4 etc).
----
Some suggestions...
- most important from the ones i will mention i think is ability to manually move whole gif ,to set the offset.Or maybe i can move it right now ? I want to change offset without having fun with numbers but with moving whole gif frame with my mouse (but also some safe implementation of this cause we could accidentally move gif file and forgot what was the original offset).

- how about clone bbox and clone attack box from previous frame ? I edited some attacks and i had to draw attack boxes for all frames , editor didnt cloned them automatically to other frames(like it does with bboxes).But it could be nice if editor would clone them like bboxes (until attack 0 0 0 0 0 0 0 cancels them of course).

-frame number somewhere (i have similar frames sometimes and by pressing arrows left right i dont know on which one i am until i scroll to them),maybe after delay or before delay ,there is space for Frame number in this place on editor.
-When i set editor to show All attack boxes then i cant edit them , if i have attack3 or attack2 then i must search them manually to be able to edit them.So ability to edit attack boxes when all are visible.

- visible remaps , but they arent that important imo.
-----------
VERY big thank You for this tool , its the biggest thing for OpenBOR since 16 bit and 32 bit support in my opinion.
I fixing my characters right now , so far no problems with saving.
  :hugs:
Finally we have working editor for characters.This is great day for community.
It works very fast and intuitive.Great job.

----
I will send you also ironman with this bug which change places of animation frames.
Edit: You know what , i cant reproduce this bug with iron man again , i even copied animation data from this thread and it works ok in editor.So i dont know,it existed cause i took a picture of it but i cant reproduce it now, maybe ill find it in other characters.
« Last Edit: October 31, 2008, 01:54:27 pm by bWWd »

 



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