Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 10/20/2020 in all areas

  1. Hello all, it's finally here! So much promised and advertised Structures Editor, which is going to be a better replacement of TibEd gets its preview release. I was working on this really hard during the last month, and spent countless hours and long evenings coding this stuff. It's probably the MOST COMPLEX thing I ever programmed in D2kEditor so far, I would say several times more complicated than mission and events and conditions editor I made years ago. I also need to say, that honestly, now I understand why TibEd was a paid application that needed to be ordered. Heh... I won't want any money or donations from you. But what will make me rewarded and satisfied is seeing that my program is being effectively used by people to make interesting and innovative mods that could not exist before. Download: Outdated, get a newer version (v2.0pre4) from this post: https://forum.dune2k.com/topic/29026-d2keditor-with-structures-editor-tibed-replacement-preview-release/?do=findComment&comment=401444 Feature description: Added Structures Editor where you can edit buildings, units, weapons, armour and much more. This is going to be a better replacement of TibEd, having much more features! - Available from main menu under "Structures" -> "Structures editor", or Ctrl+X shortcut - Support for editing Templates.bin, BUILEXP.BIN, ARMOUR.BIN, SPEED.BIN, TECHPOS.BIN files - More user-friendly user interface than TibEd, many unknown bytes were given correct meaning - Live preview of building and unit appearance - Support for adding, removing and renaming of buildings, units, weapons, explosions, armour types, warheads... - Support for editing building/unit/projectile/animation art count and direction/frame count (DATA.R16 needs to be edited separately to match proper frame count!) - Use "Apply changes" to see changes in map and misssion editor - Use "Save and test" to immediately test your changes in currently loaded map Limitations (this is important, please read!!!): - Althrough Structures Editor is able to load and save Templates.bin and other .BIN files from/to CustomCampaignData Mods folder, Save and test feature will not work because testing map won't copy BIN files from Mods folder into Dune2000\Data\bin folder! Save and test feature is usable only if you edit the files directly in their original game location (Dune2000\Data\bin folder). If you work with Mods folder and want to test your changes, you need to save first and manually copy modified .BIN files or use Mission Launcher. Copying of files from Mods to game folder when launching mission is a feature I'm planning to add in future. - Althrough it is technically possible to add new buildings, units, weapons, building art, unit art etc, this is not usable at this moment because adding a building/unit or art requires to add frames into DATA.R16 file. If you add a building/unit without adding frames into DATA.R16, graphical frames from DATA.R16 will get mismatched and graphical glitches or game crashes will occur. I'm not sure whether the resource editor supports adding new frames, but as far as I know it does not show empty frames which is a big problem. I'm thinking about adding support for DATA.R16 manipulating into Structures editor, but this is going to be another load of work to do. D2kEditorv2.0pre3.zip
    1 point
  2. So, for those who want to add more building and unit types via the new Structures Editor. I said that you need to fiddle with TILEDATA.BIN and modify some special values to add support for pre-placing extra building and unit types on map. Well, you do not need to, I prepared this stuff for you! I tried to make a generic TILEDATA.BIN file that can be used by anyone for any mods (that will be probably distributed with D2kEditor in same way as the previously modified file where I added support for all existing building/unit types for all sides i.e. Hark palace for Atreides). I tried to make a standardized file (a new generation of it) that will be widely used by everyone and nobody needs to do this on his own in his own way and then we would have 10 different versions of such file which would be hell to maintain. I added 8 extra building types and 13 extra unit types. I hope this will be enough for whatever you do! It is trickier to find free unused special values, but we still have some free ones for even more potentially possible stuff. Take it and use it: TILEDATA.BIN Hopefully this will not break any existing (most importantly vanilla) missions. If you see any problem, let me know.
    1 point
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.