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SceneNavi - A simple Ocarina of Time level editor


xdaniel
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(was: "Interest check - simple room/scene actor editor"; original post in spoiler...)

 

Current version: SceneNavi v1.0 Beta 9b (use update function in Beta 4 or later)

 

 

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Edited by xdaniel
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Yes, indeed Xdaniel. This lack of scene editing has made that essential part of modding more of a burden than a blessing with the older tools having, then losing, that functionality.

 

Though if I may ask one more thing. Could this also have a group changer? This paired with Sayaka would make it a quintessential, all in one, easy modding tool.

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  On 5/23/2013 at 1:25 PM, haddockd said:

*eyes xDan*

 

Are you doing what I think youre doing? :P

 

Erm... if it's that I'm thinking about starting something new when I should be working on "something else", you're right? I'm thinking about and working on the other thing, too, so don't worry :P

 

Also, thanks for the feedback so far, I guess I'll go ahead with this then. I'll see about posting some non-shopped screenshots over the weekend, and the program itself hopefully soon after.

 

EDIT: Not a mockup, but -very early- WIP:

 

Posted Image

 

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  On 5/23/2013 at 9:03 PM, haddockd said:

Actually I was referring to the ability of the reuse of something like this to other things.

 

Ahh, yeah, this will be reusable for sure.

 

EDIT:

 

Posted Image

 

EDIT 2:

 

Documenting the definitions: http://magicstone.de/dzd/random/xmlactor/

Edited by xdaniel
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First impressions from me: It doesn't LAG. I have so much lag in Sayaka, this is beautiful. I'll have to dig into a bit further to really give better feedback and/or report bugs, but I'm extremely happy about the no-lag situation. Listing the actors and being able to switch around the contents of a chest easily without looking at an actor list, I love it.

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Would it be possible to have it work with individual room files rather than the whole ROM? I find it preferable to work with those.

 

Also, I don't suppose you could implement collision type editing, could you? It'd be quite useful.

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  On 5/26/2013 at 8:26 PM, petrie911 said:

Would it be possible to have it work with individual room files rather than the whole ROM? I find it preferable to work with those.Also, I don't suppose you could implement collision type editing, could you? It'd be quite useful.

 

It'll be a bit of work, but I think I can add support for individual files. Not sure about collision types right away, I'll need to look into them again; been a while since messing with them for SO. Don't think they'll be too difficult to implement, tho.

 

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Yes, if you make it work for individual rooms, that would be better. I like the feel of it being close to UoT.

 

Also, is it possible you can get textures to work? Sometimes I find the details of the textures showing help with where I place things for accuracy.

 

No pressure, and it's not like it's absolutely necessary, just a question.

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I specifically did not want to support textures or anything fancy like that, to keep the program simple for both myself and the users... although by this point it might be more of a question of "when" rather than "if".

 

That said, additional features of any kind, like textures and anything related (combiner emulation, etc.) are not a priority and might come later, when the important features - namely actor editing and its XML definition system - are proven to work 100% correctly.

 

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  On 5/27/2013 at 3:27 AM, xdaniel said:

I specifically did not want to support textures or anything fancy like that, to keep the program simple for both myself and the users... although by this point it might be more of a question of "when" rather than "if".

 

That said, additional features of any kind, like textures and anything related (combiner emulation, etc.) are not a priority and might come later, when the important features - namely actor editing and its XML definition system - are proven to work 100% correctly.

Well exactly, and I was just curious. I will keep this program on my list for later, I will need to know if it doesn't corrupt roms like UoT first though. All in good time.

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Can you like...mesh together the ZLE2 collision/landscape editing and an interface like UoT? I would really like a program that does what Utility can do, but that program doesn't work on my computer. It crashes all the time. I think everyone who starts a mod wants to edit the landscape to be really awesome, but the only two tools I know for it is ZLE2 (which I'm trying to put together a tutorial series on), and UoT (which crashes and thus I can't put a tutorial out on).

 

If anyone knows other tools to edit the landscape, that would be appreciative.

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  • 2 weeks later...

I'm supposedly taking a damn break from hacking, yet what do I do?

 

I hate this game, I hate wanting to program, I hate myself! <.<

 

(Also: landscape and collision model editing is unlikely, better F3DEX2 simulation is more likely, collision type and exit and entrance editing is possible but not decided.)

 

(Oh, and no rapid progress. I'm doing this when I feel like it, instead of forcing myself to code.)

 

 

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Edited by xdaniel
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That data_gridview to more easily find a specific group does seem like a really neat implementation! I have a quick question though, do you draw anywhere for the file names in the ROM or are they set up elsewhere? If so may I suggest that the player be able to swith between raw file names (as they can sometimes be misleading, see Torch32) and the actual in-game representation? I changed the wiki page of Complete Actor Listing to include Representations so there's no hassle of double checking for the modder.

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If the program detects a filename table, it'll use the names from that for various things. There is, however, a system in place to "translate" pairs of start and end addresses in the ROM, which overrides the internal filenames and is currently used for the scene listing, and "dictionaries" for the scene files of OoT NTSC v1.0 and the Debug ROM are included - see ReleaseXMLGameDataNZLEFAddressTranslations.xml in the WIP build from before. That can easily be extended to cover anything else where exact start and end addresses are known, like ex. objects... which I just did.

 

This...

<Entry StartAddress="0x011C1000" EndAddress="0x011CF800" Description="Stalfos"></Entry><Entry StartAddress="0x01206000" EndAddress="0x012099C0" Description="Deku Baba"></Entry>
...becomes this...

 

Posted Image

 

Actors on the other hand... Well, they are already covered by the actor definition system - the thing that generates the simplified user interface around an actor's properties, check out ex. switches and treasure chests in the WIP - but that means that each actor requires a definition file, from which its human-readable name is read. I mean, I could just make 400 copies of the generic number/position/rotation/variable definition, just with a different name in each, but... I'm not sure how I'd feel about this - I think that would defeat the purpose of the system.

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