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Author Topic: Mod creation tool V-2.0  (Read 13581 times)

sbslutty

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Mod creation tool V-2.0
« on: November 23, 2018, 06:59:27 pm »

Hello all,

Please find attached my little tool to help manage mod development and allow conversion of mods between the base game and custom scenarios such as Lexville.  The source code is included with the download should you wish to play around with it or contribute!  Please remember to read the "General Usage tips" as well.

Latest update adds the following functionality:
 - Version history including changelog generation
 - MO support and .meta file generation
 - Improvements to file selection in the UI
 - Improvements to the image compression function
 - Support for custom scenarios
 - Much more...

Notes:
 - If you have multiple images with the same name in a mod you create (e.g. one.jpg and one.bmp) there is a high chance that the image optimiser function will overwrite the original .jpg with the optimised .png file.
 - This version will probably contain bugs.  Please let me know if you find any so that I can fix them!

If you have any bugs, issues or suggestions please let me know. 

General usage tips:
(click to show/hide)

Note for mod organiser usage:
(click to show/hide)

Changelog from 1.2:
(click to show/hide)

Changelog from 1.0:
(click to show/hide)

Functionality from V-1:
(click to show/hide)
« Last Edit: January 11, 2019, 03:24:08 pm by Unknown horizon, Reason: Small change to contained files »
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sbslutty

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Re: Mod creation tool V-1.2
« Reply #1 on: December 05, 2018, 02:08:45 am »

Hello all,

Please find an update to my mod creation helper in the original post.  This latest update adds the following functionality while resolving several bugs:
 - Converting an entire install to Lexville or back to the normal school format.  This functionality is useful to fix some relative links issues which appear when trying to use mods not made for the "ModSchool" folder.
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modalsauce

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Re: Mod creation tool V-1.2
« Reply #2 on: December 18, 2018, 09:37:50 pm »

this things great i just ported over a half dozen mods for lexville use and it works perfectly so far
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sbslutty

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Re: Mod creation tool V-1.2
« Reply #3 on: December 18, 2018, 10:08:25 pm »

this things great i just ported over a half dozen mods for lexville use and it works perfectly so far

I'm glad to hear it! Let me know if you would find anything else useful to be included or have any suggestions :)
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alkalash

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Re: Mod creation tool V-1.2
« Reply #4 on: December 26, 2018, 11:13:44 am »

I'm glad to hear it! Let me know if you would find anything else useful to be included or have any suggestions :)
Do you have the source for this up on Github or something?
If not, would you mind uploading it? :) There are two reasons why I'm asking:
1) It's always awesome to have open source availability in a community project (otherwise I'd even consider it somewhat dodgy to just distribute a .exe file)
2) I have some feature ideas for this tool, and I'd love to submit them in a pull request :D

Side note on the first point: Can you imagine how much more cool stuff would be possible if the game's code were openly available and accepted pull requests? ...
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My HHS+ mod: Lexville

sbslutty

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Re: Mod creation tool V-1.2
« Reply #5 on: December 26, 2018, 01:26:43 pm »

I'm glad to hear it! Let me know if you would find anything else useful to be included or have any suggestions :)
Do you have the source for this up on Github or something?
If not, would you mind uploading it? :) There are two reasons why I'm asking:
1) It's always awesome to have open source availability in a community project (otherwise I'd even consider it somewhat dodgy to just distribute a .exe file)
2) I have some feature ideas for this tool, and I'd love to submit them in a pull request :D

Side note on the first point: Can you imagine how much more cool stuff would be possible if the game's code were openly available and accepted pull requests? ...

I plan to do this in January at some point! Need to do some cleaning up for it first but I will post an update with a link here when it is ready!

As for the later point I think it could end up being pretty interesting. Though maintaining it might make it not worth the effort? But it could open a lot of new doors I suspect ^^
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alkalash

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Re: Mod creation tool V-1.2
« Reply #6 on: December 26, 2018, 07:54:39 pm »

Sounds good. Thanks.
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My HHS+ mod: Lexville

sbslutty

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Re: Mod creation tool V-1.2
« Reply #7 on: December 30, 2018, 12:28:27 pm »

Okay so in preparation before adding the source to github I have set up a trello to keep tracks of development. I plan to implement the mentioned features over the next couple of weeks before releasing the code, but it might take a little more or less time depending on my schedule.
« Last Edit: January 07, 2019, 03:09:50 am by sbslutty, Reason: Removing old link. »
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alkalash

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Re: Mod creation tool V-1.2
« Reply #8 on: December 30, 2018, 01:41:09 pm »

A little note on the XML/JSON thing: I recommend going straight for XML. The reason is that it's stupidly simple to implement in .NET ;D so you can save yourself quite a bit of work there.

Essentially, all you need is an object that you want to "save" to have public fields and/or public properties with public getter + public setter. All of those fields/properties will be saved.
Then you create a new XmlSerializer(typeof(YourClass)) and use the .Serialize(object, file) and .Deserialize(file) methods. That's it.
A quick google search should also tell you all that you need to know :)
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My HHS+ mod: Lexville

sbslutty

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Re: Mod creation tool V-1.2
« Reply #9 on: December 30, 2018, 01:59:36 pm »

A little note on the XML/JSON thing: I recommend going straight for XML. The reason is that it's stupidly simple to implement in .NET ;D so you can save yourself quite a bit of work there.

Essentially, all you need is an object that you want to "save" to have public fields and/or public properties with public getter + public setter. All of those fields/properties will be saved.
Then you create a new XmlSerializer(typeof(YourClass)) and use the .Serialize(object, file) and .Deserialize(file) methods. That's it.
A quick google search should also tell you all that you need to know :)

Thanks for the suggestion! While I'm reworking the save system I'll see how it goes.
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iAnimeDeath

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Re: Mod creation tool V-1.2
« Reply #10 on: January 04, 2019, 03:27:41 pm »

Trying to use this tool to convert the General Church Mod and can't seem to add folders or anything to show up in the mod List part of the program. Is there a set of instructions on how to use this?
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sbslutty

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Re: Mod creation tool V-1.2
« Reply #11 on: January 04, 2019, 04:01:16 pm »

Trying to use this tool to convert the General Church Mod and can't seem to add folders or anything to show up in the mod List part of the program. Is there a set of instructions on how to use this?

Ok so lets have a look through the possibilities.  Have you looked through the general usage tips in the first post as an initial starting point. That documents each button and a bit of start up. Secondly could you check that the link in the config.txt file is correct for your HHS directory.

Let me know once you've checked :)
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iAnimeDeath

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Re: Mod creation tool V-1.2
« Reply #12 on: January 04, 2019, 04:58:07 pm »

Trying to use this tool to convert the General Church Mod and can't seem to add folders or anything to show up in the mod List part of the program. Is there a set of instructions on how to use this?

Ok so lets have a look through the possibilities.  Have you looked through the general usage tips in the first post as an initial starting point. That documents each button and a bit of start up. Secondly could you check that the link in the config.txt file is correct for your HHS directory.

Let me know once you've checked :)


I used the image converter for all its sources which worked fine. And converted 158 lines of code. But when I try to load the folder of the mod itself it doesn't show in the left panel and doesn't create any file. Some of the instructions I think are self explanatory and yes the config file points to the correct location I have the  exe location is inside. I even tried placing the mod folder with everything inside that mod folder inside the C:\Users\****\Documents\Lexville\ModGenerator location which doesn't do anything b/c it doesn't seem to create a readme.txt file. So I am confused on how to add that mod folder and properly get it entirely setup.

Or is the initial Image Converter to Lex Mod is all needed to be done?

The following attachment shows what happens when I try to generate mod even after trying to add folder and such with all files inside. Or am I just making it more complex than need be?

Edit2:
I realized when Add folder you have to I think do entire HHS+ game install folder? That is the only way the files showed up in left panel. I thought this mod creator would only minimize to smaller folder location to a specific setup but that seems to not be the case.

Edit3: To be precise the mod that is created has to be located inside Schools Folder. By the looks of it...

Edit4:
It seems I figured out how to get the folder / files added. The mod that you are working on seems to be have to be located inside the Schools Folder in HHS+ Game installation to be detected. It won't add folders or files from any other location. That's why it wouldn't show up in the left tab before. I seem to have figure out. By created a subfolder inside the Schools folder and clicking on that folder made the detection of the mod possible to add the files / folders. I think that part of the instructions should be made clear.
« Last Edit: January 04, 2019, 05:15:04 pm by iAnimeDeath »
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sbslutty

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Re: Mod creation tool V-1.2
« Reply #13 on: January 04, 2019, 05:23:10 pm »

(click to show/hide)

Edit: Initial post changed to reflect the new info under the usage tips section.



I'll make a note in the initial post about it. The intended way of creating the mods with the tool is to install it on an existing HHS install and then add the files after, and therefore maintaining the correct file structure to allow people to easily copy the files in. The new version of the creator I am working on will also generate both a Lex and normal version automatically.

I will make a note to make a message pop up though to handle errors when people don't select stuff in the correct folder. At some point I might add importing functionality for older mods by searching for key folders but that is probably quite a way off.

I should also note that I plan to include an option which searches for changes throughout the entire HHS directory as a way to generate mod in the next version
« Last Edit: January 04, 2019, 05:29:30 pm by sbslutty »
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iAnimeDeath

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Re: Mod creation tool V-1.2
« Reply #14 on: January 04, 2019, 05:30:35 pm »

The good news is the tool works and it can automatically by the looks of it convert to Lex type mod during attempt of creation of Lexville Church Expansion mod and it seems to work nicely. I just made a folder inside Schools Folder labled as The Mod Project and inside that folder would be a separate mod project that could be made from those folders. B/c you need a way to know which files of the specific type of mod your making to what changes right? I am new to the idea of creating mods and all I was simply doing was creating a Lexville version of that one mod. ;) It seems to work out nicely actually and I like the fact that I can optimize the images as well.

So far this tool is definitely coming on along nicely. Good job on it and I can see it seems to mimick the Mod Organizer tool I used way back when I modded Oblivion and skyrim lol.

Personal Structure Setup so Far. To keep each project separate ;) . For how I can convert other mods that is.

C:\Users\****\Documents\Lexville

Schools
  Mod Projects
    Mod Name (Individual Project Itself)
« Last Edit: January 04, 2019, 05:33:24 pm by iAnimeDeath »
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