Quick guide on how to use Viewer and Bitmap Creator.
Initial set upFor the tools to be able to see the game's contents you'll need to set TQ folder's path in
Additional browse directories field in AM, Tools/Options.
I. Bitmap CreatorSetting UpFor it to work properly you'll need A) an unpacked .dbr of your item in the Database folder (
...Steam\steamapps\common\Titan Quest Anniversary Edition\Database) and B) .dbr of your item packed in Database.arz with the same path.
That is if you place records/sword.dbr in the Database folder, you'll need to pack it in Database.arz under records/sword.dbr as well.
UsageOpen BC and choose your item from the list.
Add Light and adjust Width and Height of the new icon (for instance shields usually have 2x2 of 32 size).
Use arrows to move lights.
Adjust camera accordingly using RMB and the wheel. (use Zoom button to get on the optimal distance).
Finally when your icon is ready press Save Icon.
To save your current icon size, camera & lights position you can use Save Layout button.
//As of Atlantis release Bitmap Creator crashes upon attempting to save icons or layouts.II. Viewer Really useful tool if you're working with anything related to meshes and animations.
Choose a mesh from the list to view it.
Choose an animation to apply it to your mesh. Click Play button to run it.
Under View tab you can enable displaying attachments, hitboxes, bones, skeleton, wireframe view etc.
AttachmentsUnder Attach Point tab you can create a new attach point, choose its parent bone and attach a .dbr entity to it.
To be able to edit already existing attach points you'll need to have mesh's .mif under correct path in your active mod's source folder.
For example player char mesh's .mif path is "Creatures\PC\Male\MalePC01.mif", so you'll need to recreate that structure.
AnimationClick View/Properties to see various mesh & animation data. Under Animation tab you can create & edit callbacks for your animation.
RagdollUnder Ragdoll tab you can view & edit various mesh's bones data required for ingame ragdoll physics.
Press File/Save MIF Data to save/create .mif with changes you did to your mesh, and Save AIF Data to save/create .aif with changes to the animation.
Note, just like with attachments you need to have .mif/aif (just a blank file will suffice) already set in your mod's source folder.