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CzarnyAfgan
25.08.2013, 14:22
http://upload.worldofplayers.de/files9/reditor.png

Since there is no contact from Hugo ( Galrath 434, the author of great RisenEditor ) for several weeks -
taking into consideration, that he was going to abandon Risen modding, and maybe there will be no further contact with him I decided to share the content he has given to me, with the community ( he agreed that I can share the stuff )

*****

Description:

Risen Editor is the most advanced tool ( at the moment ) dedicated to Risen modding. Reditor is very advanced tool, with very friendly user interface. Even complete rookies ( not experienced users/modders ) can succesfully use Reditor to develop their projects and achieve great results in a moment!

Among other functions Risen Editor allows you to:
-delete, copy, paste and multiply entities as monsters, NPC's, items
-scale not animated items
-insert new items, NPCs, mosters into game world
-edit game world freely
-change NPC, monster skills
-change content of boxes, chests
-change content of NPC/monster inventory
-move entities around
-auto leveling ( ground ) of new inserted items/monsters/object

-free exploring the game-world area

Functions in progress:
-rotating objects

*****

Here is the link to the newest, quite stable version of Galrath434 Risen Editor:

http://upload.worldofplayers.de/files9/Yfq8JXi8RwNG1NhdnbC9eBWG6h1UjUyyuRisen_Editor.rar

And some newest beta version, with corrected movement axis and rotation gizmo ( not a perfect one ) , that is not working on my PC's, try maybe it will start on yours

http://upload.worldofplayers.de/files9/tA98Wm2x5Risen_Editor.rar

Important! :

Editor source code:

https://github.com/galrath434/RisenEditor

http://upload.worldofplayers.de/files9/RisenEditor_master.zip

Some short, basic tutorial of Reditor made by Hugo:

http://www.youtube.com/watch?v=TTbpIVlzYvo&feature=youtu.be ( corrected sound level )

http://www.youtube.com/watch?v=_BM3v1MpA-U&feature=youtu.be ( original one )

***

Currently known program requirements:

-Microsoft DirectX 11
-Microsoft .NetFramework 4.0 ( at least )
-Microsoft C++ Libaries

***
I was going to create some demo movie for editor, but this has to wait, because my graphics card broke. :dnuhr: and I have to wait untill it's repaired.

***

Feel free to comment

HerrFenrisWolf
27.08.2013, 19:34
Wtf that sounds like a very mighty tool!

JFaron
27.08.2013, 19:37
In fact it's here since 2010 (http://forum.worldofplayers.de/forum/threads/874942-Beta-Risen-Lrent-Viewer), even though you can't compare the versions, because of the great amount of implemented features ;) (It's all about the world, the stuff you have to hex in G3 :p)

Phael
27.08.2013, 20:16
Well, sounds like you can definitely really do a lot now in Risen 1.

Animations are still a problem though, right?

HerrFenrisWolf
27.08.2013, 20:37
In fact it's here since 2010 (http://forum.worldofplayers.de/forum/threads/874942-Beta-Risen-Lrent-Viewer), even though you can't compare the versions, because of the great amount of implemented features ;) (It's all about the world, the stuff you have to hex in G3 :p)

I remember that thing, yeah. That really improve now and seems a lot better than Gothic 3 editing. Only missing scripts for traps and buttons, armor mesh editing ( wheres Baltram when you need him ?).:D

JFaron
27.08.2013, 21:01
Well, sounds like you can definitely really do a lot now in Risen 1.
You actually can do that (and way more) for a good while. And let me promise you: Working on tools for making more stuff possible and/ or comfortable hasn't stopped by now. ("Wheres Baltram when you need him?" ;))


Animations are still a problem though, right?
And they will be in the future.


Only missing scripts for traps and buttons, armor mesh editing ( wheres Baltram when you need him ?).:D
Have a look at this: "XMAC files contain animated objects like bodies". If that is, what you're talking about (I think so ;)) then you may have a look at these threads [1] (http://forum.worldofplayers.de/forum/threads/852455-Tool-xmac2obj?p=13443517&viewfull=1#post13443517) [2] (http://forum.worldofplayers.de/forum/threads/952889-tool-obj2xmac?p=15267731&viewfull=1#post15267731).

Traps and Buttons? I never heard about it in a matter of modding.

HerrFenrisWolf
27.08.2013, 23:36
You actually can do that (and way more) for a good while. And let me promise you: Working on tools for making more stuff possible and/ or comfortable hasn't stopped by now. ("Wheres Baltram when you need him?" ;))


And they will be in the future.


Have a look at this: "XMAC files contain animated objects like bodies". If that is, what you're talking about (I think so ;)) then you may have a look at these threads [1] (http://forum.worldofplayers.de/forum/threads/852455-Tool-xmac2obj?p=13443517&viewfull=1#post13443517) [2] (http://forum.worldofplayers.de/forum/threads/952889-tool-obj2xmac?p=15267731&viewfull=1#post15267731).

Traps and Buttons? I never heard about it in a matter of modding.

I read that threads when they were more actual.
With scripts for buttons I mean the possibilty to create buttons which the hero can push ingame to open a door and so on ( maybe trigger is the correct term ).

Du weißt schon der Held zieht einen Hebel, eine Wand verschiebt sich, eine Plattform hebt sich usw. Ich meine mich an sowas in Risen 1 erinnern zu können. Gothic 3 fehlte sowas ja vollkommen.

JFaron
28.08.2013, 16:13
I know what you are talking about, but I think nobody did actually focus on triggers (yet ;)).

CzarnyAfgan
29.08.2013, 20:39
Do you know if map size in Risen is in some kind limited, or can it be ( theoretically ) fully expanded? $§p4

And maybe you think so Nico that could try to fix the newest version, that isn't working? http://upload.worldofplayers.de/files9/tA98Wm2x5Risen_Editor.rar

My experiences using various versions of Reditor: some of the objects inserted ( by coping ) with editor, do not appear in game, but they appear only in editor - I don't know if this is some kind of Reditor's bug or am I doing something wrong... ?
Example: I insert five new skeletons in game, but when I start up Risen - only four appear.

Malkav
30.08.2013, 10:55
Do you know if map size in Risen is in some kind limited, or can it be ( theoretically ) fully expanded? $§p4

There are probably some size limits given by the engine but these shouldn't be of direct relevance. The world mesh can be extended a lot which should allow for large areas with additional landscape/islands.
http://www.abload.de/img/risen2013-08-3009-45-ezu7p.png

JFaron
30.08.2013, 15:26
And maybe you think so Nico that could try to fix the newest version, that isn't working? http://upload.worldofplayers.de/files9/tA98Wm2x5Risen_Editor.rar

You could post the log file, then guesses could be done ;)

CzarnyAfgan
30.08.2013, 23:07
Malkav - wonderful!

JFaron - the editor doesn't even start up, the same with the log...

JFaron
31.08.2013, 08:18
Without an error-message? Ok, that's a problem, I guess :D

CzarnyAfgan
01.09.2013, 09:29
Windows Error message:

Problem signature:
Problem Event Name: APPCRASH
Application Name: RisenEditor.exe
Application Version: 1.0.0.0
Application Timestamp: 51fa5ecf
Fault Module Name: KERNELBASE.dll
Fault Module Version: 6.1.7601.17514
Module Timestamp error: 4ce7bafa
Exception Code: e0434352
Exception Offset: 0000b727
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 1045
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

CzarnyAfgan
03.09.2013, 16:09
Guys - have you already tried the xsmh. helper tool avaiable in the Reditor? Seems like a killer-feature, but I can't force Reditor to import separate xsmh. files ( as It_Helmet_Guard._xmsh ) . The Reditor crashes after I try to load single files, maybe there is a way to convert ._xmsh into .lrent?

JFaron
03.09.2013, 16:38
That's impossible, because the lrents contain entities, which refer to (I don't if that's the right word, I hope you get, what I want to say) the meshes.

CzarnyAfgan
03.09.2013, 17:45
Ahhh...okay, I got it

JFaron
03.09.2013, 20:40
I think this problem should be discussed in this thread, if it's okay for you?

JFaron - so do you know is there any way that new meshes can be imported into Reditor and placed in the game world - some type of conversion or anything?
I've already done it. I don't remember how exactly I did it, but I simply duplicated an object, similar to the object with the new mesh. Then I changed the mesh in gCMesh_PS or something like that.
Remember, that you also have to update the CollisionMesh.

The tools you need are XMSH-Builder (http://forum.worldofplayers.de/forum/threads/751486-RELEASE-Risen-XMSH-Builder) (for the xmsh) and xcomPose (http://forum.worldofplayers.de/forum/threads/971037-tool-xcomPose) (for the collision mesh => xcom).

CzarnyAfgan
04.09.2013, 18:47
You mean "eCMesh_PC" ? There is also a line named "MeshFileName" - example: It_Wpn_2H_TwoHandedSword_Rusty.xmsh ,that's a pity there is no file browser.

Okay, I allready know how does changing meshes work, looks like this method enables to insert almost any item :) , thanks for tips JFaron!

JFaron
04.09.2013, 19:17
You mean "eCMesh_PC" ?
Yes, that's what I meant.


There is also a line named "MeshFileName"
These lines are by the way the properties. Several properties together are a PropertySet.

CzarnyAfgan
04.09.2013, 19:54
Btw. What is THIS??? https://www.youtube.com/watch?v=Yi0bMyKBrgc

JFaron
04.09.2013, 20:02
That's basicly eden. (I don't wanna say something now, that's Baltram's task.)

Baltram
04.09.2013, 20:26
Btw. What is THIS??? https://www.youtube.com/watch?v=Yi0bMyKBrgcIt's an ingame editor with many features that are yet undocumented. I am planning to release it this year. A beta version can be downloaded here (http://svn.nicode.net/risensdk/branches/baltram/bin/scripts/) (Script_Extensions.dll) though I advise you to wait until the release as the English documentation (Script_Extensions.txt) is extremely outdated and incomplete. Basically useless. There's also a less outdated documentation in German (Script_Extensions_de.pdf).

CzarnyAfgan
04.09.2013, 22:02
Baltram - very very nice §klatsch :) . Some time ago Kuchenschlachter worked on his locational damage script ( for ranged weapons ) do you know if he has finished it? Standalone script placed in such databased ( like one linked by Baltram ) would be very nice!

JFaron
05.09.2013, 11:52
Do I have to install the Tool into the same folder as Risen?

I recommend a new folder in your Risen-folder called "tools". That's the location I place all of my tools.

For me it's like (not complete, of course ;)):

---- E:\Risen ----
=>bin

=>Risen.exe

=>scripts

=>...
=>data

=>common

=>compiled

=>...
=>tools

=>Risen Editor


=>RisenEditor.exe

In the original release thread created by Galrath himself you'll find requirements for the tool. These are:

1. You will need a DirectX 9 and ShaderModel 2 graphics card aswell as Windows Vista or 7.
2. You will need the newest DirectX runtime.
3. You will need the DotNet Framework 3.5

JFaron
05.09.2013, 12:55
That's probably it.

CzarnyAfgan
05.09.2013, 14:26
Forget about it, much easier is to delete entity you don't want ( example gravemoth ) and then copy other monster you want to replace it with ( for example skeleton ) in a place of previous one ( gravemoth ). Load all lrents containing monsters, I am sure you will find there what you are looking for. Good luck! :)

JFaron
05.09.2013, 14:31
CzarnyAfgan is right. If you only change the mesh, you won't achieve anything, because the insect-collisions and most of all the insect-animations are still used, which would result in something very ugly.

JFaron
05.09.2013, 15:12
You have multiple layers containing monsters. They are all listed in the File Browser. I recommend you start at the top and finish every layer with Monster in it until you reach the bottom.
Using this procedure the first layer you would edit is Cities > Don_Camp > Don_Camp_Monster_01.lrent (You ignore the *.sec-files!)
Now you go into Scene-View. Your goal is to remove/ replace every monster with the names Dragonfly (ger: Grabmotte), Dragonfly_World (ger: Krallenfalter) and GiantBug (Panzergrille).

For every monster you proceed like this:

Mark the insect you want to replace by hitting its name in the scene-menu. Copy the value Properties > Position (You don't need to hit the "+", the "top-level"-value will do fine. E. g. 33859,98; 2504,21777; 13573,16) into a texteditor like Notepad++.
Delete the monster by hitting "Del" on your keyboard.
Mark the monster you want to replace the insect with (e. g. Stingrat) and hit CTRL+C to copy it and CTRL+V to paste it again. Now you copy the above noted position value and apply it to your new monster.

IMPORTANT:
And of course, there is a exception: Some insects are part of a quests! These insects have special names, like Dragonfly_Don_01. To let Risen know, that your new monsters replace the insects your new monsters have to have the exact same name the insect had. (Hope you got that §ugly:D) I would by the way do that for every monster, just to not loose the overview. (Problem with that: The ingame name will be that one of the insect, but we can change that pretty fast and easy later.)

And still there is one thing you can do: If you want the replaced insect and your new monster to be equally strong you have to note the property-values of the gCSkills_PS-Property Set. You do that with the first monster of that kind and use this for CTRL+C-stuff in #3.

Any questions? Let me know... That is probably a very messy post.

pain02
05.09.2013, 15:18
Guys if u copy library. and strings. from radical rebalance mod or any other mod in your game folder, Reditor will bug out and wont start u will get this error : A critical error has occured, an error message can be found in the log


my log reseted after i solved my problem it seems that some files from other mods conflicts with the tool.

Hope this helps people ho have this error:gratz

CzarnyAfgan
05.09.2013, 17:10
Guys - I have dropped Risen modding for some time, and now I have to learn most things from the beginning, so I have got some questions:

1. http://www.youtube.com/watch?v=G5hMFDLrb6I in this tutorial Baltram imports mesh of sword from Risen into Gmax, I have downloaded Gmax, but I don't remember how to run script which enables to import Risen meshes into Gmax ( there isn't a "Risen Tools" tab on the top by default of course - how can I turn it on? )

2. After I create mesh ( for example box ) with Gmax and then I export it to .xmsh - what do I have to do next to give my mesh a collision borders ( collision mesh ) ? I can see that XCOMpose imports only .obj extension files, so please tell me what to do, because I don't know

Baltram
05.09.2013, 17:26
I don't remember how to run script which enables to import Risen meshes into Gmax ( there isn't a "Risen Tools" tab on the top by default of course - how can I turn it on? )You can install the Risen scripts for GMax using XMSH Builder (Tools > Set up maxscripts).


After I create mesh ( for example box ) with Gmax and then I export it to .xmsh - what do I have to do next to give my mesh a collision borders ( collision mesh ) ? I can see that XCOMpose imports only .obj extension files, so please tell me what to do, because I don't knowYou can download a .obj export script for GMax here (http://forum.worldofplayers.de/forum/threads/971037-tool-xcomPose?p=18723387&viewfull=1#post18723387). However you need collision meshes only for level meshes or large solid objects (like Barrels). Items have no collision meshes, however they do have collision shapes. I am not sure whether these collision shapes have an effect. They can be edited though.

CzarnyAfgan
05.09.2013, 18:09
Baltram - thanks, I just want Risen to display mine new created meshes, so I don't know if Risen Editor requires collision meshes in order to display shapes ( new meshes )- JFaron told me that.

CzarnyAfgan
05.09.2013, 18:46
I have created new item using some original Risen .xshm model ( gmax ) , then I exported it to .xshm format and updated the compiled_meshes.bin - but still Reditor doesn't display new model ( mesh ), when I try to replace the old one using "eCMesh_PC" line in Property Sets, what am I doing wrong? :dnuhr:

And what is the mountlist_packed.ini for?

JFaron
05.09.2013, 20:42
in order to display shapes ( new meshes )- JFaron told me that.
That's not what I meant but trusting Baltram is the best you can do, since I am saying whatever (bullshit) comes in my mind :p


I have created new item using some original Risen .xshm model ( gmax ) , then I exported it to .xshm format and updated the compiled_meshes.bin - but still Reditor doesn't display new model ( mesh ), when I try to replace the old one using "eCMesh_PC" line in Property Sets, what am I doing wrong? :dnuhr:
It's xmsh, by the way. Try to apply your mesh to an object of your choice by using the edit-function in the testmode. If the mesh doesn't change, it isn't recognized by the game. If it does, the mistake is somewhere else ;)


And what is the mountlist_packed.ini for?
With a correctly modified mountlist you don't need your RMDS-solution nor archives or the appdata-stuff to have your files loaded by the game. Just use the forum search, you'll probably find what you need to know.


Do I have to save when I'm finished or does it save automatically?
Should I use Save Lrents or Save Tabs?
I'm always using the Save-button, Save Lrents and rightlick on a entry in the scenes-view and hit save. That works just fine :p

Baltram
05.09.2013, 22:36
I have created new item using some original Risen .xshm model ( gmax ) , then I exported it to .xshm format and updated the compiled_meshes.bin - but still Reditor doesn't display new model ( mesh ), when I try to replace the old one using "eCMesh_PC" line in Property Sets, what am I doing wrong?1. Make sure the file type of your mesh is ._xmsh
2. Put the mesh file in Risen\data\common\meshes
3. Restart Risen Editor
4. Set the property eCMesh_PS.MeshFileName of an appropriate entity to the file name of your mesh. Again, make sure the ending is ._xmsh

If you are creating a new mesh (new mesh name, not used in original Risen) or if you just want to see your mesh in Risen Editor, you don't have to worry about compiled_meshes.bin.

CzarnyAfgan
06.09.2013, 07:02
Thanks! Now it works and displays the original Risen meshes ( modified in gmax ) , I only need to check if editor displays the completely newly created objects.

Edit: when I try to convert element saved by gmax ( Risen Tools -> prepare and save scene ) with XSMH Builder - I recieve following error "Error GETSTRING: Tried to acces inexistant element"

?

Baltram
06.09.2013, 09:20
Thanks! Now it works and displays the original Risen meshes ( modified in gmax ) , I only need to check if editor displays the completely newly created objects.

Edit: when I try to convert element saved by gmax ( Risen Tools -> prepare and save scene ) with XSMH Builder - I recieve following error "Error GETSTRING: Tried to acces inexistant element"

?Try Risen Tools > Renew meshes. If you still get the error please upload the .gmax file.

CzarnyAfgan
06.09.2013, 12:48
Risen Tools -> renew meshes command helped ;) .Thanks a lot! §wink

Proof:

http://upload.worldofplayers.de/files9/nazgul_helmet.png

Btw. I need to fix the model a bit, but after I will need someone who could prepare new texture for the helmet, who is willing to help? :)

JFaron
06.09.2013, 14:40
Do you have the file, you're editing still open in a different program? Is Risen running? (Have you tried every way to save, maybe in different orders?)

CzarnyAfgan
06.09.2013, 19:21
Arythya- Reinstall Risen and try again, you may have crashed game's database by wrong editing at the beginning.

Or...
Wait several days I will make some tutorial for you.

Good luck

***
About the mesh change:

Edit: I can clearly see new mesh in editor, but when I run mod ( Risen MDS ) and I go to place where I inserted new object ( mesh replacing ), I can see it's description, but I cannot see the mesh or texture, why? ( I changed the Item_Fur_Boar mesh with some custom Box mesh and only name "Item_Fur_Boar" appears, the mesh is invisible... )

CzarnyAfgan
09.09.2013, 13:02
Helo?

JFaron
09.09.2013, 14:33
Sorry, I didn't see your edit.

Have you updated the compiled_mesh.bin? I also recommend using the mountlist_packed.ini instead of RMDS, maybe you give it a try?

CzarnyAfgan
10.09.2013, 07:12
Ok, there is some progress :-)

http://upload.worldofplayers.de/files9/kADmcBMzlBeegxFcustom_meshes_in_game_reditor.png

I managed to insert custom test mesh ( replacement method ) in game world ( started with Risen MDS, I did not use compiled_meshes.bin ) , but now I need to give some collision mesh to my test mesh - so question where are the game collision mesh files stored? ( xcom ).

Baltram
10.09.2013, 08:14
( started with Risen MDS, I did not use compiled_meshes.bin )Well if you replace a mesh, then you NEED to update compiled_meshes.bin no matter if you use Risen MDS or not.


but now I need to give some collision mesh to my test mesh - so question where are the game collision mesh files stored? ( xcom ).data\common\physics

But it looks to me like your test mesh is an item. So you don't need any collision mesh. ;)

CzarnyAfgan
11.09.2013, 12:16
No, it looks like the collision mesh is needed - when I step or jump on the model ( mesh ) I can go through it...

Baltram
11.09.2013, 13:56
No, it looks like the collision mesh is needed - when I step or jump on the model ( mesh ) I can go through it...Of course you can go through it, just like you can go through every item in Risen (even large ones). I say it a third time: Items have no collision meshes in Risen. Collision meshes are for large complex objects and for level meshes. Have a look at Risen\data\common\physics if you want to verify.

Still (as already said) Items do have collision shapes, e.g. boxes, but they are disabled and of no function as far as I know.

If you want to see collision meshes and collision boxes/capsules/spheres/etc. ingame you can press Ctrl+Q in Minsky mode provided that you set up the debug keys. Collision meshes are displayed in red.
And if you want to add a collision mesh to your item no matter what Piranha Bytes did let me now - I think I can help you with that.

JFaron
16.09.2013, 15:51
Still looks like an error during saving... Are you sure Risen is accepting your changes?

JFaron
16.09.2013, 16:37
I don't know. How can I find out?

Ok. Let's make it clear: Risen does not recognize your changes, but, according to your post, your Lrents are saved. In that case I recommend to place the Lrents you changed at %localappdata%\Risen\Data and have a look ingame..

Baltram
16.09.2013, 17:32
What Lrents? Where can I find them?All of the Lrents you modified (welche das sind kannst du z.B. am Änderungsdatum sehen). They should reside in D:\Deep Silver\Risen\Data\common\projects (and subfolders).

Simly copy them to C:\Users\<>\AppData\Local\Risen or in any subfolder there. The folder structure really does not matter, you can create your own folders in %localappdata%\Risen.


Smart Heap Library
Out of Memory. Please free some memory then chose retry.Looks like some of the .lrent files are corrupt (probabely a bug of the editor). Try starting the game with only one of the modified monster lrents in %localappdata%\Risen (maybe some of the .lrents are okay while others are not).

Or did you copy the whole common folder to %localappdata%\Risen? This would explain the error too.

CzarnyAfgan
19.09.2013, 07:12
I have got very weird problem - maybe this is an editor internal bug? When I edit an entity ( example: Inquisition Guard ) using
"Property Sets" -> "gCInventory_PS" -> Body ( list of avaiable bodies/armors) / Head ( list of avaiable heads ) - the elements I change from the list dissapear later when mod is run in game - so those NPC who had their armours or heads edited now have them transparent :dnuhr:

Screenshot:

http://upload.worldofplayers.de/files9/weird.jpg

JFaron
19.09.2013, 12:15
Why don't you check it ingame to localize the problem?

CzarnyAfgan
19.09.2013, 13:10
JFaron I don't get it - how?

JFaron
19.09.2013, 13:38
Here. (http://forum.worldofplayers.de/forum/threads/1287691-Changing-Monster-Stats?p=21632313&viewfull=1#post21632313)

Baltram
19.09.2013, 14:23
You can change armor/head/helmet of the focus NPC using Script_Extensions (http://svn.nicode.net/risensdk/branches/baltram/bin/scripts/) (featured by Kuchenschlachter). There are six new debug keys (http://www.worldofrisen.de/english/article_273.htm#footer) available:

OnDebugNewCycleBodyNext
OnDebugNewCycleBodyPrev
OnDebugNewCycleHeadNext
OnDebugNewCycleHeadPrev
OnDebugNewCycleHelmetNext
OnDebugNewCycleHelmetPrev


Simply add them to your ConfigUser.xml (located in %localappdata%\Risen) under the section options/Game/Controls/DebugKeys. You can assign any key combination to the new debug keys but make sure the key combinations are not already assigned to other debug keys.

World SaveLayer <layer name without .lrent extension> is for saving the .lrent when you are done with your changes.

CzarnyAfgan
19.09.2013, 15:17
I need some editor to edit/save xml. files don't I ?

World SaveLayer <layer name without .lrent extension> is for saving the .lrent when you are done with your changes.[/QUOTE]

Baltram I don't get it - is it a explanation for the other topic?

http://forum.worldofplayers.de/forum/threads/1291719-How-can-I-create-lrent-file-from-the-beginning

Baltram
19.09.2013, 15:42
I need some editor to edit/save xml. files don't I ?You can use the standard text editor (notepad).



World SaveLayer <layer name without .lrent extension> is for saving the .lrent when you are done with your changes.

Baltram I don't get it - is it a explanation for the other topic? No it has nothing to do with the other topic.
This command is for saving the .lrent file after you changed body/head/helmet ingame (using the new debug keys).

CzarnyAfgan
20.09.2013, 14:40
Baltram wrote:

"World SaveLayer <layer name without .lrent extension> is for saving the .lrent when you are done with your changes.

No it has nothing to do with the other topic.
This command is for saving the .lrent file after you changed body/head/helmet ingame (using the new debug keys). "

Now I get it :)

Baltram - so the in-game editor you are working on is based on the same principle of operation doesn't it? :)

https://www.youtube.com/watch?v=Yi0bMyKBrgc

Baltram
20.09.2013, 15:11
Baltram - so the in-game editor you are working on is based on the same principle of operation doesn't it? :)Almost everything in Script_Extensions.dll is part of the "in-game editor".

CzarnyAfgan
22.09.2013, 17:46
Do you know/have any friend programmer that could work on the latest release of Reditor to make it work?

Baltram
22.09.2013, 18:17
Do you know/have any friend programmer that could work on the latest release of Reditor to make it work?Nope.

CzarnyAfgan
26.09.2013, 06:20
Did anyone of you using Risen editor ever notice a problem with missing entities? It looks this way: the entity ( item/monster/NPC whatever... ) is added with Reditor and you can clearly see, that entity has been succesfully added, because when you close Reditor and load it again the new entity is still there, but when you start new game this entity is missing and doesn't show up in game. :dnuhr:

It's really anoying - if you add twenty new objects, even 5-6 of them are usually missing.

Baltram
26.09.2013, 13:07
Did anyone of you using Risen editor ever notice a problem with missing entities? It looks this way: the entity ( item/monster/NPC whatever... ) is added with Reditor and you can clearly see, that entity has been succesfully added, because when you close Reditor and load it again the new entity is still there, but when you start new game this entity is missing and doesn't show up in game. :dnuhr:

It's really anoying - if you add twenty new objects, even 5-6 of them are usually missing.Can you upload such a .lrent
file? (As small as possible.)

CzarnyAfgan
26.09.2013, 17:49
Off course, here you go:
http://upload.worldofplayers.de/files9/Strike_mod.rar

The .lrent files, that miss the most of their content are Strike_01.lrent and Dyn.lrent

JFaron
26.09.2013, 18:03
I'm not quite sure but I think every NPC-entity has to have a unique name. Have a look ingame, you won't find two (nameless) NPCs with the same name. I seriously don't know, if that's the problem, but you may give it a try. And still, if that doesn't fix your problem, it gives you a better overview :p (If the problem occurs with every entity, and not only NPCs, forget what I said.)

CzarnyAfgan
26.09.2013, 18:22
This happens with every type of entity.

Baltram
26.09.2013, 18:26
This happens with every type of entity.Could you give me the GUID of one of the entities in Dyn.lrent that is missing in-game?

CzarnyAfgan
26.09.2013, 18:52
5b89cd07-aaa2-4c18-a89e-feb0982a40ee

That's one of entities missing from Dyn.lrent ( It_Helmet_Leather)

and

c7b3b56e-e1c5-44ab-ae08-5213d7006e5f

That's one of four missing town guards from Strike_01.lrent ( Townguard_01 )

CzarnyAfgan
26.09.2013, 22:53
Baltram - Have you found out anything?

Baltram
27.09.2013, 00:24
5b89cd07-aaa2-4c18-a89e-feb0982a40ee

That's one of entities missing from Dyn.lrent ( It_Helmet_Leather)This entity is there but invisible. If I load the .lrent in a different project/world it can be seen:

http://upload.worldofplayers.de/files9/leatherhelmetstrike.jpg

I suspect it is invisible in the original world because the template GUID is missing! Open the property editor for the entity via DynEntity Edit {5B89CD07-AAA2-4C18-A89E-FEB0982A40EE} and look for the property 'Template', it comes after 'Locked' and 'InsertType'. The value is "(none)" which is not right.


c7b3b56e-e1c5-44ab-ae08-5213d7006e5fAre you sure about this GUID? There is definitely no entity with this GUID in Strike_01.lrent. (I opened the file with a hex editor and searched for that GUID - nothing was found.)

At the moment I cannot start Risen Editor (it crashes because of duplicate files that I can't remove) so I can't check if there is an entity with that GUID in Galraths tool. But I doubt there is.

CzarnyAfgan
27.09.2013, 06:54
c7b3b56e-e1c5-44ab-ae08-5213d7006e5f

I will check this out once again, but I am 99% sure that's correct GUID

Baltram wrote:

"At the moment I cannot start Risen Editor (it crashes because of duplicate files that I can't remove) so I can't check if there is an entity with that GUID in Galraths tool. But I doubt there is."

Try unpacking projects.PAK once again ( you need to remove data/common/projects folder first ) - that always works for me when I mess something with the editor and it doesn't want to start up. If it doesn't work - try to copy new folder with editor http://upload.worldofplayers.de/files9/Yfq8JXi8RwNG1NhdnbC9eBWG6h1UjUyyuRisen_Editor.rar to it's current folder ( remember to remove the old one first ) - that should work

§wink

EDIT:

I have tried your method and the Leather Helmet indeed exists - when I type "DynEntity Show {Guid}" console gives a reply: bla bla bla - the bla bla object is 2,5metres from player. When I push the ctrl + alt + space combination I can select it, but there is no mesh or texture. So I typed in the DynEntity Edit {Guid} and there is clearly "no template". I want to insert the template name somehow "It_Helmet_Leather" ( I guess ) but I cannot do that through console...


"c7b3b56e-e1c5-44ab-ae08-5213d7006e5f" - yes I am now 100% sure about this GUID, there is clearly an object existing in the editor with such GUID ( Townguard_01 )

Baltram
27.09.2013, 15:45
Try unpacking projects.PAK once again [...]Thanks but as I said I know what is causing the problem. It's duplicate files and I have lots of them in folders that are not used by Risen (but unfortunately they are used by REditor no matter what). I can solve this by moving all of the duplicates to another location start REditor and after I'm finished moving them all back. But this procedure is a pain in the arse...


So I typed in the DynEntity Edit {Guid} and there is clearly "no template". I want to insert the template name somehow "It_Helmet_Leather" ( I guess ) but I cannot do that through console...Yes, I think you have to recreate that helmet.


"c7b3b56e-e1c5-44ab-ae08-5213d7006e5f" - yes I am now 100% sure about this GUID, there is clearly an object existing in the editor with such GUID ( Townguard_01 )In the Strike_01.lrent that you uploaded I cannot find any entity with this GUID:

http://upload.worldofplayers.de/files9/c7b3b56e_e1c5_44ab_ae08_5213d7006e5f.jpg

Could it be that you have one Strike_01.lrent in Risen\data\common (REitor will load that file) and one Strike_01.lrent in %localappdata%\Risen (Risen will load that file)?

CzarnyAfgan
27.09.2013, 16:17
Baltram wrote:
"Could it be that you have one Strike_01.lrent in Risen\data\common (REitor will load that file) and one Strike_01.lrent in %localappdata%\Risen (Risen will load that file)?"

Yes, that's exactly how it is.

Baltram
27.09.2013, 16:28
Okay that explains the "missing" entities. :)

CzarnyAfgan
27.09.2013, 16:59
Baltram wrote:
"Okay that explains the "missing" entities."

No, because I have encountered this problem before, when I have never put a copy of mod .lrent files into Risen Appdata folder.

But I think I have just found cause of the problem and sollution to it, I am 99% sure but I still have to test it out ;)

EDIT:

Looks like the problem is directly related to the way, that .lrents are saved, and how new .lrents are copied, may be a Reditor internal bug also...

When I right click and then "mark as editable" on the .lrent ( in Reditor ) as Galrath suggested - then everything goes to hell, changes save randomly and everything is fuc*ed up... [ looks like it's better to not select that option at all ]. It's not true, that a .lrent file ( still talking about work in Reditor ) that is not selected as editable won't expand after new entity is copied! It's enough to select ( click ) it twice and when it's highlit user is able to add new entities to it, just as it would be with .lrent marked as editable.

Moreover - when I was trying to delete existing entities from some .lrent ( with "mark as editable" selected ) it had no effect, the entities did not wan't to delete - funny? Not at all... Annoying? As fuc*ing hell... ( the entities were removed from Reditor, but they were still in game ).

What is even more weird - when I selected a .lrent ( Reditor ) and did not check the "mark as editable" - deleting the entities worked like charm, no more entities in game too.

Something interesting: some new entities ( added with Reditor ) happen to dissapear, even if they previously were visible in game... not an idea why...

I Have to do more testing to find out a efficient way of the Risen editor. :dnuhr:

Greetings to all §wink

CzarnyAfgan
28.09.2013, 11:54
( here I am just letting know, that I updated post )

Teron Gorefiend
18.11.2013, 22:21
hi, can anybody help me? Nothing is working

I tried some older editor first (risen viewer) but a message appears (windows = windoof = has spoted an error and must shut down).

Therefore Itried this new editor but it doesnt work. It says that the programm cannot find risen or that the proramm is in the wrong folder but I put it into my risen folder.

Any ideas?

CzarnyAfgan
18.11.2013, 22:45
Try to replace projects.p00 file in "Risen/data/common" and then run the editor again , should work ( also remember to remove any duplicate .lrent files from your risen directory )

http://speedy.sh/brBkM/projects.p00

This version of editor should work fine:

upload.worldofplayers.de/files9/tA98Wm2x5Risen_Editor.rar

Teron Gorefiend
18.11.2013, 23:26
nope doesnt work

couldnt find risen directory. Terminating


then

A critical error has occured, an error message can be found in the log

19.11.2013 00:24:26 Application was startet succesfully. Log was initialized.
19.11.2013 00:24:26 Device initialization started.
19.11.2013 00:24:26 Device and API_Device successfully created.
19.11.2013 00:24:26 Core initialization finished.
19.11.2013 00:24:26 Feature Level : Level_10_1
19.11.2013 00:24:26 Core initialization finished.
19.11.2013 00:24:26 Couldn't find risen directory. Terminating
19.11.2013 00:25:03 Eine Ausnahme vom Typ "System.Exception" wurde ausgelöst. Stack trace : bei RisenEditor.Code.FileManager.InitFileManager(D3DApplication a_App, String a_Basepath)
bei RisenEditor.App.Initialize()
bei GameLibrary.D3DApplication.CreateDevice()
bei RisenEditor.Program.Main()


Edit: I still have another problem with the teleport runes. I want that they cost 10 mana.
Therefore I just go to one teleport rune, to gCCastinfo PS, Mana cost=10. But it doesnt work. if the hero has >=10 mana he can cast the spell and no mana is gone, but under 10 maan he wont cast the spell. I know this doenst belong in this thread but I do not want to open a new thread just for that question, may by some know a solution.

JFaron
19.11.2013, 09:43
couldnt find risen directory. Terminating
Afaik Risen Editor gets its path from the registry. But still there is the ...\Risen Editor\Resources\Settings.ini-file, in which you could manually enter your main path. Maybe that works :dnuhr:


I do not want to open a new thread just for that question, may by some know a solution.
May be better. DTC/ Neuland was btw not created using Risen Editor. If you tell us what it is you want to do we could show you other ways, that are more stable.

Baltram
19.11.2013, 11:13
Edit: I still have another problem with the teleport runes. I want that they cost 10 mana.
Therefore I just go to one teleport rune, to gCCastinfo PS, Mana cost=10. But it doesnt work. if the hero has >=10 mana he can cast the spell and no mana is gone, but under 10 maan he wont cast the spell.You could add a -10 MP element to eCIem_PS.ModifySkills using TPLEdit.

Teron Gorefiend
19.11.2013, 22:00
You could add a -10 MP element to eCIem_PS.ModifySkills using TPLEdit.

no that doenst work. Strange, scrolls like levitate cost no mana either but increasing the manacost just worked fine. Why are teleport runes so different. Even this modify skills -10 mana doenst work.


Ok back to topic. The editor works.

I was in trouble a few mins before because this message appeared. Started a new game. The loading bar didnt move. strg, alt, entf

http://s1.directupload.net/images/131119/temp/33vvk9hk.png (http://s1.directupload.net/file/d/3446/33vvk9hk_png.htm)

Then I tried different things. However the game only crashes with changed worlds. Without the world folder in the game it just runs fine. I have no idea where the error source could be. Because I made only a few changes.
-npc less armour and more dmg
-filled chest with new stuff und changed the combination
nothing else

JFaron
19.11.2013, 22:16
As the exception states one of your entities within a lrent is damaged. Galraths Editor probably messed something up during the saving-procedure. Therefore I recommend to use Baltram's Script_Extensions (Download (http://svn.nicode.net/risensdk/branches/baltram/bin/scripts/Script_Extensions.dll); Help (http://svn.nicode.net/risensdk/branches/baltram/bin/scripts/Script_Extensions_de.pdf)) instead of this editor. (But this doesn't belong in this thread...)

CzarnyAfgan
20.11.2013, 08:14
Ok back to topic. The editor works.

I was in trouble a few mins before because this message appeared. Started a new game. The loading bar didnt move. strg, alt, entf

Then I tried different things. However the game only crashes with changed worlds. Without the world folder in the game it just runs fine. I have no idea where the error source could be. Because I made only a few changes.
-npc less armour and more dmg
-filled chest with new stuff und changed the combination
nothing else

Such problems happened to me only, when I applied changes to lrents custom created by user ( created by script-extensions editor ) for exaple - everything works fine, when I edit monastery_outdoor_events, but loading stops when I do the same changes with some custom file - example tomb_dyn. Did you apply changes using Galrath's editor to custom created lrent files or to vanilla ones? That happens because both editors are not compatible, with each other. Off course there is a way of walk-around described by Baltram ( "DynEntity MergeLayers" command in script-extensions )

Teron Gorefiend
20.11.2013, 11:21
mhm I will try again, save after every lrent and run the game after. good thing I dont have uni this day.

I could change something. outland not dungeon areas. But sometimes it crashes and something not. However thats enough for me, npc´s are stronger and there are at least some more very hard chests with nice rewards.

Aztec2012
14.12.2020, 14:40
And eny news? Genom Editor for Gothic 3 is in active depelopment but not this?:dnuhr:

Chuzhack
10.05.2024, 05:20
The Risen Editor program does not work, it selects the tool and the printer also logs:


15.06.2023 22:13:42 Application was startet succesfully. Log was initialized.15.06.2023 22:13:42 Device initialization started.
15.06.2023 22:13:42 Device and API_Device successfully created.
15.06.2023 22:13:42 Core initialization finished.
15.06.2023 22:13:42 Feature Level : Level_11_0
15.06.2023 22:13:42 Core initialization finished.
15.06.2023 22:13:42 Выдано исключение типа "System.Exception". Stack trace : в RisenEditor.Code.Loader.RisenPak..ctor(EFile F, Dictionary`2 files, Boolean DoOverwrite)
в RisenEditor.Code.FileManager.InitFileManager(D3DApplication a_App, String a_Basepath)
в RisenEditor.App.Initialize()
в GameLibrary.D3DApplication.CreateDevice()
в RisenEditor.Program.Main()

tombom81
19.05.2024, 22:52
The Risen Editor program does not work, I can't confirm this. For me it worked (March 2021), loading of Levelmeshes (but maybe on Windows 7, don't remember):

https://forum.worldofplayers.de/forum/threads/1574788-Yo-Risen-1-Modding-Mesh-Template?p=26717261&viewfull=1#post26717261

edit: on another note, there is a problem when you have files doublettes. You'll need to erase them.
Their name(s) can be found in the log.txt file. Example:

12.08.2024 22:04:02 Core initialization finished.
12.08.2024 22:04:04 Two identical physical files found! COMPILED_INFOS.BIN



(https://forum.worldofplayers.de/forum/threads/1574788-Yo-Risen-1-Modding-Mesh-Template?p=26717261&viewfull=1#post26717261)