Nox Forum

Nox => Downloads => Topic started by: superjackfromeurtha on March 27, 2011, 11:05:01 am



Title: Nox Sources
Post by: superjackfromeurtha on March 27, 2011, 11:05:01 am
Eh, the map editor from http://www.noxhub.net/Downloads/NoxTools.zip is down, sadly.
There's still a version of it here. http://zoaedk.noxforum.net/NoxTools.msi
And even NoXWorld.ru has hosted a mirror of it: http://dl.noxworld.ru/NoXEdit/NoxTools.rar
Not to forget: The updates for the editor are at http://www.noxhub.net/updates/noxtools.zip
Also, some tools for map editing are NXTools, generators and crap. I put NXTools as attach.
There's of course also NXModsuite. http://www.noxhub.net/Downloads/NxModSuite.exe
Siberian string table editor. http://files.planetcnc.ru/sg/text/SSTEditor.rar
Dunno if that's a russian version.
Maps: http://www.noxhub.net/shady/Test/Maps/ShowTable.php
An old compilation of good custom maps through the times.. (There are like the double of that now)
http://user.xthost.info/horrendous1/DecentMaps.zip (http://user.xthost.info/horrendous1/DecentMaps.zip)
I also uploaded a shitload of trainers somewhere. Here:
http://www.2shared.com/file/7wzn5EbU/part1.html (http://www.2shared.com/file/7wzn5EbU/part1.html)
http://www.2shared.com/file/WlWhMeqj/part2.html (http://www.2shared.com/file/WlWhMeqj/part2.html)
http://www.2shared.com/file/KkpQvOif/part3.html (http://www.2shared.com/file/KkpQvOif/part3.html)
Also, if you have to reinstall WOL but don't have the installer anymore, then here.
http://zoaedk.noxforum.net/files/WestwoodOnline.exe (http://zoaedk.noxforum.net/files/WestwoodOnline.exe)

Have fun

 


Title: Re: Nox Sources
Post by: Maccusweil on March 25, 2012, 02:14:42 am
The link for WOL is telling me the file is corrupt please try again. I need me some WOL so I can MP it up. Perhaps I can just find my multiplayer for a friend CD. It should have that on there I would think


Title: Re: Nox Sources
Post by: Morden Tral on March 25, 2012, 03:12:43 am
www.noxhub.net/Downloads/WestwoodOnline.exe (http://www.noxhub.net/Downloads/WestwoodOnline.exe)


Title: Re: Nox Sources
Post by: Maccusweil on March 25, 2012, 03:52:11 am
Is there a method to downloading this zip because when I hit westwood button in game it says it's not downloaded on this computer when it is.
Posted on: March 24, 2012, 11:44:10 PM
I got it working. I'll see you guy in game! Thanks


Title: Re: Nox Sources
Post by: Perfect on September 19, 2012, 06:28:40 pm
Some tie ago I created a program. It helps people in generating modbox for different objects.
Coming up in next version: NPC, Colorlight(simple), Mover(fix). Feel free to download.

Download MapTools 1.2 free no registration no cc (http://nox-school.ucoz.ru/Programs/MapTools_1.2.exe).


Title: Re: Nox Sources
Post by: Morden Tral on September 19, 2012, 06:34:22 pm
That is not needed in the least, you can incorporate mod box generation for an item directly into the map editor by editing the objects script file.

They are simply .txt files using a little script syntax to declare the format of the mod, i'm also fairly sure that movers and colorlights and NPCs are already included and finished in it....


It would be a better use of your time to map the .txt files detailing objects that aren't already supported and give them to me to upload and add to the patchers file list.

*Edit*

For instance here is what happens when you open an NPC -> click Edit Mod -> Select his hair color

You can see where only one of the scripted events are named currently (needs more work on the npc mod file) and some of the data is simply voided out because it has no known use right now. Only the known properties (at the time it was created) are named and editable, the rest are given default values.

The system was made in order to have regular users complete the library but they never did, same as the script functions editing and the tile colors (although the tile colors were completed by a nice community member).

(http://imageshack.us/a/img442/9038/modeditproof.jpg)


Title: Re: Nox Sources
Post by: Perfect on September 25, 2012, 09:25:03 am
i'm also fairly sure that movers and colorlights and NPCs are already included and finished in it....
Nopeh ;D
NPC is not fully decoded, Mover is almost decoded, Colorlight is still a mystic object.


Title: Re: Nox Sources
Post by: Morden Tral on September 25, 2012, 12:27:39 pm
"Included" then, go and finish them, the syntax I made is pretty darn easy to use.

I made examples of a lot of scripts, if they were completed then they could even be translated into other languages as well.


Title: Re: Nox Sources
Post by: Perfect on September 25, 2012, 01:50:05 pm
actually yea, i still use that feature of map editor. thenks, mord


Title: Re: Nox Sources
Post by: Morden Tral on September 25, 2012, 03:02:58 pm
I meant the mod editing scripts, the map editor is currently fully able to support every item in the game. It just has to have some work put into translating the hexidecimal.


Title: Re: Nox Sources
Post by: Perfect on September 25, 2012, 06:42:03 pm
I know, i have already been using them. ;)


Title: Re: Nox Sources
Post by: Morden Tral on September 25, 2012, 07:22:44 pm
Ah, well any that you have created for yourself can be shared with me and set up into the map editors auto update system.


Title: Re: Nox Sources
Post by: superjackfromeurtha on September 26, 2012, 11:34:01 am
I also noticed that creature modboxes all seem much like each others. For example, I use NPC modbox editor for creatures, too.


Title: Re: Nox Sources
Post by: Morden Tral on September 26, 2012, 12:17:49 pm
Yup, all creatures and monsters have pretty much the exact same mod (based on the same class), in fact i'm pretty sure that I remember that you can swap a byte in them and get the shopkeepers inventory as well.


Title: Re: Nox Sources
Post by: superjackfromeurtha on September 26, 2012, 03:11:00 pm
By the way, have you seen this article on the Map Editor on the Wiki I once started? It's pretty good.

http://nox.wikia.com/wiki/Map_Editor (http://nox.wikia.com/wiki/Map_Editor)

http://nox.wikia.com/wiki/Map_Editor_Scripting (http://nox.wikia.com/wiki/Map_Editor_Scripting)


Title: Re: Nox Sources
Post by: Perfect on September 26, 2012, 04:26:07 pm
Yeah, and somebody helped you  8-)


Title: Re: Nox Sources
Post by: Morden Tral on September 26, 2012, 06:46:17 pm
Perfect sent me a message about that "waypoint bug", I replied to him, I don't think it is actually bugged, I think that you guys are using the feature wrong.


Title: Re: Nox Sources
Post by: Morden Tral on September 26, 2012, 07:02:56 pm
Actually after looking through old messages it looks like there was a bug that was brought up and i missed it.

Give me a sec


Title: Re: Nox Sources
Post by: philliyxx on September 26, 2012, 07:26:45 pm
By the way, have you seen this article on the Map Editor on the Wiki I once started? It's pretty good.

http://nox.wikia.com/wiki/Map_Editor (http://nox.wikia.com/wiki/Map_Editor)

http://nox.wikia.com/wiki/Map_Editor_Scripting (http://nox.wikia.com/wiki/Map_Editor_Scripting)

nice, wish I could have referenced that for when I played nox daily.


Title: Re: Nox Sources
Post by: Morden Tral on September 26, 2012, 07:40:57 pm
Ok the bug should be fixed, there is now a checkbox for the enabled state of waypoints in the waypoint editing section.

your editor should update when you open it.

Apologies, I was not fully aware of this until today, let me know if any other small little issues or features are lacking (or if you have mod editors that need uploaded).

*Edit*

^^ hint hint


*Double Edit*

P.S. HINT HINT


Title: Re: Nox Sources
Post by: Perfect on September 27, 2012, 02:50:07 pm
Okay, that's actually pretty good. Thanx!

One more thing - I found out that snap checkboxes are lil bit buggy. I remade them and what I've got is three radiobuttons:

(.) No snap
( ) Door snap
( ) Full snap

It's really handy, I also moved snaps to object tab. More comfortable for me. Can you do the same?


Title: Re: Nox Sources
Post by: Morden Tral on September 27, 2012, 04:14:49 pm
I'm not going to change center snap just to door snap as it isn't just for that, but it's been appended to it.

However radio buttons and being on the objects tab is a good idea and it has been done. Just taking a little bit more time while bored at work to think about any further optimizations before I upload it.


Title: Re: Nox Sources
Post by: Morden Tral on September 27, 2012, 04:48:46 pm
Ok uploading the changes, from my brief overview the only thing I could think I would want to add is a visual indicator of a colorlights range and color.

But considering they can animate, i'll get around to it at some point i'd imagine.


Title: Re: Nox Sources
Post by: Perfect on September 27, 2012, 06:33:26 pm
One more thing - your waypoint 'enabling' fix works... pretty weird.


Title: Re: Nox Sources
Post by: Perfect on September 27, 2012, 06:37:30 pm
Anyways, waypoint editing feature could be quite handy.


Title: Re: Nox Sources
Post by: Morden Tral on September 27, 2012, 06:40:23 pm
Waypoints don't have any editing besides what you can do with them right now. Setting them to enabled sets them in the structure as enabled as well.

I have it defaulting to enabled currently, if you need to change a waypoint name use your middle mouse button.


Title: Re: Nox Sources
Post by: Perfect on September 27, 2012, 06:49:47 pm
For some reason I can disable waypoint only after clicking checkbox for three times... That's what I am talking about.


Title: Re: Nox Sources
Post by: Morden Tral on September 27, 2012, 07:08:19 pm
Mmm, it works the first two times and then bugs out, I know what the problem is, i'll fix it.

Update should be out in a few mins


*Edit* Annnnnnd its out


Title: Re: Nox Sources
Post by: Perfect on September 29, 2012, 04:34:20 pm
So, let's begin.
1. Object properties dialog: Fix textbox enabling. If ExtraBytes checkbox is checked, textboxes should be enabled.
2. Please, make Edge dialog comboboxes SORTED... As well as in autoedge block.
3. Why not to add object properties on the object tab? I mean, for easier separating objects in teams. Ya know.
4. Is it possible having wall pen? I mean, like you draw tiles, a square follows your cursor. Got the idea? ;D
5. This is "Dream of Me"... Make option to view object extents. Could be pretty handy.


Title: Re: Nox Sources
Post by: Morden Tral on September 29, 2012, 08:20:52 pm
1. Object properties dialog: Fix textbox enabling. If ExtraBytes checkbox is checked, textboxes should be enabled.

Mod boxs are disabled by default so that new users know to use the "edit mod" button instead if possible, as well as to stop from randomly fucking up the mod by accident. Extra bytes has no bearing on whether it should be enabled or not.

2. Please, make Edge dialog comboboxes SORTED... As well as in autoedge block.

Edges are sorted by the order they are in the thing.bin, I find it far easier to debug this way. Not a high priority either since there are not that many of them. This was also done so that new tiles added to the thing.bin would appear at the end of the list.


3. Why not to add object properties on the object tab? I mean, for easier separating objects in teams. Ya know

Meh, maybe, but you wouldn't really be saving much time...

4. Is it possible having wall pen? I mean, like you draw tiles, a square follows your cursor. Got the idea?

The map editor already has one, hold down the mouse button and drag.

5. This is "Dream of Me"... Make option to view object extents. Could be pretty handy.

......You mean an option to TURN OFF extents? Because the extents already all display, you can turn off the objects themselves if you want to see just walls.
Also if you turn on object names then the extents aren't visible anymore.


Title: Re: Nox Sources
Post by: Perfect on September 30, 2012, 08:21:50 am
1. Object properties dialog: Fix textbox enabling.

Talking about team, script name, pickup func fields, auto-equip checkbox, inventory button.

2. Please, make Edge dialog comboboxes SORTED...

Okay, let it be.

The map editor already has one, hold down the mouse button and drag.

I mean not dragging pen. Anyways, it has lil bit offset. I was talking about wall 'type' (/ \ X v > < ^) displaying after you just move cursor to workfield.

Make option to view object extents.

I meant, make toggleable function to display objects like in NoX, when you type 'show extents' command.


Title: Re: Nox Sources
Post by: Morden Tral on October 03, 2012, 12:57:58 pm
Sorry Perfect, your English isn't the best, takes a bit of re-reading to get where you are coming from.

I'll think about these things for awhile, see how much extra time I have at work, too busy at home.


*Edit* Well i got a couple of free hours at work today, I think that you'll be pretty......happy....with what comes out of it. I'll release an update later today.


Title: Re: Nox Sources
Post by: Morden Tral on October 03, 2012, 06:32:59 pm
Enjoy, updates are in the updates notification when you load the map editor after patching.


Title: Re: Nox Sources
Post by: superjackfromeurtha on October 03, 2012, 06:43:27 pm
Does it still update from noxhub.net/updates/noxtools.zip ?


Title: Re: Nox Sources
Post by: Morden Tral on October 03, 2012, 07:01:44 pm
If auto updates don't work for you then use: http://www.noxhub.net/updates/MapEditor/UpdatePack.zip
That gets the new files every time I release a new update.


Also I've updated the link at: http://www.noxhub.net/downloads/NoXTools.zip
New installations are current to the latest update now, although it might still try to update, think I forgot to pack in the updates.txt file.


Title: Re: Nox Sources
Post by: Morden Tral on October 03, 2012, 08:39:00 pm
God damn it, now the objects are all pretty and 3d and shit but the walls are flat....now i have to add a "show 3d" option or something to the walls.


Title: Re: Nox Sources
Post by: Perfect on October 04, 2012, 02:29:00 pm
Yay! That is pretty awesome!

But.. there must be some fixes tho. For example, FlowersBlueSparse does not have height at all, but it shows up like 3D object.
About the doors... Would be much cooler if they will be shown not like cylinders, but like boxes. Also try getting their direction for better door previewing.

Anyways, sorry for my non-perfect English, I will work on it. Someday... I've lost English skill since car crash, so... will see.


Title: Re: Nox Sources
Post by: Morden Tral on October 04, 2012, 03:00:42 pm
I don't manually define any of that, all of those representations are directly pulled from the thing.bin and drawn based on what is defined in the game. Doors actually DO have a sphere for a collision bounding. The flowers on the other hand are no collide, so if you leave "show colliding" checked it will not show the collision sphere, but they DO have one.

As taken from the objects.xml from the nox packer:

Wooden Door

Code:
                <Property ValueLen="6" Value="Z = 24" />
                <Property ValueLen="12" Value="ZSIZE = 0 45" />
                <Property ValueLen="18" Value="EXTENT = CIRCLE 32" />
                <Property ValueLen="14" Value="FLAGS = SHADOW" />

Also FlowerBlueSparse

Code:
                <Property ValueLen="5" Value="Z = 5" />
                <Property ValueLen="12" Value="ZSIZE = 0 30" />
                <Property ValueLen="18" Value="EXTENT = CIRCLE 20" />
                <Property ValueLen="27" Value="FLAGS = BELOW+ALLOW_OVERLAP" />
                <Property ValueLen="15" Value="MATERIAL = NULL" />
                <Property ValueLen="16" Value="CLASS = IMMOBILE" />
                <Property ValueLen="4" Value="DRAW" />
                <Property ValueLen="13" Value="INIT = NoInit" />
                <Property ValueLen="17" Value="UPDATE = NoUpdate" />
                <Property ValueLen="19" Value="COLLIDE = NoCollide" />


I'm pushing out a second update today that displays walls like the extents if you want, it makes visualizing the walls easier, i'll see what I can do for doors.


Title: Re: Nox Sources
Post by: Perfect on October 04, 2012, 03:40:40 pm
Awesome!


Title: Re: Nox Sources
Post by: Morden Tral on October 04, 2012, 05:13:40 pm
Updated.


Title: Re: Nox Sources
Post by: Perfect on October 04, 2012, 05:25:57 pm
Great! Do you still need any ideas in improving MapEditor?


Title: Re: Nox Sources
Post by: Morden Tral on October 04, 2012, 06:01:35 pm
Sure,

it gives me something to do at work and all of my current projects are electrical engineering so I can't do them at work.


Title: Re: Nox Sources
Post by: Morden Tral on October 04, 2012, 06:51:53 pm
Also for those who are curious but don't use the map editor anymore here is a screen of what it looks like now (extents are off).



(http://imageshack.us/a/img692/2464/mapeditor.jpg)


Title: Re: Nox Sources
Post by: philliyxx on October 04, 2012, 07:47:57 pm
Nice nice I might dabble around on it later.


Title: Re: Nox Sources
Post by: Perfect on October 05, 2012, 07:34:41 am
What about identifying movable objects? Like in NoX, bottom of extent is colored yellow.

HINT: If Not "IMMOBILE"


Title: Re: Nox Sources
Post by: superjackfromeurtha on October 05, 2012, 08:42:17 am
Sometimes maps get corrupt which means nobody can download your map anymore. Any way to fix this?

Also, the script parser tends to remove parts of code sometimes.


Title: Re: Nox Sources
Post by: Morden Tral on October 05, 2012, 12:20:43 pm
I'd need examples of what you do that corrupts it and what you do that causes the code to leave. There isn't and has never been any obvious code issue that caused those two things.



Title: Re: Nox Sources
Post by: Morden Tral on October 05, 2012, 12:29:34 pm
What about identifying movable objects? Like in NoX, bottom of extent is colored yellow.

HINT: If Not "IMMOBILE"

I know what the class tags are  :roll:


Title: Re: Nox Sources
Post by: Perfect on October 05, 2012, 01:51:55 pm
Okay, dudie.  :-)


Title: Re: Nox Sources
Post by: Morden Tral on October 05, 2012, 06:13:31 pm
The daily update is out.

Now for two hours of real work


Title: Re: Nox Sources
Post by: Perfect on October 06, 2012, 05:27:52 pm
Crates are still being displayed as immobile...

What about adding edge preview to GUI? :>


Title: Re: Nox Sources
Post by: Morden Tral on October 06, 2012, 06:06:13 pm
Crates are listed in the thing.bin as immobile.


Title: Re: Nox Sources
Post by: Perfect on October 06, 2012, 06:12:14 pm
Weird, really weird...


Title: Re: Nox Sources
Post by: Morden Tral on October 06, 2012, 10:03:05 pm
Yeah I pull all this data directly from the thing.bin.

I don't manually change anything to display.


Title: Re: Nox Sources
Post by: Perfect on October 07, 2012, 10:01:24 am
Yeah, I know.

So, what about edge preview on GUI map?


Title: Re: Nox Sources
Post by: Morden Tral on October 07, 2012, 08:10:36 pm
The edge image format was never figured out


Title: Re: Nox Sources
Post by: philliyxx on October 08, 2012, 03:53:50 am
The edge image format was never figured out

I would actually make maps if this was there.

How can we know the right directions with the ghetto way it is done now then?



Title: Re: Nox Sources
Post by: Morden Tral on October 08, 2012, 11:24:10 am
It shows all of the directions on the tile map, I don't know what you are talking about.

Edges on the gui would be nice, but the gui tiles don't even line up currently.


Title: Re: Nox Sources
Post by: Perfect on October 09, 2012, 11:04:33 am
Would be cool prompting user if he wants to close Editor. Sometimes I closed Map Editor without saving...


Title: Re: Nox Sources
Post by: Morden Tral on October 09, 2012, 10:23:43 pm
got some stuff that I am working on, not a one day update project so no ETA on next patch.


Title: Re: Nox Sources
Post by: Morden Tral on October 10, 2012, 07:52:37 pm
Update is out

*Edit* Reminder to self to set max tile map overflow to 2 instead of 3


Title: Re: Nox Sources
Post by: Perfect on October 27, 2012, 12:50:34 pm
No more updates? :-(


Title: Re: Nox Sources
Post by: Morden Tral on October 27, 2012, 02:00:24 pm
Been sick and busy, I'll roam around back to it when I have time.


Title: Re: Nox Sources
Post by: superjackfromeurtha on November 13, 2012, 04:03:03 pm
One great function would be ctrl-Z


Title: Re: Nox Sources
Post by: Morden Tral on November 13, 2012, 06:34:04 pm
Undo is a complicated process to emulate in any program. Let alone one that wasn't built around it and is split into a ton of different modules.
It's been considered before, believe me.


Title: Re: Nox Sources
Post by: superjackfromeurtha on November 13, 2012, 09:00:59 pm
Yea I remember having read that by you/zoa somewhere here before, thanks anyway tho.


Title: Re: Nox Sources
Post by: Imm0Rtal on December 06, 2012, 03:33:55 pm
Undo is a complicated process to emulate in any program. Let alone one that wasn't built around it and is split into a ton of different modules.
It's been considered before, believe me.

I think an undo in a program that is mainly text based like a notepad ripoff.. is pretty easy to implement.

I know what you meant though and I bet for the map editor it would be a fucking nightmare to do at this point. LoL.


Title: Re: Nox Sources
Post by: Morden Tral on December 06, 2012, 04:48:26 pm
Considering how each tool window is a seperate form all together...yes, total nightmare.

Also in word pad at least you'd have to track font and formatting changes as well, not just text.


Title: Re: Nox Sources
Post by: Perfect on December 18, 2012, 10:59:39 am
Well, i've got crazy idea. Again. What about adding a 'set' or 'pattern' feature? For example, map 'Library' has:
Walls - GalavaTowerWall
Floor - WoodGray, RedBrick6, RugTan, DirtDark2
Edges - MetalBrass, RugTanEdge, BlendEdge
Doors - GalavaDoor, GalavaHalfDoor
Elevators - WhiteElevator
Columns - Column5
...
Got an idea? You can call it whatever you want. Design Pack, Design Set etc.


Title: Re: Nox Sources
Post by: Imm0Rtal on December 19, 2012, 02:59:06 am
Well, i've got crazy idea. Again. What about adding a 'set' or 'pattern' feature? For example, map 'Library' has:
Walls - GalavaTowerWall
Floor - WoodGray, RedBrick6, RugTan, DirtDark2
Edges - MetalBrass, RugTanEdge, BlendEdge
Doors - GalavaDoor, GalavaHalfDoor
Elevators - WhiteElevator
Columns - Column5
...
Got an idea? You can call it whatever you want. Design Pack, Design Set etc.

nobody is gonna work on the map editor. If you know C# you are free to add whatever u want.


Title: Re: Nox Sources
Post by: Perfect on December 19, 2012, 09:37:42 am
Okay, where can I get most common source?


Title: Re: Nox Sources
Post by: Morden Tral on December 19, 2012, 01:16:14 pm
nobody is gonna work on the map editor. If you know C# you are free to add whatever u want.

I've was actually adding a bit more to it recently, I didn't exactly approve of how some of the features were being incorporated by other people and using old source.


Title: Re: Nox Sources
Post by: Perfect on December 19, 2012, 03:05:22 pm
Alright. So can you give me the whole project? I will upgrade it. Also tell me please what do I have to do to get rid of all the errors I am getting while building NoxTools.


Title: Re: Nox Sources
Post by: Morden Tral on December 19, 2012, 04:54:39 pm
I don't know what errors you are getting so that obviously isn't something I can help with. I know that the layout files are moderately corrupt and cause the mainwindow form designer not to load. I never found a way around that since it seems to be a visual studio thing and just edit that form by hand. Solution clean doesn't do jack shit to solve the problem.

I have a bug to track down that might be in the c++ part of it (noticed it in a different project), I'll fix that and re-release the source, but just so you know, I won't be overriding the official download/updater for your version unless I get your modifications and approve of them. I can't be throwing tons of slow and needless updates around.


Title: Re: Nox Sources
Post by: Perfect on January 18, 2013, 02:57:36 pm
Sure thing. As you wish.
Posted on: December 19, 2012, 12:47:21 PM
Did u forget?


Title: Re: Nox Sources
Post by: Morden Tral on January 18, 2013, 07:17:47 pm
Yes I did, sorry

http://www.noxhub.net/Downloads/GNME.zip (http://www.noxhub.net/Downloads/GNME.zip)