Throughout the production of Grim Dawn, I’ll be taking the opportunity to discuss various improvements we’ve made to both game systems and tools. Here’s one such tool, our old friend the DBR editor.
Anyone familiar with modding in TQ will know how much messing about with .dbr files is involved. Previously, this was done with the .dbr editor that was built into what was then known as Art Manager. As you can imagine, for us, this problem is amplified. With limited resources, and a huge amount of database work to do, we need to get all we can out of the time we put in. To that end, we’ve developed a stand-along DBR Editor that will hopefully make editing masses of database records a little less painful.
The [Show All] category provides a list of all the fields in the dbr, making tracking down a single entry a simpler process. No longer do you have to wade through each section, trying to remember where the property you want is hiding.
Color codes variable types make things easier to find and break up the monotony of looking at black text on a white background for hours on end.
Booleans are finally given the TRUE/FALSE values they rightfully deserve, instead of 1/0!
The new “Search Database” feature allows you to track down those properties and values you just can’t seem to find, no matter which one of your 40,000 dbrs they are located in.
The improved array editor now has support for exponents and rounding, as well as being able to edit arrays when multiple records are selected.
Editing dbrs might not be the most exciting of things, but we are doing what we can to improve and streamline every possible process!
They said they are changing the formats so that TQ tools wont work with the files, and I am sure that means these new tools wont worth with TQ files as well.
Just post a link to a beta dbr editor for GD, little warning about it being beta and that since GD is not even out yet, there is no point to download it, and if you did happen to download it, Crate is not responsible for anything you do with it, yadda-yadda…
You could devote a whole web site to the fact that the TQ toolset is a dead end held in the hands of a dead company. I will still rant my frustrations with AM.
I wasn’t directing the post to you, but I’m just saying cause I asked about TQ a few days ago… as did some other peoples and we’ve come to establish the point that Crate is not ILE, and can’t do anything with our beloved (and hated) TQ tools.
There’s also the point that already, after the week I’ve been here, there’s a ton of posts questioning the same material, the multiplayer, the linear gameplay, the beta, etc.
Nice… finding stuff should be much much easier now.
What i found to be very time consuming was when i had to change one parameter in a large group of similar dbr’s. E.g. i wanted to increase the size of a pet (which is 1 dbr per pet-level. Something about 20-30 dbr’s in total) In the TQ tool i had to open each pet-dbr individually, go to the body-size variable and make a tiny change, save, rinse and repeat 20-30 times.
Is there any way to manipulate an array of dbr’s at once? Some sort of batch command?
(a buddy used a third party hex-editor for this sort of task, but it would be great to have this feature inside the editor).
is it posible to use the editor to make defence of the ancent type play maps, allso turret defence style maps? or is the editor only able to do arpg? i ask because i allwase thought TQ would make some fun turretdef maps.:undecided:
I don’t know how I missed this thread but I seriously pee’d a little looking at the new tools. As a HEAVY TQ modder I can not wait, a search function, HOLY^$&$.
BTW: can you guys fix the World Editor to direct to My Docs\Custom Maps? Having to sync my Custom Maps folder in my TQIT Dir(my build dir) —> My Docs Custom Maps\mod is not so fun for us mappers.
Also, have you fixed array entries in the Art Manager so they are directed to the proper records folder, having to manually enter the address of your .dbr really sucks.
And did I read correctly in another thread that you will have a 3ds Max plugin for us? A few of us recently made it possible via importing a .obj over a current TQ.msh via Tamschi’s Mesh View tool. I am making fist weapons in Max now for my mod, Dawn of Ragnarok, and ASYLUMSMOD (made a Dog of War out of a Wolf.msh too:P). A plugin would be soooooo sweet!
With Mesh View. Export the mesh as an .obj, import into 3ds Max, Make it into what I want, export it as an .obj from Max, Import the .obj OVER the original mesh in Mesh View, inject the new mesh via Archive Tool (I have a .bat short cut on my desktop I use to inject after every build). Works like a charm if you know how to use Max:P