Author Topic: Online Mod Maker -- Now Underway!  (Read 9486 times)

Omega

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Online Mod Maker -- Now Underway!
« on: 18 June 2009, 03:54:30 »
A new concept of mine: an online mod maker. It creates all the XMLs for a tech tree, exactly how you want them, powered by PHP. The entire chockload of information is found here: http://glest.110mb.com/mod_maker. Be sure to check it out and tell me what you think. It is currently a work in progress, and is still in the planning stage. Bear in mind that glest.110mb.com is a NO IE site!

It would be helpful to get some people to give me a hand, particularily in planning, so be sure to check out the 'join' page. I will need beta testers for when I release it, concept planners for assisting in the planning stage, and coders are optional, but will (hopefully) speed up the coding. The only problem with multiple coders is that I will have to put all the code together, and not everyone codes the same way...

Anyway, check it out. And once again, here's the link:
http://glest.110mb.com/mod_maker

EDIT// Perhaps this thread should be moved to the Mods Board. It seems more at home there. ;)
« Last Edit: 20 June 2009, 18:58:42 by omega »
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Omega

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Re: Online Mod Maker -- Now Underway!
« Reply #1 on: 20 June 2009, 17:46:33 »
I've started some work, and now heres my first code rendering of the layout.

http://glest.110mb.com/mod_maker/coder/php_tests/layout.php

It's not a graphical layout, and is just to show how my tabs code will work, and is heavily commented or coders who wish to take a look. I really could use some OPINIONS on this project, as well as the layout. Remember that the final version of the layout will be the one with all the fancy bells and wistles, while this one here is just the code to show functionality. Results: everything works great!

I also did some tests on PHP to check out how many input fields it can submit, and it passed my 10,000 input test (http://glest.110mb.com/mod_maker/coder/php_tests/input_10000_test.php). The only problem is it takes a minute and a half to render the 500+ kb of the input page, and 2 and a half minutes to send and recieve the data through the parse page! Of course, the average mod will have an expected 3000-6000 inputs. Check out the readme at http://glest.110mb.com/mod_maker/coder/php_tests/readme.txt.

Finally, if you want to see all the tests, which are currently just the inputs (100,1000,10000), an input/parser creator, and the layout with all PHP code exposed, here's a link to the ZIP: http://glest.110mb.com/mod_maker/coder/php_tests/php_tests.zip (88.62 kb)

suggestions??
« Last Edit: 20 June 2009, 18:49:41 by omega »
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DVD

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Re: Online Mod Maker -- Now Underway!
« Reply #2 on: 20 June 2009, 19:17:14 »
That's great!  ;D

I think it' s a splendid idea. It'll get more people into the community, and possibly generate some revenue(through ads).
Hopefully I'll be able to contribute. I'm new to Glest, but not to coding or graphic design so I'm rushing to learn it all.

...now we just need a low-poly unit generator.


silnarm

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Re: Online Mod Maker -- Now Underway!
« Reply #3 on: 21 June 2009, 01:04:47 »
Good work thus far Omega, keep at it :)

...now we just need a low-poly unit generator.

Nah, low poly models are easy... what we need is a texture generator...
hmm, maybe we can clone Madelf  :P
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Omega

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Re: Online Mod Maker -- Now Underway!
« Reply #4 on: 22 June 2009, 17:14:58 »
What I'm considering will be to have all the glest models that I can get uploaded, and you can choose one of these to include, but that will not be in the first version. For now, its custom models, and detailed txt telling where the models go, and if they are magitech models, which folder they are found in.
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Re: Online Mod Maker -- Now Underway!
« Reply #5 on: 23 June 2009, 02:15:22 »
I think it's smart to get v1.0 out asap. then we can add build onto it.

for example the next release could have a few set models, categorized for easy selection. 
I'm sure the community will be happy to submit some models, to add to the library
-Human
   +Male
   +Female
-Beast
   +Animal
   +Folklore
-Building(?)

Then perhaps an input where colors and patterns could be added and applied to a set texture pattern. (a sort of texture generator/Madelf clone)
just to add a splash of variety. if that is even feasible.

We don't wana make it too easy or 3.4 million Mods will flood into the game, all generic and poorly planned. But as long as there are good ones, I'm happy.
plus the Madelf clones could revolt... how would we know the REAL Madelf?  ???
just a thought.


silnarm

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Re: Online Mod Maker -- Now Underway!
« Reply #6 on: 23 June 2009, 03:40:12 »
What I'm considering will be to have all the glest models that I can get uploaded, and you can choose one of these to include...

Please do not do this... I was going to have a gripe about this rampant copying of models on the mods board, and probably still will at some point, but if 'standard issue' models are to be used, please assume the existence of the default magitech techtree and use relative paths to the models & textures (if it's not re-skinned for the mod).
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Omega

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Re: Online Mod Maker -- Now Underway!
« Reply #7 on: 23 June 2009, 16:52:53 »
It won't happen for sure in v1, and I'll have to give every update a great deal of thought. Not sure how on earth a texture generator would work, and I wouldn't expect that. This really only does the XMLs, and everything else is up to the modder...

I got no clue if it would be possible to have a model or texture generator. Maybe with java or something, but I have no experience with that and it would be too complexe.

The first version is just XMLs, folders, and particle images (a small selection). It will print out instructs on where to put the models, as specified by the txt. Very detailed.

EDIT//
You know, I really could use a few more testers... Why not check out the join page (you'll see the link as plain as day on the main site)? Testers only need to test it once I complete it, since I can't go through the page dozens of times on my own... I'd fall asleep eventually! These people only need to go through once or twice, and get to see it early!
« Last Edit: 23 June 2009, 18:53:47 by omega »
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Re: Online Mod Maker -- Now Underway!
« Reply #8 on: 24 June 2009, 08:34:30 »
on that subject. I agree.
I've kinda thought it through and I'm gonna have to rethink my earlier post.
Glest modding is a sort of Art - certainly not a little activity you can squeeze out of a single weekend.
it takes skillz not to mention creativity!
I think it's best if things stay simple an XML generator... why complicate things?
It certainly won't hurt anyone to learn 3D modeling, texturing, and animation.

anyways...
I'd be happy to test what I can!
I'll sign up tomorrow though, as I have work in just a few hours!
Oh, and if you ever need a Java guy, I know it pretty well!
I'm still in High School, but I've formerly taken Java and VisualBasic... not that it's really used in Glest-but ya never know


ElimiNator

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Re: Online Mod Maker -- Now Underway!
« Reply #9 on: 24 June 2009, 15:59:26 »
I joined for a tester and that was the last I saw of it. It didn't email me or anything.

well any way sine me up and tell me what and when you want me to do. 8)
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Re: Online Mod Maker -- Now Underway!
« Reply #10 on: 24 June 2009, 20:06:00 »
What would be the point of uploading all of the models?  That would take forever!  You should just make virtual models on the site which correspond to actual models someone should have already made.  Do you understand what I am saying, because it is a really complex thought above (for me ;)).  There would be a button called "add model" and there would be an interface resembling Windows Explorer (a file organizer).  Then the user would add different types of files in the directories which correspond to the actual ones they have on their computer.  There would be other files to account for too, like image files and sounds.

I think my idea is really good because it avoids any uploading...

Mark

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Re: Online Mod Maker -- Now Underway!
« Reply #11 on: 25 June 2009, 02:30:53 »
Yes, i think it is a good idea because who has time to upload gigabytes of models?  Not me, and probably not anyone else, so use his idea.

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Re: Online Mod Maker -- Now Underway!
« Reply #12 on: 25 June 2009, 02:53:00 »
I don't think he said it was going to upload anything.
You just brows and it stores a file name.
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silnarm

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Re: Online Mod Maker -- Now Underway!
« Reply #13 on: 25 June 2009, 11:31:07 »
It won't happen for sure in v1, and I'll have to give every update a great deal of thought. Not sure how on earth a texture generator would work, and I wouldn't expect that. This really only does the XMLs, and everything else is up to the modder...
Yeah, the texture 'generator' was a joke, forget about that :)
Aim for XML for now, all I was trying to say was don't upload magitech models.. allow people to use them as place holders , but instead of having the model and texture in the new factions directory, just use relative paths in the xml.

So, if I'm making 'MyFaction' and adding it to the magitech tech-tree, and I make a unit I call 'MyInitiate', instead of copying the models into the new faction directory and have the XML point at "models/initiate_standing.g3d" etc, have no models directory, just have the XML point at "../magic/units/initiate/models/initiate_standing.g3d"
A little nastier if it's in a different tech tree, but not to bad,
ie. "../../../magitech/factions/magic/units/initiate/models/initiate_standing.g3d"

But don't worry about any of that for now... just focus on the XML part, using models the modder supplies names for.
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Omega

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Re: Online Mod Maker -- Now Underway!
« Reply #14 on: 25 June 2009, 16:46:09 »
What it does is it asks for the model file name, with no extension. For example, the below are legit:

myfile
yo_man
_
_glest_unit_

The below are not legit:

cool/u
unit.g3d

It will auto add extension, and automatically make a folder titled 'models' where all models need to be placed. So the xml looks for a model path "models/*.g3d" where * is the model name. In a txt file placed in the main folder, we will say:
Code: [Select]
Place the g3d model titled '*.g3d' in the 'factions/myfaction/units/myunit/models' folder
I do not plan on having the models uploaded, however, you can auto insert a file name in the field for a magitech unit, which will ONLY insert the filename, but when making the XMLs, the parser will detect that it is a magitech unit (only from its name, so if you have your own model with the same name as a magitech unit, it will think you're using a magitech unit) and change the instructions to:
Code: [Select]
Place the g3d models titled '*.g3d' found in the <magitech path> folder in the 'factions/myfaction/units/myunit/models' folder.
Simple enough? Sure a bit of code will be needed to recognize the magitech files... Hmm, should we have magitech recognization or not? Perhaps it would be better not to. It would simplify as well as prevent confusion.
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silnarm

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Re: Online Mod Maker -- Now Underway!
« Reply #15 on: 25 June 2009, 23:20:17 »
Simple enough? Sure a bit of code will be needed to recognize the magitech files... Hmm, should we have magitech recognization or not? Perhaps it would be better not to. It would simplify as well as prevent confusion.

Yeah, may get confusing... I'd say just go with the modder supplies the name, and puts the files in place his/her self.

Maybe later you could add the 'option' to use a magitech model, click a checkbox, and the 'model name' text-box becomes a combo-box, that'd be the most user friendly, and then you wouldn't need to worry about trying to figure out if a supplied model name was magitech or custom.
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hailstone

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Re: Online Mod Maker -- Now Underway!
« Reply #16 on: 26 June 2009, 00:37:45 »
Perhaps have it as a suggestion somewhere so people use relative paths instead of copying models.
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Omega

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Re: Online Mod Maker -- Now Underway!
« Reply #17 on: 26 June 2009, 02:09:19 »
@Silnarm - Good idea! Should I wait until version 2 though perhaps? Work on the basis first, then the extra bells and wistles after?

@Hailstone - Well, in this creator, JS will send an alert box and yell at you if you have any illegal characters in the input boxes, and will continue to do so until the input is proper. In short, you cannot have any symbols. alphanumeric only with the - and _ as well.Try to use any other symbols such as the \ or / and you'll get yelled at. THe reason for this is because the models are automated, meaning that all a models folder is created specifically for the models. I might also make an option in a later version that will allow you to choose between the default model placing (the one I just described) or one folder model placing, meaning putting all models in one large folder early on, and the two types can't be mixed. The advantage of one folder is that inexperienced people only have one folder to copy models into, rather than copying into various folders for every unit. Of course, images would use this folder as well, instead of the default images folder. Messy, but good for newbies. And as you can see, only relative paths are accepted, since the generator will create the paths, and the person only specifies the file name.

BTW: May I propose that everyone who likes the idea join the team from the webpage as either a tester (to beta test once done) or a concept planner (helps planning this out, as you are currently doing by discussing this)?
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Omega

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Re: Online Mod Maker -- Now Underway!
« Reply #18 on: 10 August 2009, 09:45:05 »
Ah, I've done quite a bit of work. Now, I'd like everyone who signed up as a tester to test the alpha, which has working tabs and resources.

I really need a hand with the damage multipliers table. I am unsure how to proceed. Since all code so far is JS, you just need to view source in any browser. Of course, any browser but IE. Last time I tested that, it was a huge flop!

EDIT//

UH OH!!! For some reason, it doesn't display correctly online!!! My best guess is the stupid ad code that the free host has to make sure any attempt to redirect is foiled, or possibly the editing to the source the host is doing... But it works 100% fine offline, so why not download the zip (which I provided a link in the email to all testers). The zip is smaller than the original page, and is easy to use. Just unzip, and open index.html.

Duly noted that once done, I may end up having to upload to a different server, even if only for this project alone. Do any of you guys have web servers (not free ones) that I could use to host the mod maker? It only needs php5+ (and the zip extension, any decent host will have). What about titi? Or anyone??? :-\

Anway, every week, I'll check for new testers, and email any that there may be with the link to the most recent alpha.
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ElimiNator

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Re: Online Mod Maker -- Now Underway!
« Reply #19 on: 10 August 2009, 15:02:25 »
I sined up as a tester on glest guide.
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Omega

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Re: Online Mod Maker -- Now Underway!
« Reply #20 on: 11 August 2009, 07:32:06 »
You should have recieved the email. Assuming you entered it correctly, of course...
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Re: Online Mod Maker -- Now Underway!
« Reply #21 on: 11 August 2009, 14:16:54 »
I went to enter again and it said the members are Omega and ElimiNator
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Omega

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Re: Online Mod Maker -- Now Underway!
« Reply #22 on: 12 August 2009, 09:37:49 »
I've resent it, this time using the glest board email adress...

EDIT// Just noticed that the emails are the same. You should have the original. Possibly you have more than one email adresses, in which case you want to use your jacob_vejvoda[at]hotmail[dot]com one. You should have recieved it. Also, anyone else... :-\
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silnarm

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Re: Online Mod Maker -- Now Underway!
« Reply #23 on: 12 August 2009, 12:09:09 »
Also, anyone else... :-\

Throw me on the list then, I can probably give you a hand with the damage multipliers. You should however be aware that my little 'side project' is rapidly nearing completion, and may even go beta on the weekend ;)

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ElimiNator

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Re: Online Mod Maker -- Now Underway!
« Reply #24 on: 12 August 2009, 14:03:52 »
You should however be aware that my little 'side project' is rapidly nearing completion, and may even go beta on the weekend ;)

COOL! I will live to try it.  ;D ;D ;D
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