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RPG Editor BASE Free (Updated 1.1)

by Kevin Mitchell · 04/16/2010 (11:21 pm) · 24 comments

LAST UPDATE: 4/19/2010
Removed Minimize buttons, maximize buttons and close buttons.
Added browse feature.
Added security for deleting/loading unselected objects.
Fixed some incorrect naming on some objects.


As you may have seen before this is a remake of an old resource with a few more added features.

Get RPG Editor BASE free NOW!

Installation:

1. Unzip the package to your desired location.
Next copy the lib and source folders to your engine folder in your T3D directory.
2. Next copy the game folder to the game base you are using for your game.
3. The remaining steps for integrating the code into the engine via Visual C++ 2008 can be found in this: Intergrating SQLite3

Setup Base:

1. In the game directory open database_template and copy its contents.
drag database.db onto sqlite.exe
2. The database will now be open ad ready to be edited.
3. Select the top left icon in the window. Click the menu option for paste and the table entries will be pasted into the dos screen.
4. After this is done remember to close the popup window.
5. Load you game and enter world editor. On the end you should see a Armor Icon this is RPG editor Base.

One big difference is the interface. There is no security that i can find to verify valid entry into the database but I do believe if you enter a char for a number field the sqlite query will fail upon saving.

I hope this is a first of what is left to come, as always if you have questions let me know. I hope to have the RPG Editor and System engine out this summer.

Thanks,
Kevin Mitchell



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#1
04/16/2010 (11:36 pm)
That is AWESOME Thank You VERY MUCH Kevin.

EDIT:
first time i have ever used c++ and got it working WOOHOO
iam very happy :)
Now to integrate Arcane-FX 2 and the Yack pack into the fery :)
#2
04/17/2010 (12:59 am)
having probs getting the "New Event" button to do anything, nothing happens when you select it.
#3
04/17/2010 (4:18 am)
New event isn't part of the free release.
#4
04/17/2010 (2:27 pm)
thats ok, the other thing i have found it doesn't save any data you stick in the fields, and when you press the save button nothing happens.
Also the browse button doesn't seam to go anywere just sits in the main screen that you are in.
The above happens in ALL the tabs you have, also the x at the to right of the windows doesn't work to close the windows, minumize and enlarge window does.
#5
04/17/2010 (6:17 pm)
There's a database error in console that shows the error. Which screen has the save problem.

The x button are not programed for now.

Also I do not even know if torque can have a browze in it. It's a wanted feature that may remain or removed in the end. I want this in because manually typing the absolute path of particals and dts are anoying.

Displaying of the dts is also not working for the same reason. There's ton of of thing that are 1 not part of the free release and 2 there are several thing that won't be part of the release.
#6
04/19/2010 (7:01 am)
Well, you can browse for assets - just look at your object properties in the editors. There is an option to change the .dts for objects, you can browse textures, etc. I don't know where it's hooked in, but I'm sure that it's in the world editor codebase somewhere.
#7
04/19/2010 (11:07 am)
I found the OpenFileDialog object this morning. trying to figure out how to use it as i need it to work now.
#8
04/19/2010 (5:17 pm)

for those that want the browze feature.


EX for itemEditor.cs add
function RPG_Editor::BrowzeImage(%this){
   %fileName=%this.launchWindow("*.jpg, *.png, *.bmp");
   if(strstr(%fileName,"art/")>0){
      %fileName=getSubStr(%fileName,strstr(%fileName,"art/"),strlen(%fileName));
      %fileName=getSubStr(%fileName,0,strlen(%fileName)-4);
   }else{
      %fileName="";
   }
   echo("pure string: "@%fileName);
   
   IEDT_ICON.setText(%fileName);
}


EX: in RPG_Editor.cs add
function RPG_Editor::launchWindow(%this, %fileTypes){

   if(%fileTypes $= "")%fileTypes = "*.*";
   
   %fileOBJ = new OpenFileDialog(){
      Filters     = %fileTypes;
      DefaultPath = "art/";
      ChangePath  = false;
      MustExist   = true;
      MultipleFile= true;
   };  
   
   // Record the file name
   %filename = "";
   if (%fileOBJ.Execute())
   {
      %filename = %fileOBJ.FileName;
   }
   
   echo("File: "@%filename);    
   %fileOBJ.delete();
   return %filename;
}

and assigned to the command section for the button:
RPG_Editor::BrowzeImage(RPG_Editor);
#9
04/19/2010 (5:32 pm)
Better yet use this:


function RPG_Editor::launchWindow(%this, %fileTypes, %textFieldName)
{
   if(%fileTypes $= "")%fileTypes = "*.*";
   
   %fileOBJ = new OpenFileDialog(){
      Filters     = %fileTypes;
      DefaultPath = "art/";
      ChangePath  = false;
      MustExist   = true;
      MultipleFile= true;
   };  
   
   // Record the file name
   %filename = "";
   if (%fileOBJ.Execute())
   {
      %filename = %fileOBJ.FileName;
   }  
   %fileOBJ.delete();
   
   if(strstr(%filename,"art/")>0){
      %filename=getSubStr(%filename,strstr(%filename,"art/"),strlen(%fileName));
      %filename=getSubStr(%filename,0,strlen(%filename)-4);
   }else{
      %filename="";
   }   
   (%textFieldName).setText(%filename);
}

and in the button command add:
RPG_Editor::launchWindow(RPG_Editor, "*.jpg,*.png,*.dds,*.bmp",IEDT_ICON);

IEDT_ICON being the name of the TextBox to populate with the desired file path upon choosing a file.
#10
04/21/2010 (4:05 pm)
is this editor backward compatible with TGE 1.4
#11
04/21/2010 (5:28 pm)
I haven't tested it, but unless they have changed the script it should be.
#12
05/17/2010 (4:06 pm)
@Kevin

got a question,

is this rpg code for a single player only at the moment? or will eventially be for multiplayer aswell?
if planing to go multiplayer, what have you thought for using backend server?

thanks
#13
05/29/2010 (5:00 pm)
Its single player but it should be able to be modified for any thing really.

UPDATE:

I have two bugs that I have discovered, right next to each other as well. They are in the load and delete of every [name]Editor.cs file. This causes you to not being able to delete the first item in the list.

Look for:
%count=WPN_Weapons_LST.getSelectedItem();
      
   if(count==0)return;


Change toL
%count=WPN_Weapons_LST.getSelCount();
      
   if(%count==0)return;
#14
06/10/2010 (10:25 am)
I got the editor working, it comes up but it takes away all the other editors except for the the terrain editor and painter. Could you tell me what I'm doing wrong?
#15
08/21/2010 (3:02 pm)
Thats GREAT thanks for the link and stuff, nice job!
#16
12/03/2010 (8:41 am)
Edit item and delete item doesn't seem to be working... :(
#17
12/03/2010 (9:15 am)
Please disregard the last post, it doesn't %count. I really should be working on this when I'm awake. I'm hoping to use a database for saving/loading games...
#18
12/05/2010 (8:15 pm)
I've been trying to figure out why the object editor crashes Torque since I've added the RPG Editor, anybody else have that happen?
#19
12/20/2011 (3:08 pm)
yeah, this resource is bugged, I just gave it the second try after a year and could not find issue, spent 6 hours in the dark since no err logs at all,
I give up.:-)



game editor crashes when trying to delete/edit item from database, also can not remove the db editor window from game editor, tried to add a close button but "close button dotn work" closeCommand = "Canvas.popDialog(rpg_editor);"; no work.

also since the db editor is in editor viewport if you try to switch to world editor or terrain paint or whatever other editor, the whole deal freezes.

proly kevin gave up aswell on this project.

well at least i got the sql compiled ok which is mainly the most important. from this resources.

thank you.


#20
12/20/2011 (8:29 pm)
I've fixed this crash for torque the issue is the lack of knowledge of how to build a proper GUI interface the facetthat the plug in is built incorrectly and the window is not added to the screen correctly. I can diff my changes into the update. Let me know if anyone is trying to use this I have off time comming up soon.
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