ChocolateBox [message #41627] |
Mon, 26 May 2008 07:21 |
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BayStone
Messages: 144 Registered: October 2005 Location: HMQ
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09, July 2008 |
Another one!
* Shift+W/S Move in Z-Axis
* names.bin viewer
* Object Builder
* Object edit:
- array reorganization and sort by element
- Some of the details now hidden
* Mod packages (WIP)
* Region Editor
- CTCShop
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18, June 2008 |
Update time!
* Graphics.BIG
- Blender Wavefront import (only single meshes at this point)
* Textures.BIG
- Add Texture
* Backup, rollback for file list context menu
* Region Editor
- Map Change
- Unfreeze All
* Various small bug fixes
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08, June 2008 |
Update!
* Saving Names.bin
* Teleporting in the same region
* Fixed trackball
* Fixed keyboard camera
* First person mode
* BIN/BIG view changes
* Delete entry for BIN/BIG
* Ground visible in walk mode
* Button configurations (WIP)
First person mode... Toggle on/off with space, move and look with AWSD and the arrow keys.
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02, June 2008 |
Update!
* Bug fixes
* ID numbers
* Teleporter
* Walk area edit
* Find by UID
Conserning teleporters... the system is currently "optimized" for the "guild pedestal" height. If you try to create a two-way teleporter with other objects, you'll end up inside the object. To go around this problem create the two-way teleporter manually or edit the teleporter marker's z value.
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26, May 2008 | This application has been in development for quite a while now and I finally decided that maybe it's the time to release this for the public.
Basically, I took FableExplorer and AlbionExplorer and fused them together and added a 3D region editor. I also tried to improve the user interface whenever possible.
At this point, CBox does not implement every single feature of FableExplorer. It concentrates on the more basic BIN/BIG and 3D world editing functionality.
Features
* Find objects from BIN/BIG with regular expressions
* Improved BIN/BIG object creation process
* Improved object selection process
* 3D editor with capabilities such as:
object copy, collision control, multiple selections, move, rotation, tng property control, etc.
* Tip of the Day. Users can create their own tips.
* Cutscene text editor
* Camera control for 3D model view
* Import/export for physics models
Requirements
* Knowledge of FE and 3D modelling packages, such as Blender
* .NET 2.0
* DirectX 9.0c; for those of you who still get 0x8007007E errors, get the latest DirectX Runtimes (Web Installer)
* Microsoft Visual C++ SP1 Update
* A machine that wasn't built last decade
Disclaimer
Use it at your own risk. There are no warranties.
There are bugs in the application. I'm not going to pretend they aren't there, 'cause they are. If the application crashes while you are using it do not come here shouting "It cr4shes!1!". That's completely pointless. I have no time for that crap.
If you want me to deal with these bugs, you need to find out what causes the crash or bug. You can do this by trying to replicate what happened before the error. Post on the forums about your problem only after you have found out what is the sequence of events that cause the problem.
Basic instructions for region editor
Middle mouse button (MMB) and mouse move -> move the camera
Ctrl+MMB and mouse move -> move the camera focus point
Shift+MMB and mouse move -> pan, XY plane
MMB Scroll to zoom
To move an object, you first select it which will reveal the axis handles. With the left mouse button you can move the object and with the right mouse button you can rotate it.
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** Moderator edit log **
07/01/2009 - Added x64-compatible exe download.
09/04/2009 - Links to newer unofficial versions.
22/08/2009 - Unofficial list updated.
02/02/2009
25/03/2009
10/07/2009
16/10/2009
Remove log if desired.
Busy!
[Updated on: Fri, 16 October 2009 06:56] by Moderator Report message to a moderator
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Re: ChocolateBox [message #41631 is a reply to message #41627] |
Mon, 26 May 2008 09:06 |
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my next suggestion is to include a teleport calculator. It would open a new 3d window of the map that you want to teleport to and you could place the marker, while the first 3d window would have the teleporter object.
killer job by the way
"All of the work, and none of the play, will surely provide for a speedy decay"
[Updated on: Mon, 26 May 2008 09:15] Report message to a moderator
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Re: ChocolateBox [message #41669 is a reply to message #41627] |
Tue, 27 May 2008 02:03 |
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BayStone
Messages: 144 Registered: October 2005 Location: HMQ
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I can't do anything with those "it doesn't work" messages.
It's like telling me there's a 1000 haystacks in that direction, go find the needle that I want. That's not going to happen.
Explain what you did, and what happened. Exactly.
Busy!
[Updated on: Tue, 27 May 2008 02:04] Report message to a moderator
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Re: ChocolateBox [message #41680 is a reply to message #41627] |
Tue, 27 May 2008 08:40 |
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BayStone
Messages: 144 Registered: October 2005 Location: HMQ
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Raziel wrote on Tue, 27 May 2008 15:36 | I have exact the same problem.
i open chocolatebox and click on editors and then on region editor.next i click file and load region. now when i double-click for example bowerstoneslums a microsoft message says that in chocolate box has been found a problem and has to be closed.
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That's a bit better.
When you open the region editor window, what do you see? Does the right side of the window have a gray area with some white text on it?
Is your data\Levels folder proper? The application does check for this, but it's not bullet proof.
Does Creature Hub or Lookout Point work?
Can you see the models from graphics.big properly? How about physics models?
At this point, I'm guessing this might be related to some graphics card issue.
Busy!
[Updated on: Tue, 27 May 2008 08:42] Report message to a moderator
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Re: ChocolateBox [message #41685 is a reply to message #41683] |
Tue, 27 May 2008 11:04 |
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BayStone
Messages: 144 Registered: October 2005 Location: HMQ
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James Butts wrote on Tue, 27 May 2008 20:50 | One simple to answer question: Are you using freeroam? If not, that is your problem, solved.
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Actually, not necessarely. ChocolateBox is able to extract the WAD file and it will not run at all if it hasn't been extracted. This isn't 100% bulletproof though as it doesn't check for every single file.
Busy!
[Updated on: Tue, 27 May 2008 11:06] Report message to a moderator
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Re: ChocolateBox [message #41937 is a reply to message #41627] |
Mon, 02 June 2008 08:08 |
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BayStone
Messages: 144 Registered: October 2005 Location: HMQ
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Zip updated.
Fixed most of the bugs mentioned in this thread, to varying degree. Can't do much about Satan's report as I don't have a 64bit system to test this on, but I did change a small detail, so who knows it might work now.
Busy!
[Updated on: Mon, 02 June 2008 08:09] Report message to a moderator
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Re: ChocolateBox [message #42033 is a reply to message #42031] |
Wed, 04 June 2008 19:24 |
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bug: game.bin entry names are not saved to files, only to memory (if I close game.bin and open it the names are there, but if I close CBox and re-open it (or FE for that matter) then the names are gone
"All of the work, and none of the play, will surely provide for a speedy decay"
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Re: ChocolateBox [message #42046 is a reply to message #42038] |
Thu, 05 June 2008 12:35 |
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no, the new entries in game.bin save, but later when I look at them, instead of saying OBJECT_WHATEVER it says (OBJECT)
"All of the work, and none of the play, will surely provide for a speedy decay"
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Re: ChocolateBox [message #42075 is a reply to message #41627] |
Fri, 06 June 2008 20:57 |
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another bug: making teleporters to the same region opens a new window, even though it's the same set of maps
edit: 'nuther bug: cannot select freezed objects in the world editor
"All of the work, and none of the play, will surely provide for a speedy decay"
[Updated on: Sat, 07 June 2008 19:28] Report message to a moderator
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Re: ChocolateBox [message #42109 is a reply to message #41627] |
Sun, 08 June 2008 11:24 |
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new bug: now I get this error when I try to bring up the world editor, and if I press ignore it pops up again. After the second time, it will let me use it, but none of the normal camera controls work except zoom, and you can't select things
and also, I needed to go to view>>top for anything to show
first person mode works, but still can't select things
first person camera controls work without being in first person, while regular camera controls don't
"All of the work, and none of the play, will surely provide for a speedy decay"
[Updated on: Sun, 08 June 2008 11:33] Report message to a moderator
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Re: ChocolateBox [message #42114 is a reply to message #42112] |
Sun, 08 June 2008 12:18 |
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alright
edit: works thanks
feature requests: change map and change object type (so if you spawn a fence and you want to make it a different kind of fence)
bugs: control + move object no longer duplicates the object, doesn't even move it
"All of the work, and none of the play, will surely provide for a speedy decay"
[Updated on: Sun, 08 June 2008 12:41] Report message to a moderator
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Re: ChocolateBox [message #42302 is a reply to message #42301] |
Thu, 12 June 2008 07:52 |
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nope, I added a new entry, and then saved it to the data folder instead, and the new entry had no name
"All of the work, and none of the play, will surely provide for a speedy decay"
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Re: ChocolateBox [message #42306 is a reply to message #42302] |
Thu, 12 June 2008 08:49 |
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BayStone
Messages: 144 Registered: October 2005 Location: HMQ
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morerunes wrote on Thu, 12 June 2008 17:52 | nope, I added a new entry, and then saved it to the data folder instead, and the new entry had no name
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Well... I just checked it with game.bin and script.bin and it seems to load the object names just fine. I don't know what's going on. Try different methods of doing it. Use the apply changes button etc.
Did you check the file dates?
Busy!
[Updated on: Thu, 12 June 2008 08:50] Report message to a moderator
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Re: ChocolateBox [message #42307 is a reply to message #42306] |
Thu, 12 June 2008 08:51 |
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files have correct date, everything was saved, including names.bin, except for names to game.bin
I'll try a few different ways in a sec
EDIT - apply changes method doesn't work, if I close CBox afterward (saving the files) then there is no name again
"All of the work, and none of the play, will surely provide for a speedy decay"
[Updated on: Thu, 12 June 2008 08:55] Report message to a moderator
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Re: ChocolateBox [message #42314 is a reply to message #42307] |
Thu, 12 June 2008 11:54 |
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BayStone
Messages: 144 Registered: October 2005 Location: HMQ
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morerunes wrote on Thu, 12 June 2008 18:51 | files have correct date, everything was saved, including names.bin, except for names to game.bin
I'll try a few different ways in a sec
EDIT - apply changes method doesn't work, if I close CBox afterward (saving the files) then there is no name again
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Just to make sure, you are talking about the object name that you use to refer to it... like in the TNGs?
Try saving the bin to a totally different filename. Also, try renaming the names.bin before you save the actual bin. Are you sure, you are using the files that were in the latest zip?
Busy!
[Updated on: Thu, 12 June 2008 11:57] Report message to a moderator
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Re: ChocolateBox [message #42322 is a reply to message #42314] |
Thu, 12 June 2008 12:49 |
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oh, wait, I started using an old version because the control-move object didn't duplicate it
"All of the work, and none of the play, will surely provide for a speedy decay"
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Re: ChocolateBox [message #42623 is a reply to message #41627] |
Sat, 14 June 2008 18:31 |
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Feature Requests: Merging FMPs and "effect viewer" (just show pictures or video files of the effect, you don't need to write an effect player), and also a back-up feature (so you just right click on the file in the file list and say back up, or say roll back)
"All of the work, and none of the play, will surely provide for a speedy decay"
[Updated on: Sat, 14 June 2008 18:32] Report message to a moderator
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Re: ChocolateBox [message #42782 is a reply to message #42779] |
Mon, 16 June 2008 03:14 |
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BayStone
Messages: 144 Registered: October 2005 Location: HMQ
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MacJamus wrote on Mon, 16 June 2008 12:10 | i mean When i go to save the changes to userst it comes up with Cannot create the C:\Program Files\Microsoft Games\Fable - The Lost Chapters\userst.ini file, Make sure the pathway is correct.
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"it" = what? Is the UseLevelWAD in there?
MacJamus wrote on Mon, 16 June 2008 12:10 | and yes i used freeroam and AE before this and i also use Save And Run Fable. FinalAlbion.wad is in the leves folder.
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Well, the FinalAlbion.wad file cannot be there. Rename it. it'll use that instead of the actual level files.
Hmm...
Busy!
[Updated on: Mon, 16 June 2008 03:16] Report message to a moderator
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Re: ChocolateBox [message #42913 is a reply to message #41627] |
Tue, 17 June 2008 11:03 |
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BayStone
Messages: 144 Registered: October 2005 Location: HMQ
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driftking7050 wrote on Tue, 17 June 2008 20:14 | just onboard graphics for my old pc.
btw can you figure anything out from my old error report as to why it wont run. XP Pro Sp2 incase you're wondering.
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It's related to a compability issue. Make sure the .NET, DirectX is up-to-date, etc.
Why did the screenshot look like Vista?
Busy!
[Updated on: Tue, 17 June 2008 11:05] Report message to a moderator
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Re: ChocolateBox [message #42914 is a reply to message #41627] |
Tue, 17 June 2008 11:04 |
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FEATURE REQUESTS:
object clone: you pick an object, and it clones it, making another of every necessary CDef and property for that type of object (so if it's a weapon, then it would set up a clone of that weapon using cloned CWeaponDef, CObjectAugmentationsDef, graphic, texture, text entries, CInventoryItemDef, CStockItemDef, all being exactly like the one you based it off of)
CDef auto-sort
a "new" button at the top of entries that will clone that specific entry
display the id at the top of .bin entries, like in big entries, so I can copy and paste the id
marker placement separate from teleporter object placement in "new teleporter" so it's easier to make stuff like doors into teleporters.
[maybe? not a big deal]syntax highlighting for cutscene scripts
"All of the work, and none of the play, will surely provide for a speedy decay"
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