Author Topic: BR Mod Tools - 0.4.1  (Read 4799 times)

Dayshine

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BR Mod Tools - 0.4.1
« on: April 10, 2012, 10:11:00 pm »
    Blockade Runner Mod Tools
    With the Blockade Runner Mod Tools I aim to give a suite of tools that allow even the least technically literate player to create and play with BR's content. This will include the addition and modification of Materials, Textures, Prefabs and perhaps even Sounds.

    I've made a start using the mod files that are available as of 0.54.0 and plan on expanding once more moddability is added.

    Please note: These tools are experimental and loss of mod data may occur. Please backup any mods before and regularly while using this tool.

    Current version: 0.4.1

    Current Features:
    • Swap mods and addons in and out of the game
    • Save multiple mod and addon profiles
    • Add and Modify the Materials available for construction in-game
    • Preview the textures applied using the 3D in-game rendering methods
    • View all the Textures currently available
    Instructions:
    The latest release of the Mod Tools can be downloaded from sourceforge at this link:
    https://sourceforge.net/projects/brmodtools/

    Not instantly compatible with 0.56.0e, but 0.56.0 is fine (Blame nathan apparently :P). To fix: Delete "default" folder from Mods

    Some test addons can be downloaded here.

    You will probably also need to download and install .NET framework 4

    The .exe and .dlls should be placed into the Blockade Runner directory and run from there.
    Once running the 'Select Mod Folder' button should be used to select the "Blockade Runner" folder.
    You can now view and change the Materials data, changes will save when you change mods or press 'Save changes'

    How to install addons
    1. Download an addon.
    2. Place the addon folder into BlockadeRunner/Addons/ (create Addons if it doesn't exist)
    3. Start the Mod Tools, then select the game folder.
    4. Select the addon tab, select the mod from the list then press 'Activate addon'

    How to CREATE an addon
    Basically an addon's folder should mirror the Content folder's layout but only for the supported things (As of 0.4.1: textures, prefabs, materials).
    1.Create a folder with your addon's name in the BlockadeRunner/Addons folder.
    2.Place textures in Addons/addonName/textures.
    3.Place prefab folders in Addons/addonName/prefabs.
    4.Either:
    a.Use the mod tools "Add materials" button to create and then "Edit materials" materials.
    b.Manually place a solids.xml at Addons/addonName/Data/solids.xml
    5.Test it works in-game by activating the addon then trying it out in-game.
    6.You're done, share the addon to anyone you want and they should be able to add those new objects!
    NB: Addons must be self-contained for now. You can't reference the base mod (vanilla). If you want to reuse their textures or prefabs you have to copy them out. This is because I can't guarantee they'll still be there in future BR releases.

    Planned Features:
    • Different rendering modes will show the different blocks produced in-game
    • User added Textures
    • User added prefab models and textures
    • User added sounds
    Known bugs:
    • Various crashes when trying  rendering on prefabs
    • All rendering modes do the same thing
    • Cannot find part of file path error caused by having Blockade Runner in a mapped area (My documents,desktop,program files)
    Change Log:
    0.4.1
    • Addons now support prefabs

    0.4.0
    • Implemented activating addons, so you can set addons that will be loaded into the game

    0.3.2/3
    • General fixes

    0.3.1
    • Added the ability to set an active mod, the mod that will actually be loaded into the game
    Spoiler
    0.3
    • Added a 3D preview of the in-game model

    0.2.1.1
    Hotfix, 0.2.1 didn't actually work due to some experimental stuff I tried

    0.2.1
    • Added a texture preview in the material editor

    0.2.0
    • Added a material editor under 'Edit Material'
    • Disabled modification on the main tab

    0.1.5
    • Added the ability to view textures
    [/list]
    « Last Edit: April 29, 2012, 12:22:44 pm by Dayshine »

    [ZanMgt]Gabriel

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    Re: BR Mod Tools - 0.1.4
    « Reply #1 on: April 11, 2012, 10:54:08 am »
    That's awesome DayShine, keep up the good work! :)
    "a programmer is an intermediary that converts sugar and caffeine into code"

    Czorio

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    Re: BR Mod Tools - 0.1.4
    « Reply #2 on: April 11, 2012, 12:26:40 pm »
    giving this a try, always wanted to know what my ships look like with random colors and Dubstep guns. (With a excuisite touch of Beethoven's moonlight sonata)
    "If you're in an equal fight, your tactics suck."

    http://www.youtube.com/user/czorio4

    ChunkofWhat

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    Re: BR Mod Tools - 0.1.4
    « Reply #3 on: April 11, 2012, 02:08:44 pm »
    giving this a try, always wanted to know what my ships look like with random colors and Dubstep guns. (With a excuisite touch of Beethoven's moonlight sonata)

    Can't quite do any of that yet.

    Still a really great project.  I'm sure as the the game develops this will grow into a really useful tool.

    Czorio

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    Re: BR Mod Tools - 0.1.4
    « Reply #4 on: April 11, 2012, 02:42:13 pm »
    Can't quite do any of that yet.

    A man can dream :'(
    "If you're in an equal fight, your tactics suck."

    http://www.youtube.com/user/czorio4

    blackether

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    Re: BR Mod Tools - 0.1.4
    « Reply #5 on: April 11, 2012, 02:46:56 pm »
    Does this mean a moderator should put up a Modding section on the forums? *hint, hint...  :P

    Anyways, I'll try this out and see what I can come up with. Sounds pretty cool to me.

    Cnaff

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    Re: BR Mod Tools - 0.1.4
    « Reply #6 on: April 11, 2012, 06:48:17 pm »
    Yay, mod tools!  8)

    Dayshine

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    Re: BR Mod Tools - 0.1.5
    « Reply #7 on: April 12, 2012, 02:05:34 pm »
    Version 0.1.5 is now up.
    You can now view all the textures that are currently installed and available along with their "texture" attribute name. :)

    Version 0.2.0 is now up as well.
    There is now a custom editor for materials.

    Version 0.2.1 is up.
    You can now preview a texture in the material editor by pressing the R button.
    « Last Edit: April 13, 2012, 08:33:08 pm by Dayshine »

    Cnaff

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    Re: BR Mod Tools - 0.2.1
    « Reply #8 on: April 13, 2012, 10:56:21 pm »
    Keep the updates coming!  ;D
    « Last Edit: April 13, 2012, 11:20:56 pm by Cnaff »

    Dayshine

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    Re: BR Mod Tools - 0.3
    « Reply #9 on: April 15, 2012, 10:38:05 pm »
    I just uploaded version 0.3, you can now view a 3D model of the block in the editor :O

    MrVorgra

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    Re: BR Mod Tools - 0.3
    « Reply #10 on: April 17, 2012, 04:48:11 am »
    Will this mod tool involve the implementation of prefabs?

    Cause I would love to get started of some prefabs, (got some models just want to import them)
    Real Men drive vehicles without knowing how fast they are moving or how much fuel remains in the tank.

    MrVorgra

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    • RAWR!
    Re: BR Mod Tools - 0.3
    « Reply #11 on: April 20, 2012, 03:16:19 am »
    I load the addons folder, goto edit a material.

    The Type of initializer for '<Module>' Threw and exception

    Spoiler
    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.TypeInitializationException: The type initializer for '<Module>' threw an exception. ---> <CrtImplementationDetails>.ModuleLoadException: The C++ module failed to load during appdomain initialization.
     ---> System.TypeLoadException: Could not load type 'System.Runtime.CompilerServices.ExtensionAttribute' from assembly 'mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'.
       at System.ModuleHandle.ResolveType(RuntimeModule module, Int32 typeToken, IntPtr* typeInstArgs, Int32 typeInstCount, IntPtr* methodInstArgs, Int32 methodInstCount, ObjectHandleOnStack type)
       at System.ModuleHandle.ResolveTypeHandleInternal(RuntimeModule module, Int32 typeToken, RuntimeTypeHandle[] typeInstantiationContext, RuntimeTypeHandle[] methodInstantiationContext)
       at System.Reflection.RuntimeModule.ResolveType(Int32 metadataToken, Type[] genericTypeArguments, Type[] genericMethodArguments)
       at System.Reflection.CustomAttribute.FilterCustomAttributeRecord(CustomAttributeRecord caRecord, MetadataImport scope, Assembly& lastAptcaOkAssembly, RuntimeModule decoratedModule, MetadataToken decoratedToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, Object[] attributes, IList derivedAttributes, RuntimeType& attributeType, IRuntimeMethodInfo& ctor, Boolean& ctorHasParameters, Boolean& isVarArg)
       at System.Reflection.CustomAttribute.IsCustomAttributeDefined(RuntimeModule decoratedModule, Int32 decoratedMetadataToken, RuntimeType attributeFilterType, Boolean mustBeInheritable)
       at System.Reflection.CustomAttribute.IsDefined(RuntimeAssembly assembly, RuntimeType caType)
       at System.Reflection.RuntimeAssembly.IsDefined(Type attributeType, Boolean inherit)
       at System.Attribute.IsDefined(Assembly element, Type attributeType, Boolean inherit)
       at CModuleInitialize.IsProcessDpiAware(CModuleInitialize* )
       at CModuleInitialize.{ctor}(CModuleInitialize* , IntPtr cleaningUpFunc)
       at ?A0x7914d42b.CreateCModuleInitialize()
       at ?A0x7914d42b.??__E?A0x7914d42b@cmiStartupRunner@@YMXXZ()
       at _initterm_m((fnptr)* pfbegin, (fnptr)* pfend)
       at <CrtImplementationDetails>.LanguageSupport.InitializePerAppDomain(LanguageSupport* )
       at <CrtImplementationDetails>.LanguageSupport._Initialize(LanguageSupport* )
       at <CrtImplementationDetails>.LanguageSupport.Initialize(LanguageSupport* )
       --- End of inner exception stack trace ---
       at <CrtImplementationDetails>.LanguageSupport.Initialize(LanguageSupport* )
       at .cctor()
       --- End of inner exception stack trace ---
       at BRModTools.BlockInfo.InitializeComponent()
       at BRModTools.BlockInfo..ctor(DataTable dataTable, String name, ModList modList)
       at BRModTools.Main.materialDialog(Object sender, EventArgs e)
       at BRModTools.Main.editMaterial_Click(Object sender, EventArgs e)
       at System.Windows.Forms.Control.OnClick(EventArgs e)
       at System.Windows.Forms.Button.OnClick(EventArgs e)
       at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
       at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
       at System.Windows.Forms.Control.WndProc(Message& m)
       at System.Windows.Forms.ButtonBase.WndProc(Message& m)
       at System.Windows.Forms.Button.WndProc(Message& m)
       at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
       at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
       at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


    ************** Loaded Assemblies **************
    mscorlib
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    BRModTools
        Assembly Version: 1.0.0.0
        Win32 Version: 1.0.0.0
        CodeBase: file:///C:/Users/BENWEL~1/AppData/Local/Temp/Rar$EXa0.590/BRModTools.exe
    ----------------------------------------
    System.Windows.Forms
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 built by: RTMRel
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    ----------------------------------------
    System.Drawing
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 built by: RTMRel
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    System
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 built by: RTMRel
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    System.ServiceProcess
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.ServiceProcess/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.ServiceProcess.dll
    ----------------------------------------
    System.Data
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
    ----------------------------------------
    System.Core
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 built by: RTMRel
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
    ----------------------------------------
    System.Xml
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 built by: RTMRel
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------
    System.Numerics
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 built by: RTMRel
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll
    ----------------------------------------
    Tao.DevIl
        Assembly Version: 0.0.0.0
        Win32 Version: 1.6.8.3
        CodeBase: file:///C:/Users/Ben%20Weldons%2040gb/AppData/Local/Temp/Rar$EXa0.590/Tao.DevIl.DLL
    ----------------------------------------
    WindowsFormsIntegration
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 built by: RTMRel
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/WindowsFormsIntegration/v4.0_4.0.0.0__31bf3856ad364e35/WindowsFormsIntegration.dll
    ----------------------------------------
    PresentationFramework
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/PresentationFramework/v4.0_4.0.0.0__31bf3856ad364e35/PresentationFramework.dll
    ----------------------------------------
    WindowsBase
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 built by: RTMRel
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.dll
    ----------------------------------------
    PresentationCore
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 built by: RTMRel
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/PresentationCore/v4.0_4.0.0.0__31bf3856ad364e35/PresentationCore.dll
    ----------------------------------------
    System.Xaml
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 built by: RTMRel
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xaml/v4.0_4.0.0.0__b77a5c561934e089/System.Xaml.dll
    ----------------------------------------

    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.

    For example:

    <configuration>
        <system.windows.forms jitDebugging="true" />
    </configuration>

    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.


    « Last Edit: April 20, 2012, 03:21:25 am by MrVorgra »
    Real Men drive vehicles without knowing how fast they are moving or how much fuel remains in the tank.

    Dayshine

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    Re: BR Mod Tools - 0.3
    « Reply #12 on: April 20, 2012, 02:12:42 pm »
    Will this mod tool involve the implementation of prefabs?

    I'll be adding the basic ability to do that very soon.

    I load the addons folder, goto edit a material.

    The Type of initializer for '<Module>' Threw and exception


    Yeah, they changed the way they organised mods and such in 0.55. I'm working on an update that should let you actually swap in/out the active mods. Addons will be a little longer however (Still working out how to cope with duplicates and such).

    Edit: Patch 0.3.1: You can now set the active mod, i.e. the mod that will be run when the game launches.
    « Last Edit: April 20, 2012, 11:44:10 pm by Dayshine »