PDA

View Full Version : Tools Focus - DBR Editor


Rhis
01-21-2010, 09:44 AM
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.

http://www.grimdawn.com/images/rhis/cdbr3.jpg

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.

http://www.grimdawn.com/images/rhis/cdbr0.jpg

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!

http://www.grimdawn.com/images/rhis/cdbr1.jpg

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.

http://www.grimdawn.com/images/rhis/cdbr2.jpg

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!

jiaco
01-21-2010, 10:55 AM
Awesome! Is there a TQ version that we can use?

ASYLUM101
01-21-2010, 12:52 PM
COLORS!

SEARCH MODES!

This is awesome! :D

Malpheas
01-21-2010, 02:44 PM
Wow, a search. *drool*

Renevent
01-21-2010, 02:55 PM
What language is this tool written in? (that is, if you are allowed to tell us)

FlawleZ
01-21-2010, 03:09 PM
Very cool! It does look like it would work with TQ as well? Just pick the directory and/or locations for .DBR files?

Renevent
01-21-2010, 03:26 PM
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.

medierra
01-21-2010, 03:32 PM
We really can't support TQ in any official capacity. The property is owned by THQ and we could land ourselves in serious legal troubles.

jiaco
01-21-2010, 03:59 PM
Who said anything about official? TQ whats that?

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...

ASYLUM101
01-21-2010, 06:11 PM
@Medierra, you guys should develop an FAQ, cause... I'm noticing some frequently asked questions lol

jiaco
01-21-2010, 06:59 PM
@Medierra, you guys should develop an FAQ, cause... I'm noticing some frequently asked questions lol

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.

But, it might be a good way to get "donations"...

ASYLUM101
01-21-2010, 07:20 PM
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.

But, it might be a good way to get "donations"...

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.

JMD
03-08-2010, 09:00 PM
This is very nice. The fact that it will be similar to TQ's editor is a plus for me as it will cut down on this old man's learning time. ;)

Shock Trooper
07-07-2010, 12:09 AM
I like the new editor. Just got to come up with a plan for using it now. :cool:

Harlequin
07-07-2010, 11:37 AM
ugh haven't seen this thread until now... :/

You really should update this one btw ;)

PinkFrog
08-07-2010, 01:02 PM
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).

Anyway, i love the tools... good work!

R3D
08-14-2010, 08:59 PM
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:

Samsonite
03-25-2011, 03:14 AM
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 (http://www.titanquest.net/tq-forum/threads/35181-MeshView?p=416537&viewfull=1#post416537) tool. I am making fist weapons in Max now for my mod, Dawn of Ragnarok (http://www.titanquest.net/tq-forum/threads/36784-WIP-Map-Dawn-of-Ragnarok), and ASYLUMSMOD (http://www.titanquest.net/tq-forum/forums/116-ASYLUMSMOD) (made a Dog of War (http://www.titanquest.net/tq-forum/threads/36784-WIP-Map-Dawn-of-Ragnarok?p=417224&viewfull=1#post417224) out of a Wolf.msh too:P). A plugin would be soooooo sweet!

yerkyerk
03-25-2011, 03:36 AM
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 (http://www.titanquest.net/tq-forum/threads/35181-MeshView?p=416537&viewfull=1#post416537) tool. I am making fist weapons in Max now for my mod, Dawn of Ragnarok (http://www.titanquest.net/tq-forum/threads/36784-WIP-Map-Dawn-of-Ragnarok), and ASYLUMSMOD (http://www.titanquest.net/tq-forum/forums/116-ASYLUMSMOD) (made a Dog of War (http://www.titanquest.net/tq-forum/threads/36784-WIP-Map-Dawn-of-Ragnarok?p=417224&viewfull=1#post417224) out of a Wolf.msh too:P). A plugin would be soooooo sweet!

Off-topic for a bit; how did you manage to alter the mesh? O_o

Samsonite
03-25-2011, 05:06 AM
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

yerkyerk
03-25-2011, 01:17 PM
Hmm.. quite interesting. Importing meshes back has always been a problem for modders in TQIT.

heron
03-27-2011, 10:55 PM
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

Wow did not know this was possible.
Is there a guide for this?

Samsonite
03-28-2011, 02:51 AM
No, I could make a tutorial on the TQ.net forums though. If you read the Mesh View thread and follow my above directions you can probably figure it out though:P

Bumbleguppy
03-31-2011, 08:31 PM
Improved dbr editor...I am weeping with joy. You see, I was there, down in the trenches, slogging through multiple dbrs...this is heavenly news!

Mind Dragon
04-04-2011, 03:59 AM
I have only used the database editor for a few small things.

One thing I did notice is that the tempates dont extract or maybe extract to the wrong place sometimes. After that happens, you cant edit anything until you fix it.

Maybe a tools readme could note a few things like that and where exactly to extract them manually if needed.

I also found out that windows 7 and probably vista, has a thing called virtualstore and using tools can cause entries to show up there and I think that something to be wary of.

The achive tool opens for write even when extracting and this can trigger the virtualstore processing -- it is probably not good.


File and registry virtualization helps users who have restricted access to the registry and to the file system write to these protected areas. Virtualization creates a "per user" copy and then redirects successive data operations. For example, assume that an application is running under a Limited User Account or under accounts that require User Account Control permissions. When this application writes to a system location, such as to the %programfiles% folder, Windows Vista and Windows 7 redirect write operations and read operations to a user-specific location in the user’s profile folder (%localappdata%\VirtualStore). By default, this location is C:\Users\User_name\AppData\Local\VirtualStore\Prog ram Files\Application_name. Registry virtualization works similarly but applies to registry keys under the HKEY_LOCAL_MACHINE\SOFTWARE subtree. --Microsoft

Bumbleguppy
04-05-2011, 03:44 AM
Is there a thread for DBR tool feature or improvement requests? I am sure there are a few people with good suggestions for improvements to the editor. I ask because there were a few things that forced people to replace the install directory database instead of using a custom map.

Moschl
04-26-2011, 08:34 PM
[This tool looks ver good. Itī looks a bit like the AM in TQ :D
But one question. Are we allowed to modifiy the game or make mods for it?
Or will it not be necessary?

Douglas Siano
04-26-2011, 10:16 PM
[This tool looks ver good. Itī looks a bit like the AM in TQ :D
But one question. Are we allowed to modifiy the game or make mods for it?
Or will it not be necessary?

Of course it will be necessary! Don't you dare speak against it. Hisssss.

Moschl
04-27-2011, 01:02 PM
Of course it will be necessary!
I hope so, i like to make mods :D
Don't you dare speak against it. Hisssss.
Of course not, i donīt want to spak against it.Or Shoud i?
Sounds it, that i want speak against it?

durruti
03-15-2012, 11:28 AM
somebody refresh my memory, to what extend could behaviour (like use of skills) be edited for titan quest npcs? any chance of that part being improved in the new dbr editor (conditions if those weren't already in)?

*ahem* also, good work there rhis, an important part of why i sticked with diablo 2 (1.10) and titan quest has always been the editing part so i'm excited for every tool we can get.

Jackalhead
03-24-2012, 02:13 AM
I just barely got stolen away from the Diablo III camp when I saw this game. The main selling point for me was mod tools but holy hell these graphics are good. I just have a quick question.:D

With this DBR editor will it be possible to swap out your character model for new models you create or possibly even other pre-existing models in the game such as various monsters? Will it be an easy model swap or will there be lots of more work involved in doing something like this?

eisprinzessin
03-24-2012, 07:24 AM
I think this means YES
[...] we can release the exporter for Grim Dawn so that artists can create new 3d models for the game. [...]