Sword of Moonlight Forum

Sword of Moonlight => Tools => Topic started by: HwitVlf on August 29, 2011, 10:13:31 pm

Title: PRF Editor v1.6
Post by: HwitVlf on August 29, 2011, 10:13:31 pm
PRF files are 'profile' configuration files for Sword of Moonlight.  They are used by Enemies, Objects, Items, NPCs and a few other resource types. They control things such as sounds, spells, attacks, collision shape and much more. This editor currently supports Enemy, Item and Object PRF files and lets you create files from scratch or edit an existing PRF.

The Editor also has some other tools built in such as a TXR  and SND converter. The controls may seem a little complex at first because there are a lot of settings in PRF files,  but you don't have to understand every detail to change an existing Enemy's sounds or other fun customization.  Just load an existing file, tweak something easy and save it under a new name.

Since a big part of the editor needs CPs to work, I made a simple tutorial for setting up CP triangles in enemy models.
http://www.youtube.com/watch?v=xRLMKbBCgVI
CP triangles needed for projectile spell and lamp-flame type effect If question post here

Title: Re: PRF Editor
Post by: Creatura on August 30, 2011, 02:57:27 am
Have you already uploaded this software anywhere?

BTW Great Work. If we had a kudos system I'd give it to you :D
Title: Re: PRF Editor
Post by: airflamesred on August 30, 2011, 08:38:35 am
Nice work John - video made sense even to me.
Title: Re: PRF Editor
Post by: Verdite on September 04, 2011, 09:46:37 am
Hello John! The map templates, do they work with mhm data?

If they do that'd be great. Oh by the way how did you determine the sizes?
Title: Re: PRF Editor
Post by: HwitVlf on September 08, 2011, 04:12:30 am
Updated
Title: Re: PRF Editor
Post by: Verdite on September 10, 2011, 10:30:48 am
PRF findings...

In regards to vertex colour triangles, if you create a material just for the vertex colours x2mdl will treat it as a texture, so if you have 3 textures you'l lose one in the model. The way to remedy this is to simply use a material that has a texture in it and apply it to the vertex colour triangles.

Im having trouble with creating spells for my enemy - i can get the noise, the FX all good but no damage. Does anyone know the minimum amount of frames for a spell to do damage? Do i need to add a 'cone' or fireball too?

Finally, for some reason i can only have 2 flames on my model. I tried assigning 4 flames to 4 CP triangles but it didnt work.

Good fun though.

Title: Re: PRF Editor
Post by: HwitVlf on September 10, 2011, 07:35:43 pm
Very cool model! That's good to know about using an existing material for the vertex colors.

As far as spells inflicting damage- the behavior of a spell 'FX' is defined in SFX.dat (in \DATA\SFX\MODEL) and not all of them inflict damage- they're just eye candy. So you need to include an FX in your attack that inflicts damage. Best way is to load an existing enemy that uses the damaging FX you want, then copy it to your new enemy.

You can edit FX behavior, or build an entirely new custom FX (like a seeking arrow spell) by hex-editing sfx.dat. If there's enough interest, I might try to add a feature for editing/listing FX to the PRF editor.   

As far as 4 flame CPs, I'm not sure if that's a limitation of SoM or a bug in cpgen. My guess would be it's a problem in cpgen- it seems to list CP triangles in the order of their creation and SoM requires them to be listed in numerical order of their green color.  I know cpgen breaks flame CPs and some spells on SoM's existing models too.

I've also run into the same 'missing parts' problem you had with the skeleton hand, at a much lower polygon count (about 1000 less than your skeleton). Yet I'm able to convert a single object with more polygons than your skeleton (about +1000) with no missing part problems. So it may be a bug in x2mdl also.
Title: Re: PRF Editor
Post by: Verdite on September 10, 2011, 07:50:58 pm
I think its a material problem - do any of your models have pure black in them? To test this just fill the black with a bright colour and retry.

I had to manually test / delete / test / delete cp readings in the prf editor. I got 4 flames. Anyway i went a bit further.
After hours of testing i came up with this...

http://youtu.be/VEpVzfzi_w0

Excuse the low fps!
Theres an even cooler one that'l be used as a trap but it'l wait!  :wink:

Thanks alot John making the spells was alot of fun.
Title: Re: PRF Editor
Post by: scott on September 10, 2011, 09:03:29 pm
May I ask if you have Oblivion and downloaded the Lost Spires mod? The floating, legless bone body and the horned skull... it looks a lot like a warlock. I'm not saying its bad, it looks great. I'm just wondering...
Title: Re: PRF Editor
Post by: Verdite on September 11, 2011, 07:41:19 am
No i havent played it i got the knights of the nine add-on with my game and thats all i bothered with.

I'll probably end up replicating something that looks similiar to another games' enemy or etc but thats not my intent - i dont play many modern games anymore so i dont know whats out there.
Title: Re: PRF Editor
Post by: scott on September 11, 2011, 10:51:21 am
It dosen't look too much like it, but the basics of it is like a warlock. I'll post a screenshot of a warlock just for compairison. (and by the way LS was an unofficial addon. Bethesda didn't make it.)
Title: Re: PRF Editor
Post by: Verdite on September 11, 2011, 11:57:08 am
Thanks for finding the screenshot. It looks quite cartoon-ish espcially around the skull. Reminds me of 'Grim' from maximo.

(http://images.wikia.com/ghostsngoblins/images/f/f4/Grim_Maximo.jpg)
Title: Re: PRF Editor
Post by: scott on September 11, 2011, 08:42:20 pm
Who said I found the screenshot? I took that screenshot, lol. (I'm just teasing :biggrin:)
Title: Re: PRF Editor
Post by: Verdite on September 13, 2011, 12:37:37 pm
Wolf some of my spells are 'flipped' 180 degrees (in terms of attack direction.) but my CPS are facing the correct way.

any ideas?
Title: Re: PRF Editor
Post by: HwitVlf on September 13, 2011, 05:35:24 pm
If you mean the spell projectile is launched in the right direction but is 180 backwards, it's probably a player FX being cast by an enemy. Some SoM FX models are single sided and the invisible side is supposed to face away from the player, but if you swap player/enemy FX, the invisible side faces the player.

If you mean the spell is being launched in the wrong direction (toward the enemy instead of toward the player) then it's likely the cpgen bug. I haven't done a lot of testing on the bug, but it seems that SoM requires CP triangles to be listed in numerical order of the 'green channel' in the CP file- 0,1,2,3,30 etc and cpgen uses some other ordering - maybe the order you create the CP triangles in. You can drop your MDL on cpgen and see if it's CPs are listed out of numerical order.

If neither of those are the problem, feel free to send me the files and I'll see if I can figure anything out :)
Title: Re: PRF Editor
Post by: Verdite on September 13, 2011, 06:16:53 pm
So the problem is that projectile shoots behind the model. (Second asessment) I shoulda been more clear. Anyway it just shows you how comfortable i am posting in this forum.

Actually i created my CP's in the right order too. They are all listed as CP 0 (as in 0 in the green channel) mainly because of the reorganisation of my CP numbers in previous mdls making it alot of trial and error work finding which CP was where. Ive attached the process for cpgen.

Strange thing is that my previous mdl with exactly the same CPs sends the spell forward properly.

Title: Re: PRF Editor
Post by: HwitVlf on September 13, 2011, 07:40:07 pm
Ha, you were clear, I just tend to 'over answer' questions  :tongue:

Make sure you're using the latest cpgen and x2mdl (http://www.swordofmoonlight.net/bbs2/index.php?topic=12.0), there was a bug where it was sometimes 'rounding' the vertex colors which was making them come out with incorrect values. The CP printout looks like it was missing part of the required CP set- you have four green=1 and a single green=3, instead of a matched set like green=0 and green=1, 2&3 etc.  SoM may require even green numbers (0,2,4 etc) for spell start locations, and odd numbers for the second CP triangle that controls direction. That's what SoM's models use anyways, not sure if it's required.
Title: Re: PRF Editor
Post by: dmpdesign on September 19, 2011, 07:18:02 pm
John/Ben

I hate to ask, but I have given you guys the keys to the backends of everything som.com related, can we start moving these files to a domain hosted location for safe keeping and to keep people from having to rely on outside websites to find the files need to work with SOM tools?

You guys have done such great work on these addons and its a bit difficult currently to go searching for them through the posts, I know for sure Im probably not up to speed on many of the great things you guys have been doing.

Do we have a wiki page set up yet for these utilities?
Title: Re: PRF Editor
Post by: HwitVlf on September 19, 2011, 10:15:05 pm
Updated editor.

There's a stub article on SoM tools started here. (http://swordofmoonlight.com/somwiki/index.php?title=Sword_of_Moonlight:_Tools#Enemy_PRF_Editor)
I plan on getting things mirrored locally soon. For now, everything should be listed in top post of the Addons topic.
Title: Re: PRF Editor
Post by: Verdite on September 20, 2011, 07:38:31 am
This is really quite something. First i saw the item prf editor in there - gonna save loads of time along with the hit range and the hit duration. I didnt know alot of that stuff even existed!

The texture converter works great for me, i used a 1024x1024 the size of the file is pretty fat though i thought it'd be something a wee bit smaller; it weighed in at 3mb.
I'm not complaining at all - this texture res increaser is incredible. Great work John and much appreciated by myself! (and im sure others too.)

Edit:

The swing model selection looks interesting. Could an entirely new swing be made?
Title: Re: PRF Editor
Post by: HwitVlf on September 20, 2011, 06:40:07 pm
Glad you're finding it useful :)
Yes, you can use additional new swing animations if you make a swing arm with extra animations. To use swing animation #4, you would enter '4' there and so on. Have you managed to make a new arm model that works yet?

TXRs are large because they're uncompressed, but because they're uncompressed, they get a lot smaller when you zip/rar them. I would expect about a 50%-70% size decrease when zipped. Whereas a zipped JPG will be almost the same size as the original. You could also pack your textures with a compressor that is optimized for pictures (see here) (http://www.maximumcompression.com/data/bmp.php).

You can also make your source BMP 256 color which will drastically reduce the TXR size; most textures don't use more than 256 different colors anyways.
Title: Re: PRF Editor
Post by: Verdite on September 21, 2011, 08:23:29 am
Thats quite a drastic drop in KB to be honest and the colour loss isnt very significant. I didnt know txr files compressed so well!

Btw that wall looks familiar...  :dazed:  :biggrin:
Title: Re: PRF Editor
Post by: dmpdesign on September 21, 2011, 08:13:10 pm
John, would now be a good time to revisit your sky maker kit with the new texture maker?  Could we pull off something that didnt need split into so many pieces to get a nice looking sky?
Title: Re: PRF Editor
Post by: HwitVlf on September 21, 2011, 08:47:12 pm
It should work for the sky-dome.  But we won't know for sure till we try. I don't think we should go too crazy though since the sky model texture is always loaded. A single 2048x2048 is as large as 64  256x256 textures!
Title: Npc and enemy textures
Post by: Verdite on September 24, 2011, 05:11:49 pm
It occured to me today that it would be possible to have huge textures for npc and enemy models.

You'd simply convert the model through x2mdl with one 256x256 texture, mapped like a SoM asset - meaning all the textures would be in a single file. Then you'd use John's prf editor and using your high res version of your currently processed 256x256 convert it into txr format. Then you'd use the prf editor and use the external texture option and state the name of it. This would be handy for more complex models like a horseman or something that required more than three textures.

It also means that you can unwrap your models properly now instead of splitting their assets up into pieces.
Title: Re: PRF Editor
Post by: HwitVlf on September 24, 2011, 06:06:10 pm
I hadn't considered external TXR texture files for MDLs. That might work depending on how MDL textures are set up. Good thought!
Title: Re: PRF Editor
Post by: Verdite on September 25, 2011, 04:00:41 pm
This works perfectly. The small one is a 256x256. Using the method i mentioned before i added a 2048x2048 to drastically up the resolution.
Title: Re: PRF Editor
Post by: HwitVlf on September 26, 2011, 04:20:56 pm
You're the man Ben! That's a big improvement to SoM's abilities. It should help us work around some of the problems x2mdl has with multiple textures too since. It also opens the possibility to distributing a game with a high and low resolution texture pack options that people could choose depending on their computer's ability.  The MDLs could have the low-res built in and people could use the hi res TXR overrides or not.
Title: Re: PRF Editor
Post by: Verdite on October 01, 2011, 06:57:45 pm
Do you think its possible to have a two-weapon enemy that hits twice during one attack animation? I was thinking... The 'number of hits and hit timing' in the prf editor could help here. It'd be nice to catch players by surprise after they've stepped back to avoid the first hit then get whacked with the second, maybe even with a shield bash.

Just say i made an animation that was 140 frames long, would i need to place the attack timing at 70? I dont want to try this out if it means the attack wont play its full animation or hits only once.
Title: Re: PRF Editor
Post by: dmpdesign on October 02, 2011, 12:32:28 am
It seems like there is an enemy or two in SOM that does this, ill have to peek quick and see if im crazy or not
Title: Re: PRF Editor
Post by: HwitVlf on October 02, 2011, 12:39:16 am
Absolutely! That's exactly what the hit timings are for.  An enemy can deal damage to the player up to 3 times per attack animation.

You don't have to set the hit to the middle (ie 70 out of 140). Load Guardian (3) Purple (e025) and you'll see his Direct Attack #3 has three hits at 17, 27, 37 which correspond to thrusts with his spear in the animation. Also note that the sound effects time at 16,26,36 to correspond to the hits.

It would be really cool to have an enemy swing, and look like he's resting, then follow with a quick shield bash.
Title: Re: PRF Editor
Post by: Verdite on October 02, 2011, 07:24:24 am
That makes alot more sense now. I wasnt sure what the hit timings were for, i thought it might have been for something else.

I notice that the silver golem (prf 0069) has three attacks too. So the 17, 27, 37 you mentioned are attacks within ten frames of each other? Or is it measured by seconds? IIf thats the case i'll have to get the calculator out.  :sweatdrop:
EDIT:
While on subject the Golem has a defence break, how is this measured? I'm assuming the 30 is % based.

That guardian looks a bit strange with the tiny long head. Bad head.


(http://i571.photobucket.com/albums/ss154/reypac24/white-cat-wearing-watermelon-helmet.gif)
Title: Re: PRF Editor
Post by: HwitVlf on October 02, 2011, 05:14:43 pm
lol! That cat looks like he's about to kill the person who stuck the helmet on him.
The 'hit timing' numbers are just a direct display of what is in the PRF file so I'm not really sure. Might be 100=1 second or 17 = "17th frame"; I'm not sure  :sweatdrop:

The "defense break" is also also a direct display of the value in the PRF file and it is not a percentage.  With 30 it seems almost impossible for the player to break the enemy's defense animation even if they inflict great damage on the enemy. 10 seems to mean a small amount of damage will break the enemy's defense.  You can 'break' the living 'Warrior' enemy's defense fairly easy whereas lifeless undead and golems are set to almost never 'break'. 

If you can figure out exactly what these numbers represent, I should be able to make the PRF Editor convert them into something easier to understand.
Title: Re: PRF Editor
Post by: HwitVlf on October 02, 2011, 09:03:04 pm
I did some testing with the 'defense break' setting and looks like it's a measurement of how much of the enemy's total health the player's attack takes has to take away to 'break enemy defense'.

Basic rule of thumb is:
defense break of 10 = enemy's defense almost always broken.
defense break of 16 = sometimes broken
defense break of 20 = rarely broken

But the effect will vary base on enemy HP/defense and player's attack/attack bar fullness.

FYI, when the enemy defense is 'broken' they don't get the bonus 'add defense' value set in the parameter editor.
Another thing I discovered, enemies don't get the 'add defense' bonus for categories (slash etc) where they have 0 defense. 
Title: Re: PRF Editor
Post by: Verdite on October 04, 2011, 07:17:38 am
I didnt know this even existed in SoM. It would be excellent to add this to an enemy without the enemy having to defend / recieve the defence bonus, so the player would have to choose weapons wisely in order to 'stun' enemies; as in ause their damage animation to play.
Title: Re: PRF Editor
Post by: dmpdesign on October 04, 2011, 10:26:27 pm
Yet more wisdom from Yoda!  I never knew the % stats on this either!

LOL can we get this kinda stuff on the wiki too?
Title: Re: PRF Editor
Post by: Verdite on October 10, 2011, 09:07:18 am
Anyone know where the menu sound effects are? :movingeyes:
Title: Re: PRF Editor
Post by: HwitVlf on October 10, 2011, 03:48:36 pm
The menu sound effects are in the "DATA\SOUND\SE" folder. I think they have high numbers around 1009.snd+
The setting to change menu sounds is in the System Editor/Other of course.  :smile:
Title: Re: PRF Editor
Post by: Verdite on November 04, 2011, 10:30:27 am
I made a high res NPC here. Though, im not sure which looks better - the left is 2048 x 2048 and the right is 256x256. Given that most players will focus on the face i am debating which should be in the game. Maybe a 724x724 ...?
Title: Re: PRF Editor
Post by: HwitVlf on November 05, 2011, 11:08:21 pm
The only place I see a significant difference in the two is in the brownish chain mail parts. I think 512x512 would do nicely. That's what I've been using for my larger models and it seems fine. :smile:
Title: Re: PRF Editor
Post by: Verdite on November 17, 2011, 02:51:01 pm
Just to say i'm writing descriptions for all SoM's sounds. Its a pain but quite funny too, so im taking it bit by bit. Ive covered about 250 already.
Title: Re: PRF Editor
Post by: HwitVlf on November 17, 2011, 09:45:58 pm
I know translating the original sound descriptions was 'interesting'. They were mostly phonetic descriptions of the sound that didn't make sense to Western ears. Something like "Bell schawaa shcwawa"  :bowl: .

When you are done with naming, if you're interested you could send me the list and I might be able to make the editor display the names next to the 'play-sound select arrows'.
Title: Re: PRF Editor
Post by: Verdite on November 18, 2011, 06:42:43 am
That would be a very cool feature. Some of the descriptions i'd done made me laugh when i went over them again. Theres some really crazy stuff amongst it all, including duplicates. Destroy dupli-someting!  :smash2:
Title: Re: PRF Editor
Post by: Verdite on December 12, 2011, 06:08:17 am
John is there a way to fix the defence modifier so it will only work at a certain range, i noticed with the skeletons they'l guard even if you swing your weapon from about 5 meters away. Maybe have it so that the enemies can only see you at a short distance?

Has anyone else setup defence break enemies?
Title: Re: PRF Editor
Post by: HwitVlf on December 12, 2011, 06:44:15 pm
I don't know of a built in way to set a range on the defense animation trigger.
Title: Re: PRF Editor
Post by: Verdite on December 13, 2011, 06:19:38 am
Well it was worth asking. Thanks John.
Title: Re: PRF Editor
Post by: Verdite on December 15, 2011, 02:17:01 pm
So last night i decided to mess around with the 'Hit End' in the prf editor, i used SomEx's debug text to be able to see the exact damage i was doing, i put the hit end of my handaxe up by ten, so the first hit was 23 and the hit end was 33 for example. With the skeletons having a short hit recoil animation the axe hit them three times at 80 damage per hit.

Can anyone think of a weapon that could be used this way? Something that hits thrice but can do so in one swing? Im thinking something quick, maybe a curved sword or a 'sharp ring' weapon. It would be handy for dealing with pesky weaker enemies.
Title: Re: PRF Editor
Post by: Guyra on December 15, 2011, 04:25:35 pm
Hmm, I'm automatically thinking about multiheaded flails:

(http://www.bottega.medioevo.com/images/medium/3M-01_MED.jpg)

Perfect for crushing them bones! :smokin:
Title: Re: PRF Editor
Post by: Verdite on December 16, 2011, 02:42:33 pm
Thats a nasty piece of weapon! Id probably position each flail head so that it hits in sync. Thanks :)
Title: Re: PRF Editor
Post by: Verdite on April 02, 2013, 07:50:43 pm
Dont mean to necro, but this is pretty important for anyone who doesnt know. The attack angle in the .prf editor is hit radius, rather than direction.

My mistake was to think of the 0-360 indicator as a full pie chart. Turns out it is two seperate 180 degrees charts.

If you have a vertical weapon swing, dont indicate it as 90, it should be 10 based on how wide it is. Thats where i went wrong  :sick[1]:

Right now there is no way to set the attack damage direction correctly. You can have an animation attack that hits at 40 degrees (0-360 pie chart), and have a 45 damage radius, but that means you will also hit at 140 degrees (0-360 pie chart) :dazed:

I discovered this when testing my new spear animation. Its ideal hit radius is 5.

0-360 pie chart I was using:
(http://static2.ponoko.com/design_images/images/13670/e29aff37-c9e9-3fa4-afaa-c1523ef38d42/protractor1_product_page.jpg?1260579947)
Title: Re: PRF Editor
Post by: HwitVlf on April 02, 2013, 08:06:28 pm
Good chart Ben. I think "Hit Radius" would have be a more clear phrasing - sorry about that. I think I got "attack angle" from my butchered Japanglish translation of a "view angle" diagram in the SoM manual. If I ever do an update of the PRF editor, I'll try to remember to change that to something more clear.

Speaking of which, I think the "Field of Vision > Angle" setting for enemies in the PRF editor works the exact same way- a "pie wedge" extending out evenly to the left and right of the enemy's front. :)
Title: Re: PRF Editor
Post by: Verdite on April 02, 2013, 08:24:15 pm
Thats fine  :smile: the .prf editor is a great accomplishment.

Interesting info about the enemies, too.
Title: Re: PRF Editor v1.5
Post by: HwitVlf on May 03, 2014, 07:33:24 pm
Updated the PRF Editor with added support for Object PRF files.

Heh, now you can make ice-ball firing traps!
Title: Re: PRF Editor v1.6
Post by: HwitVlf on May 22, 2014, 03:01:41 pm
Updated the PRF Editor again to v1.6. This time it was just to fix a bug in the Item section that prevented the weapon 'range' and 'elevation override' from saving properly.

Thanks to Verdite for pointing out the problem!
Title: Re: PRF Editor v1.6
Post by: Holy_Diver on April 11, 2018, 01:50:57 am
Here are early images of new tools I'm working on adding to SOM that owe a lot to this effort. It's a very major undertaking, but it would be doubly so if I didn't have this tool/materials to use as a reference.

You might recognize these as ItemEdit.exe, ObjEdit.exe, and EneEdit.exe (respectively) that are "DLC" (still) available on From Software's website/store.

They will be finished before April or May's end... one or the other... and are slated to supplant SOM_PRM's model viewers. (The title bars are going to show the profile's name, translated by the installed language/theme packages. The new elements are left blank in these screenshots.)

(http://www.swordofmoonlight.net/bbs2/index.php?action=dlattach;topic=281.0;attach=665;image)
(http://www.swordofmoonlight.net/bbs2/index.php?action=dlattach;topic=281.0;attach=667;image)
(http://www.swordofmoonlight.net/bbs2/index.php?action=dlattach;topic=281.0;attach=671;image)
Title: Re: PRF Editor v1.6
Post by: Holy_Diver on April 20, 2018, 06:35:12 am
Here are final images (near so, if not so) for ItemEdit.exe and ObjEdit.exe. BTW: I put ItemEdit's up a few days ago, but have replaced them (with new links) because the image of the sword was much smaller than it should have been in the older images...

It looks like everything was smaller... I'm not sure what changed since then, but these match SOM_PRM... except for the fountain, which I pulled back from to fit it into the frame. It is about half its size compared to the sword and sarcophagus.

EDITED: The sarcophagus looks so much better with light. SOM_PRM doesn't have any light. This is going to be a big improvement.

(http://www.swordofmoonlight.net/bbs2/index.php?action=dlattach;topic=281.0;attach=844;image)
(http://www.swordofmoonlight.net/bbs2/index.php?action=dlattach;topic=281.0;attach=843;image)
(http://www.swordofmoonlight.net/bbs2/index.php?action=dlattach;topic=281.0;attach=846;image)
(http://www.swordofmoonlight.net/bbs2/index.php?action=dlattach;topic=281.0;attach=845;image)
Title: Re: PRF Editor v1.6
Post by: Holy_Diver on April 30, 2018, 04:59:19 pm
Some new images of the EneEdit and NpcEdit layouts, and in the third, I've made great progress upgrading the tools to Direct3D 9 and using the same extension the player uses to achieve a near perfect antialiasing-style effect. Even though the tools are not constantly refreshing their screen. I'm very impressed (the do_aa extension I believe is unique in the world, having limited aliasing artifacts even for the cutouts and transparent elements... it isn't image based, e.g. FXAA, MLAA, but it doesn't have the limits of MSAA, e.g. no helping transparency or cutouts, and it doesn't cost the CPU/GPU anything, and so is ideal for integrated graphics chips.)

The stipple effect is disabled in the editors so that they appear sharp. Especially in the thumbnail sketches, next to the sharp UI elements. Since these are going to be the new model viewers inside of SOM_PRM it just leaves SOM_MAP in need of a graphical overhaul... which may be the earliest beginnings of a "Dark Slayer" project I've wanted to do for quite some time.

(http://www.swordofmoonlight.net/bbs2/index.php?action=dlattach;topic=281.0;attach=862;image)
(http://www.swordofmoonlight.net/bbs2/index.php?action=dlattach;topic=281.0;attach=880;image)
(http://www.swordofmoonlight.net/bbs2/index.php?action=dlattach;topic=281.0;attach=878;image)
Title: Re: PRF Editor v1.6
Post by: Holy_Diver on July 16, 2018, 05:16:00 pm
The first release with this work is now available. It was an ongoing task to complete. The following link has the latest news, with an official announcement coming soon, along with a Japanese language/theme pack update that is required to use the new profiles tools.

http://www.swordofmoonlight.net/bbs2/index.php?topic=281.msg2559#msg2559

Attached is the image I think I'm going with for the announcement. It's incredibly tame, but I like that it's not busy and it looks quite nice.

Below (hot linked) is a similarly conventional image that I went with for a teaser (including VR developments) a while back. I'm not going to post anymore to this topic I think. There is however an Sfx.dat editing system included, and some things (including NPCs) that the programs that are the subject of this topic do not touch on. Some may even be critical, but tests still need to be done.

(http://www.swordofmoonlight.net/wp-content/uploads/2018/05/SOM-Profiles-Workshop.png)

Full disclosure: I guess I should warn that some things in the ItemEdit attachment are for new exploratory features. Part of the reason I began thinking about working on profile support was in order to make some new kinds of profiles that a new feature or two will require to be of use.