Home Risen Risen2 Risen3 Forum English Russian

Register FAQ Calendar Today's Posts
Page 1 of 5 12345 Last »
Results 1 to 20 of 88
  1. #1 Reply With Quote
    Schwertmeister CzarnyAfgan's Avatar
    Join Date
    Jun 2010
    Location
    Warsaw, Poland
    Posts
    820
    [Bild: 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/file...sen_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/file...sen_Editor.rar

    Important! :

    Editor source code:

    https://github.com/galrath434/RisenEditor

    http://upload.worldofplayers.de/file...tor_master.zip

    Some short, basic tutorial of Reditor made by Hugo:

    http://www.youtube.com/watch?v=TTbpI...ature=youtu.be ( corrected sound level )

    http://www.youtube.com/watch?v=_BM3v...ature=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. and I have to wait untill it's repaired.

    ***

    Feel free to comment
    CzarnyAfgan is offline Last edited by CzarnyAfgan; 01.09.2013 at 15:23.

  2. #2 Reply With Quote
    Bücherwolf  HerrFenrisWolf's Avatar
    Join Date
    Jan 2009
    Location
    Wolperting
    Posts
    8,025
    Wtf that sounds like a very mighty tool!
    HerrFenrisWolf is online now

  3. #3 Reply With Quote
    Legende JFaron's Avatar
    Join Date
    Sep 2010
    Posts
    7,179
    In fact it's here since 2010, 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 )
    JFaron is offline

  4. #4 Reply With Quote
    Ehrengarde Phael's Avatar
    Join Date
    Aug 2007
    Location
    Wien
    Posts
    2,544
    Well, sounds like you can definitely really do a lot now in Risen 1.

    Animations are still a problem though, right?
    Phael is offline

  5. #5 Reply With Quote
    Bücherwolf  HerrFenrisWolf's Avatar
    Join Date
    Jan 2009
    Location
    Wolperting
    Posts
    8,025
    Quote Originally Posted by JFaron View Post
    In fact it's here since 2010, 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 )
    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 ?).
    HerrFenrisWolf is online now

  6. #6 Reply With Quote
    Legende JFaron's Avatar
    Join Date
    Sep 2010
    Posts
    7,179
    Quote Originally Posted by Phael View Post
    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.

    Quote Originally Posted by HerrFenrisWolf View Post
    Only missing scripts for traps and buttons, armor mesh editing ( wheres Baltram when you need him ?).
    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] [2].

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

  7. #7 Reply With Quote
    Bücherwolf  HerrFenrisWolf's Avatar
    Join Date
    Jan 2009
    Location
    Wolperting
    Posts
    8,025
    Quote Originally Posted by JFaron View Post
    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] [2].

    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.
    HerrFenrisWolf is online now

  8. #8 Reply With Quote
    Legende JFaron's Avatar
    Join Date
    Sep 2010
    Posts
    7,179
    I know what you are talking about, but I think nobody did actually focus on triggers (yet ).
    JFaron is offline

  9. #9 Reply With Quote
    Schwertmeister CzarnyAfgan's Avatar
    Join Date
    Jun 2010
    Location
    Warsaw, Poland
    Posts
    820
    Do you know if map size in Risen is in some kind limited, or can it be ( theoretically ) fully expanded?

    And maybe you think so Nico that could try to fix the newest version, that isn't working? http://upload.worldofplayers.de/file...sen_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.
    CzarnyAfgan is offline Last edited by CzarnyAfgan; 29.08.2013 at 21:54.

  10. #10 Reply With Quote
    Kämpfer Malkav's Avatar
    Join Date
    Oct 2006
    Location
    Hamburg
    Posts
    308
    Quote Originally Posted by CzarnyAfgan View Post
    Do you know if map size in Risen is in some kind limited, or can it be ( theoretically ) fully expanded?
    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
    3.1415926535
    Blog
    Malkav is offline

  11. #11 Reply With Quote
    Legende JFaron's Avatar
    Join Date
    Sep 2010
    Posts
    7,179
    Quote Originally Posted by CzarnyAfgan View Post
    And maybe you think so Nico that could try to fix the newest version, that isn't working? http://upload.worldofplayers.de/file...sen_Editor.rar
    You could post the log file, then guesses could be done
    JFaron is offline

  12. #12 Reply With Quote
    Schwertmeister CzarnyAfgan's Avatar
    Join Date
    Jun 2010
    Location
    Warsaw, Poland
    Posts
    820
    Malkav - wonderful!

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

  13. #13 Reply With Quote
    Legende JFaron's Avatar
    Join Date
    Sep 2010
    Posts
    7,179
    Without an error-message? Ok, that's a problem, I guess
    JFaron is offline

  14. #14 Reply With Quote
    Schwertmeister CzarnyAfgan's Avatar
    Join Date
    Jun 2010
    Location
    Warsaw, Poland
    Posts
    820
    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 is offline

  15. #15 Reply With Quote
    Schwertmeister CzarnyAfgan's Avatar
    Join Date
    Jun 2010
    Location
    Warsaw, Poland
    Posts
    820
    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?
    CzarnyAfgan is offline Last edited by CzarnyAfgan; 03.09.2013 at 17:54.

  16. #16 Reply With Quote
    Legende JFaron's Avatar
    Join Date
    Sep 2010
    Posts
    7,179
    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.
    JFaron is offline

  17. #17 Reply With Quote
    Schwertmeister CzarnyAfgan's Avatar
    Join Date
    Jun 2010
    Location
    Warsaw, Poland
    Posts
    820
    Ahhh...okay, I got it
    CzarnyAfgan is offline

  18. #18 Reply With Quote
    Legende JFaron's Avatar
    Join Date
    Sep 2010
    Posts
    7,179
    I think this problem should be discussed in this thread, if it's okay for you?
    Quote Originally Posted by CzarnyAfgan View Post
    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 (for the xmsh) and xcomPose (for the collision mesh => xcom).
    JFaron is offline

  19. #19 Reply With Quote
    Schwertmeister CzarnyAfgan's Avatar
    Join Date
    Jun 2010
    Location
    Warsaw, Poland
    Posts
    820
    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!
    CzarnyAfgan is offline Last edited by CzarnyAfgan; 04.09.2013 at 19:55.

  20. #20 Reply With Quote
    Legende JFaron's Avatar
    Join Date
    Sep 2010
    Posts
    7,179
    Quote Originally Posted by CzarnyAfgan View Post
    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.
    JFaron is offline

Page 1 of 5 12345 Last »

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •