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[RELEASE] D2K+ Toolkit


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Posted

The first toolkit has been released, including the latest versions of all editors that are part of the toolkit as well as a launcher which is ideal for pinning to your start bar or desktop.

D2K+ Toolkit Release 1

B6Orh.png

Includes:

* Launcher for pinning to Start Bar, Desktop or Quick Launch for easy development

* Campaign Map Editor

* Mission Editor

* String Table Editor

* Tile Set Editor

* UI Layout Editor

Please note: This is an Alpha release, it is unlikely to be stable and may suffer from bugs. I recommend you back up your files/installation before editing.

Download at D2K+

  • Upvote 3
Posted

Small bug:post-2251-0-74773300-1313831836_thumb.jp

After moving the map it sometimes goes away again...

I'm on win7 64bit with Ati HD4870 (e8400 cpu)

//edit:

Another problem: when building for example a radar with the editor, it does not give the upgrades in the game. I need to rebuild it during playing to get the extra buildings.

Also, perhaps same problem, the mercenaries got a new base from me, but besides the harvester, they don't use it - like it's not registered in the mission...?

//edit2:

in the mission editor: the list with building index is very unclear. please add lines to separate ordos/harkonnen/etc.

I tried to add a message, but I can only have the event of "basedestroyed"... oooh wait. nvm. I need to change the index... didn't know that...

//edit3:

What is import AI Segment? Artificial Intelligence? I asks to open a file I have no idea where it is... or what it is...

Posted

Small bug:post-2251-0-74773300-1313831836_thumb.jp

After moving the map it sometimes goes away again...

I'm on win7 64bit with Ati HD4870 (e8400 cpu)

//edit:

Another problem: when building for example a radar with the editor, it does not give the upgrades in the game. I need to rebuild it during playing to get the extra buildings.

Also, perhaps same problem, the mercenaries got a new base from me, but besides the harvester, they don't use it - like it's not registered in the mission...?

//edit2:

in the mission editor: the list with building index is very unclear. please add lines to separate ordos/harkonnen/etc.

I tried to add a message, but I can only have the event of "basedestroyed"... oooh wait. nvm. I need to change the index... didn't know that...

//edit3:

What is import AI Segment? Artificial Intelligence? I asks to open a file I have no idea where it is... or what it is...

I should speak to Klofkac, I have no involvement in the map editor.

No idea about the upgrades, however for the mercenaries if you've enabled them they'll probably need some AI copied over.

Ok, I'll separate the buildings by house in a future release.

Yep, we currently don't understand how the AI chunks work, so I have enabled the capability to export AI from a mission and import it in. You of course need to export a AI segment before you can import it, This means for example that you could replace the smuggler AI in a level with the Hark AI from another level.

Posted

found another bug.. if ai is atreides and theres on map another atreides when i put to that player high tech factory - itss not appear in game. like was not build. but place where bulding should be is occupied by ghost?

  • 3 months later...
  • 1 month later...
Posted

I havent been on in a while and I must say...MVI you came through with flying colors! Finally, a dune2k editor that does it all. Thank you sincerely for making this! No more shai hulud editing!

Trying it out, and will be glad to give feed back and suggestions. Thanks again!

EDIT: Just wanted to say that so far, the toolkit is outstanding. All modes are pretty stable, I have yet to find a problem with it. So far Ive edited all campaign missions for practice and they all played through perfectly. Really hope you all make some more progress on it.

  • 2 weeks later...
Posted

I was just wondering does anyone know how to get the string indexes for messages to show up? They wont show on the left column yet I saw that they did in a picture that MVI posted.

Posted

U will need to know the message indexes numbers (for example "Harkonnen have been annihilated" is 600, find others from the original misssions) and u'll need to use dummy condition. Download my atreides campaign,there you will see.how i did.. Hope it works for u too

  • 3 weeks later...
Posted

That's a really cool mod, looks like it was made with TibEd.

Just copied the harvester

20120213184838189.png

To do this in TibEd I gave the harvester these settings:

2012021318494589.png

20120213184959837.png

Not sure how to make the stealth devasator yet, haven't had time to look into it

Posted

I found an interesting thing: put for an AI indexes over 7 and see the result.. index 9 its interesting, index 10 as well, index 102 is black.. Nice :D anyway for human, it still gives the house >=3 error.

Posted

Changed stealth raiders art to devastator - same visual, would need to change the other settings to copy the devastators, e.g. for weapons. But this shows how he did it

20120213191100139.png

Posted

Oh ok, silly me. There's an option to mark units as starportable in tibed. So I unchecked trike, enabled devastator and allowed Atreides to build devastators too:

20120213192717554.png

Any other cool stuff in the vid that I missed?

Posted

Cool range these Devastators have :) With that kind of deadly & invisible army, defeating the enemy would be a piece of cake – provided he wouldn’t use these same units against you, that is ;) These Harvesters look really funny (and weird!) with that gun, btw. Judging from the writing, it was (probably?) done by some Russians, using the TibEd...

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