View Full Version : [EDITOR WIP] zMOD Maker


Zebra 9
Feb 29, 2008, 07:18 PM
zMOD Maker

http://forums.civfanatics.com/attachment.php?attachmentid=171378&stc=1&d=1205530695
This is a little python application I'm working on. It will allow the editing and creation of World Builder Saves, XML, and manipulation of python MOD COMPs and SDKs (only allowing you to use a precreated SDK).

Thus far I have the World Builder portion almost complete. It will allow the placement of Terrains, Features, Resources, and Plot Types, as well as saving and loading of maps. It can also read and display rivers. Now I'm not totaly sure how the rivers work so this may take awhile to figure out. All that needs to be done in the World Builder is for me to add route, city, unit, and improvement placement and city/unit/team/civilization editing.

After this I want to begin working on the XML editing. So I would like to know what files you think I should begin making an editor for. The tech tree, units, buildings, and formations all are extensive and require alot of work so I will probably wait till later on these files.

P.S. Hills look like total trash, I'm thinking of using the CivIII hills. You can see the hills in the first screenie, they are the weird looking green blob on the snow.

Here are some screenies. :goodjob: :cool: :crazyeye: :D :) ;) :scan: :cooool:

I've got enough zoom to get Rhye's Europe (You can almost fit his whole map on screen :cooool:)
http://forums.civfanatics.com/attachment.php?attachmentid=170231&stc=1&d=1205530695

My really cool menus (they slide into view :yup:)
http://forums.civfanatics.com/attachment.php?attachmentid=170232&stc=1&d=1205530695

My new map screen, it's not done but will have the ability to select the base terrain, feature, plot type, and maybe able to do resources
http://forums.civfanatics.com/attachment.php?attachmentid=171379&stc=1&d=1205530695

You see this when you first start up
http://forums.civfanatics.com/attachment.php?attachmentid=171380&stc=1&d=1205530695

Actually working with the map will be kinda like this (loads Rhye's map in less than 15 seconds!! :wow:)
http://forums.civfanatics.com/attachment.php?attachmentid=171381&stc=1&d=1205530695

You will be able to do more advanced stuff with plots here, like setting city pop, working with units, and basic plot stuff. It has movement controls for easy access to other plots:cool:
http://forums.civfanatics.com/attachment.php?attachmentid=171382&stc=1&d=1205530695

Shiggs713
Feb 29, 2008, 07:32 PM
Looks promising. Good job. About the XML editor, I would go with one of the extensive ones you listed, mainly because the other ones are easier to deal with than those, i.e. Most modders could easily get by without the simpler ones.

Zebra 9
Feb 29, 2008, 07:51 PM
Ok, I see your point. I've actually already made the tech tree editor, it's similar to the formation editor but it uses a python web server. Its to slow so I didn't release it (Like you have to wait about 5 seconds before it scrolls, adds a tech or moves a tech).

So which would you guys prefer, Tech Tree Editor, Unit Editor (can't load nifs so you'll have to go it blind), Building Editor, or a Formation Editor.

The Navy Seal
Mar 01, 2008, 08:02 AM
Wow, this will really boost MOD/Scenario production when it's complete! Can't wait for the World Builder!:thumbsup:

snipperrabbit!!
Mar 02, 2008, 10:12 AM
I think it will be better to concentrate on the map and related features first. There's a lack in that dept. There is enough utilities that deals with techs ( Laucian ) or tutorials for units. Also, Formations will be a godsend.

Zebra 9
Mar 06, 2008, 06:41 PM
Well my intent is to finish the map editor and then begin working on something else.

Update
You can now place, save, and read routes. This took me awhile because I was trying to do all the roads by hand. After I had completed 31 roads I realized that there are 256 possible combinations so I wrote a python script that did it for me so they don't look great but at least we have roads and rails.
I have begun work on the improvements. Sometime tomorrow I will have them done.

Zebra 9
Mar 12, 2008, 05:44 PM
Update
Not much new, but it now reads, writes, and places Improvements. It will also allow you to set the size of the map and is programmed to show culture and cities.

erikg88
Mar 12, 2008, 08:58 PM
Bravo on what you've accomplished so far. I'd like to see units or buildings up next, those are some hairy XML files.

Zebra 9
Mar 14, 2008, 03:58 PM
Yes I agree. So here is what I think will be my game plan:1. World Builder (near completion)
2. Formation Creator/Editor
3. Tech Tree Editor (Try placing techs and getting the lines right with XML and ingame editors are a head ache)
4. Unit Editor (Includes Unit Classes, art define files, promotions, art management (I would like this), etc.
5. Building Editor (again all files, I hope)

Beyond this I'm not sure, but this is a big job to pull off.

P.S I'm gonna add some new screenies in a few mins.

Zebra 9
Mar 14, 2008, 04:55 PM
Got the screenies on. :cooool: Check it out and there are a few facts.

Dom Pedro II
Mar 14, 2008, 05:01 PM
Alright... I have to ask even at the risk of sounding foolish... why would you need a world builder when the game already has one?

snipperrabbit!!
Mar 14, 2008, 05:11 PM
I think this one works without having to run the game so you can play FF and create a regular map at the same time ( only if able to dissociate left and right hemisphere of brain ).

The Navy Seal
Mar 14, 2008, 05:27 PM
why would you need a world builder when the game already has one? Well I know that for me creating a map or scenario in the wb takes forever (very slow PC) but with an out of game wb it would go faster.

Zebra 9
Mar 14, 2008, 05:40 PM
Well it is going to also be able to edit XML, but the Navy Seal pretty much nailed it. My comp is plenty strong enough but those who don't have good computers are sufuring, they are dyeing from a want to be able to make a map (a bit of exaggeration). Also I have a few Top Secret features that I will be adding and it will also allow for saving to multiple WB file versions (Dale has a unit name tag, I have a few unreleased formats).

GoodGame
Mar 19, 2008, 07:23 PM
So this is going to develop into a convenient, full-blown scenario editor that World-Builder isn't? E.g. actually place new players on a whim?

Awesome. I will make a scenario for you of your choice if you get it done! :lol:

Zebra 9
Mar 21, 2008, 09:35 AM
Well it now reads cities. I had hoped to have more done by now but I'm having computer trouble (:badcomp:) so I have been slowed down. Thankfully I made a backup right before the computer problems so if the computer is wiped out I still have it on 2 flash drives and a CD (I'm an overkill backuper :D), as well as another computer.

Oh, almost forgot. I made a few tweaks on the file read system and added a timer so I could see how fast it loaded maps and it now loads Rhye's map in 12.5 seconds!!! :wow:

moopoo
Mar 22, 2008, 07:08 AM
Cool Cool Cool. My computer isn't exactly a dinosaur, but i've got like 3 different map makers, and none of them feel quite right. This looks promisinig and really quite excellent

moopoo
Apr 09, 2008, 07:19 AM
Someone please tell me this hasn't died. It looked so promising!

Zebra 9
Apr 10, 2008, 05:17 PM
No, it is far from dead. I've just come to a point in my life where I'm having to do one of those things that shapes the future of my life. So its getting priority over any programming.

But as an update I've added the ability to display culture based on the amount of culture in the city! I will see if I can get some new screenies this Saturday. :thumbsup:

Aranor
Apr 10, 2008, 05:51 PM
No, it is far from dead. I've just come to a point in my life where I'm having to do one of those things that shapes the future of my life. So its getting priority over any programming.

Is that wedding bells I'm hearing? :mischief: Seriously I hope all goes well for you in your "life shaping event"


But as an update I've added the ability to display culture based on the amount of culture in the city! I will see if I can get some new screenies this Saturday. :thumbsup:

I look forward to seeing what more has come of this. I only just discovered this project, and am excited to see it completed ( as ALL modders would be I'm sure!:goodjob:)

moopoo
Apr 11, 2008, 03:47 AM
Woo hoo! After spending ages following the Star Wars Mod, I get paranoid when I see projects not get updates :D Of course life comes first, good luck with your life changing event :D

@ Aranor: Was that guess based on anything?!? It could be anything for all you know!!! :lol::lol::lol:

Aranor
Apr 11, 2008, 05:59 AM
@ Aranor: Was that guess based on anything?!? It could be anything for all you know!!! :lol::lol::lol:

On nothing. Just me being stupid:p:lol: Getting married is a HUGE life changing event though

moopoo
Apr 11, 2008, 07:34 AM
LOL I reckon he gotta an awesome promotion/job change. Care to make a wager? :D:lol:

Aranor
Apr 11, 2008, 08:34 AM
LOL I reckon he gotta an awesome promotion/job change. Care to make a wager? :D:lol:

LOL nope. I'm not THAT stupid to make a bet I have a good chance of loosing!:lol:

Zebra 9
Apr 11, 2008, 06:31 PM
It's a little less important than anything listed here. Although I could use a promotion. ;)

moopoo
Apr 12, 2008, 12:49 AM
Well in that case you have no excuse for not updating!!! :joke: :lol:

Zebra 9
May 09, 2008, 07:47 PM
I was working with the MOD Maker on a slower pc and it runs waaaaay tooooo slooooow (the screen goes black for several seconds often), so unfortunatly I will be rewriting it with speed in mind. The good thing is that now I know how to do it so it should go faster. :thumbsup:

moopoo
May 10, 2008, 05:25 AM
Cool :D Glad to hear this very promising project is being worked on

Zebra 9
Aug 01, 2008, 10:48 AM
I have decided to stop work on this indefinitely. I believe Colonization may come with an editor and I will not be able to do much in the area of MODing/Programing (that's funny my major is Computer Science and Software Engineering) this fall due to college. I might be able to do more work with this in the future. ;)

moopoo
Aug 03, 2008, 08:04 AM
Promise you'll work on it again if the Colonization editor sucks. Promise!

Zebra 9
Aug 04, 2008, 09:25 AM
If I have time. I have college so it'll be questionable but I will have time next summer. It's a long wait but good things come to those who wait. ;)

Jeckel
Dec 24, 2008, 04:36 AM
Wow, I was just wondering around the forums and happened upon this. Looks very good Zebra9, what language are you writing it in? I know that GUI looks familiar, is a python platform?

Also, so I don't have to make another post, what is your standard extension for the INI config files that come with your mods? I figured it was .zcnfg from what it says on the zModular thread, but wanted to check for sure. :cool:

Zebra 9
Dec 24, 2008, 10:36 AM
Well I haven't worked on this in several months, but I think I'll release it as is for now, maybe add a map loader before I go back to college.
I'm using python.
Yeah, I use my zConfig file format. :D

Jeckel
Dec 25, 2008, 06:45 PM
Very cool man, but what specific library are you using to display those widgets, pygame, tkinter, or what?

Zebra 9
Dec 26, 2008, 02:23 PM
PyGame
I'll upload soon. ;)

Jeckel
Dec 28, 2008, 03:54 PM
Ahh, PyGame, the best in 2D Python libraries. PyGame is what I learned 2D programing with and that knowledge help bunches when I got into 3D. Good luck man and as always I look forward to seeing what you code up. :goodjob: