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[Tool] Unit XML Editor

[Tool] Unit XML Editor

For those out there who feel that editing XML files might be too confusing (or, like me, are just too lazy to go editing through tons of XML-files manually) I'd like to present a small unit-editor. What i've tried to do with it is to make it as easy to fill in most of the data as possible, with dynamic lists for items like sound-effects, background-images and equipment that will update themselves as you add more content to the game.

 

31.07.2010:

Ok, with Beta 4 now out i've been able to go along way towards finishing this editor. It now automatically builds list of the following things:

  • Unit Prerequisites (Technologies)
  • Eye textures / skin textures (With thumbnaills)
  • Animations (With thumbnaills)
  • Talents and abilities
  • Background and medallion images (With thumbnaills)
  • Equipment (With thumbnaills)
  • Spellbooks (With lists of spells contained in the book)
  • Soundeffects (With playback of the soundeffects from the editor)

Still left to do:

  • Automatic list-creation of units for easy editing
  • General error-handling, editor is still too sensitive to typo's in the xml files (Which you'll discover the first time you run it, since there's an typo in one of the official stardock equipment xml files)
  • Automatic list-creation for ModelPath and UnitModelType (Editor currently always uses Gfx\HKB\Units\K_Male_Mesh_01.hkb and KingdomMale respectively)
  • Implementing editing of xml files and support for xml-files containing multiple units. Currently only the "SaveAs" button works and not the "Save".

Huge thanks to John Hughes for having the patience to test this for me.

If anyone wants to try it out then the latest version can be found here.

http://www.megaupload.com/?d=52S5UTJQ

New stuff:

Abilities

SpellbooksAnimation Browser

Prerequisites

http://www.megaupload.com/?d=52S5UTJQ
96,786 views 28 replies +3 Loading…
Reply #26 Top

Questions: Can I use this to make enemy units and creatures?

Can I use it to make Armies of said units?

How much of their information can I edit?
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Honestly, this all is fairly easy to do by hand, using a simple text editor. If you really want to know the extent to which you can add new enemies/creatures, take a look at the amazing ACP mod done by impinc, or feel free to ask me as I have also made some additional monsters.

Reply #27 Top

I can't load units from the xml files. Am I just too tired to think or is this a WIP feature? Looks great though. A real time saver!

 

Make me one for quests NAO!!!!  :drool:

 

How do we make a creature that is compiled of more than one unit?

Reply #28 Top

I can't load units from the xml files. Am I just too tired to think or is this a WIP feature? Looks great though. A real time saver!
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I'm not really sure what you mean by this. Can you elaborate a bit? If you are trying to load prefab designs, just look in the units folder to see what they look like. If you are trying to create something more custom, like units with building prereqs, look at how sion are created for a good idea of where to start. Monsters are another story altogether.

Make me one for quests NAO!!!!
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Ill see what I can do ;)

How do we make a creature that is compiled of more than one unit?
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I am again not sure what you mean. I think you might do better to send me a pm with some elaboration on what exactly you are trying to do.