Author Topic: [Tut] Misc Tools Guide  (Read 3738 times)

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Offline Endymion

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[Tut] Misc Tools Guide
« on: 04 November 2018, 19:44:32 »
Quick guide on how to use Viewer and Bitmap Creator.

Initial set up
For 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.
Spoiler for Hiden:

I. Bitmap Creator

Setting Up
For 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.

Usage
Open BC and choose your item from the list.
Spoiler for Hiden:

Add Light and adjust Width and Height of the new icon (for instance shields usually have 2x2 of 32 size).
Spoiler for Hiden:

Use arrows to move lights.
Spoiler for Hiden:

Adjust camera accordingly using RMB and the wheel. (use Zoom button to get on the optimal distance).
Spoiler for Hiden:
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.
Spoiler for Hiden:

Choose an animation to apply it to your mesh. Click Play button to run it.
Spoiler for Hiden:

Under View tab you can enable displaying attachments, hitboxes, bones, skeleton, wireframe view etc.
Spoiler for Hiden:

Attachments
Under Attach Point tab you can create a new attach point, choose its parent bone and attach a .dbr entity to it.
Spoiler for Hiden:

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.

Animation
Click View/Properties to see various mesh & animation data. Under Animation tab you can create & edit callbacks for your animation.
Spoiler for Hiden:

Ragdoll
Under Ragdoll tab you can view & edit various mesh's bones data required for ingame ragdoll physics.
Spoiler for Hiden:

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.
Spoiler for Hiden:
« Last Edit: 15 March 2020, 02:29:42 by Endymion »

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Re: [Tut] Misc Tools Guide
« Reply #1 on: 04 November 2018, 21:42:30 »
Added second part

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Re: [Tut] Misc Tools Guide
« Reply #2 on: 24 March 2019, 11:45:07 »
Where is the link to download the Viewer tool ?
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Re: [Tut] Misc Tools Guide
« Reply #3 on: 24 March 2019, 13:29:53 »
Where is the link to download the Viewer tool ?

Viewer doesnt come with the base game ?

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Re: [Tut] Misc Tools Guide
« Reply #4 on: 24 March 2019, 13:47:23 »
Oh OK, found it. Thank you, same goes for Bitmap creator
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Re: [Tut] Misc Tools Guide
« Reply #5 on: 04 May 2019, 17:12:44 »
Has anyone managed to use Bitmap creator ? Despite following the tutorial, it doesn't display 3D models of items. I've got the list of items on the left panel (records\item\equipmentxxx...), and when I double-click on one of them, it says "load error".
What do you use to make skill or bitmap icons anyway ?
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Re: [Tut] Misc Tools Guide
« Reply #6 on: 15 March 2020, 02:25:08 »
Added bit on how to edit already existing attach points and be able to save .mif & .aif.
Also note about Bitmap Creator being broken since Atlantis release.

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Re: [Tut] Misc Tools Guide
« Reply #7 on: 01 April 2020, 22:58:06 »
How to properly build an aif after saving ?
I created first a .aif in the same source directory than the .anm (by copying a .anm and renaming it to .aif).
In Viewer, I opened the .anm and added a callback in the animation, then saved it.
The .aif file changed its last modification date correctly.
I auto-created an asset of the .anm, enter the path&name of the aif into the corresponding field, and on build I get an error.
After reloading resources in Viewer, the resource didn't take into account the change I made.
What's wrong ?
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Re: [Tut] Misc Tools Guide
« Reply #8 on: 02 April 2020, 00:45:24 »
What sort of error are you getting exactly?

And in case with animations you can just use any text editor and change callbacks manually. And then build the .anm as it is without adding .aif.

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Re: [Tut] Misc Tools Guide
« Reply #9 on: 02 April 2020, 00:55:56 »
It was "Unable to update file [path of my .anm files in custommaps/resources] in archive file [path of the corresponding .arc file in custommaps/resources]".
I'll try adding a callback in a text editor.
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Re: [Tut] Misc Tools Guide
« Reply #10 on: 02 April 2020, 01:15:38 »
Did you have Viewer open during building? Since it's using archives of the active mod it won't let AM update them.

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