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rmemr

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rmemr

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About this mod

radish community modding tools are a collection of in-game mods and external tools aimed to enable the creation of new quests by mod authors.

Requirements
Permissions and credits


Although only a smallish subset of all possible features is supported it *should* allow to create non-trivial, story-based quests - just don't
expect clicky-pointy-done workflows.

At the moment only a minimal but complete, working example project setup is available for download to get familiar with the build pipeline, see how the definitions are setup for radish modding tools. The tools will be updated/published as a package once the most pressing bugs are worked out.

The example quest project is posted as playable mod here.

Important
These are not beginners modding tools. You should have an intermediate or advanced W3 modding knowledge.

These collection provides a variety of tools to create or modify different kinds of game content. Although one of the goals was to provide tools that reduce some modding pitfalls every tool does require some deeper knowledge to be usable: on its own and in the grand scheme of combining content into a quest mod.

Call for help
To reduce the friction it is necessary to create some kind of a knowledge base with documentation and howtos to different topics and tasks.  This is clearly beyond the scope of a single person's spare time. If you are interested in helping out with the documentation (installation guides, beginner/intermediate howtos, tutorial videos, etc.) don't hesitate to contact me. You'll be one of the first to get familiar with the tools and get first hand support.

All in-game tools and both graphical editors are managed in public sourcecode repositories. If you are interested in fixing
bugs/adding new features see below for links to the repositories.


The following tools are/will be available:

in-game mods

Storyboard UI
    Interactive setting up of rough drafts for in-game scenes and saving as encode-able, textual representation

Environment Parameter UI
    Interactive setting up an environment definition and saving as encode-able, textual representation.

Radish Quest UI
    Interactive setting up of layers (actionpoints, triggerareas, ...) for quests or static layers and saving as encode-able, textual representation.
    Interactive testing of encoded community phases and layers.

Radish Foliage Generator
    (very experimental and very dumb) random foliage position generator for saving as encode-able, textual representation.


external graphical editors

Quest Graph Editor
    Setting up questgraphs in a graphical UI and saving as encode-able, textual representations.

Phoneme Extractor
    Extracting and correcting phoneme timings from audio for lipsync generation.


external command line tools

Scene encoder
    Encoding textual scene definitions (based on storyboard ui drafts) into ingame w2scene files.

Quest encoder
    Encoding textual quest definitions (quest phases, communities, layers, entities, etc.) into various binary w3 game files.

Env encoder
    Encoding textual environment definitions into w3 env files.

Strings encoder
    Encoding of new strings into w3strings.

World and Foliage encoder
    Encoding of height-, color and texture maps into new hubs and textual foliage definitions into foliage files.


Speech tools
    Generating lipsync animations from phoneme timings and packing wem audio and lipsync into w3speech files.

Logfilter
    Utility to filter and/or watch logfiles (e.g. wcc lite log or the scriptlog) to reduce output to most relevant information
    (e.g. warnings, errors, specific log keywords).
    

In addition there is an example new-quest-project template as a generic setup of batch files and directories to quickly kickstart a build pipeline for a new quest project.

The tools, especially the quest and world encoder heavily rely on wcc_lite, which is capable of many things. In fact these encoders can be regarded in many cases as door openers - the heavy lifting is done in wcc_lite.

Thanks:
@erxv: for testing, testing, testing, video hosting, contributions to ingame mods
@Scoutbr0: for marker models in radish UI and testing
@rfuzzo: work on the wcc gui
@Sarcenzzz: for his original mod editor

Copyrights
The phoneme-extractor tool uses the CMU Pocketsphinx library (https://github.com/cmusphinx/pocketsphinx),
the CMU Sphinx common libraries (https://github.com/cmusphinx/sphinxbase) and
the eSpeak Library (http://espeak.sourceforge.net).

Sourcecode
Sourcecode is hosted at codeberg.org:
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