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Composition tool - Eden editor plugin

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Haven't had a chance to test it yet but just looked at your video and this looks like a totally awesome addition to Eden!

 

Thanks for making and sharing...and keep up your great work :)

 

/KC

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Greetings All,

As a long time ARMA player, I just wanted to mention that I am thrilled about the announcement of the Eden 3D Editor release later this month!!

Thanks to Bohemia Interactive and the ARMA community.

Cheers.

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When you say it can output the composition to a text file, how close is the file format to what is generated by fnc_objectsgrabber?

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When you say it can output the composition to a text file, how close is the file format to what is generated by fnc_objectsgrabber?

This is really interesting question, in fact i had no idea about these functions before (BIS_fnc_objectsGrabber / BIS_fnc_objectsMapper).

I had some investigation done and here are results.

 

Here is an example of BIS_fnc_objectsGrabber output

[
	["Land_HBarrier_5_F",[-2.4043,6.97803,-0.00599289],0,1,0,[],"","",true,false], 
	["Land_HBarrier_5_F",[-7.31055,-2.96387,0.0181131],270,1,0,[],"","",true,false], 
	["Land_HBarrier_5_F",[-3.72852,-7.75,0.0210876],0,1,0,[],"","",true,false], 
	["Land_HBarrier_5_F",[8.12695,2.06885,-0.0266781],89.9998,0,0,[],"","",true,false]
]

and here is output of my tool

["composition_name",10,
   [
      ["object","Land_HBarrier_5_F",[-7.5,-0.432617,0],270,"sea"],
      ["object","Land_HBarrier_5_F",[-1.60156,-7.46387,0],0.1,"sea"],
      ["object","Land_HBarrier_5_F",[8,0.107422,0],89.9998,"sea"],
      ["object","Land_HBarrier_5_F",[-0.300781,7.25781,0],0.1,"sea"]
   ]
]

As you can see output is really similar, with exception of several additional pieces of data.

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It's pretty close. It could be converted with a little fiddling in a text editor.

 

What are the chances your great tool could be made to output in exactly the same format? It would be a fantastic feature and much appreciated by the mission making community!

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1)

What are the chances your great tool could be made to output in exactly the same format?

It is totally possible, i will try implement it in following releases. Can you please make an example of use of such output, just for better context reference?

 

2)

I finally released video tutorials for CompoT, you can find them here.

Please feel free to put critics here and press like button if you like it or dislike otherwise.

I am able to make additional tutorials if you would have something unclear, just let me know, here in this thread.

 

3) 

Release to stable branch v0.2 was made. Basically stable is same as Dev as of today.

"Stable" release looks stable :D , but some "silent" hot fixes may occur, if heavy bugs found.

Overall, this version will be there after Eden release and will stick around for some time as well.

 

See full changelog under spoiler

---/VERSION 0.1
Initial release

---/VERSION 0.2
Added:
- Check if playable unit is placed before CT launch
- Object surface snapping while building and grabbing (CTRL+S)
- Better object grabbing mechanism
- Loading screen while loading configs
- Config loading only once per arma lunch
- Object surface snapping while building and grabbing (CTRL+S)
- Objects snapping in eden
- While in eden SHIFT+LMB to place object straight up on any surface
- Category selection in object browser moved to combo box
- Square representation of composition in addition to circle
- Searching for Objects and Collections libraries
- Rotation lock function in Eden
- About 100 new objects for CUP
- Option menu
- User settings now saved to profile namespace
- Import/export of single category
- "Place logic" button to "Basic panel"
Fixed:
- Multiply objects placing with (CTRL+LMB)
- Scope bug in object library
- Ctrl, shift, alt keys got stacked sometimes
- Minor GUI issues
- A lot small bug fixes
Changed:
- Camera speed is not related to framerate any more
- All textures moved to separate pbo, for faster iterations
- Screenshot reference moved to config file
- Info GUI made smaller
- Resources separated into individual files
- "CT" button moved from toolbar to menu strip
- Minor changes to resources
- project import/export excluded from GUI menu (will be re-introduced in project manager GUI)
- Several minor changes in library GUIs
- Major re-factoring of import system
Removed:
- Building tooltip while in eden

---/DEVELOPMENT BRANCH
Added:
Fixed:
Changed:
Removed:

Changes mentioned from oldest to newest

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It is totally possible, i will try implement it in following releases. Can you please make an example of use of such output, just for better context reference?

 

Here's a sample output.

/*
Grab data:
Mission: fobtemplate
World: VR
Anchor position: [3645.98, 2361.83]
Area size: 30
Using orientation of objects: yes
*/

[
	["Land_FieldToilet_F",[0,0,0.00612307],180.007,1,0,[0.000460236,0.00172247],"bog","",true,false],
	["FirePlace_burning_F",[-0.00219727,-0.201416,-3.62396e-005],0,1,0,[0,0],"","",true,false],
	["rhsusf_mags_crate",[2.21924,3.38794,0],360,1,0.0153259,[0.000156239,-0.000600406],"","",true,false],
	/*["rhsusf_M1083A1P2_B_M2_d_MHQ_fmtv_usarmy",[-3.88306,4.67017,-0.00918341],359.998,1,0,[-0.333659,0.550831],"","",true,false], */
	["Land_TTowerSmall_1_F",[-8.31201,0.553955,0],0,1,0,[0,0],"","",true,false],
	["Land_DieselGroundPowerUnit_01_F",[7.30054,4.28809,-0.00129604],359.995,1,0.030634,[-0.063513,0.00394806],"","",true,false],
	["Land_HelipadCircle_F",[6.26416,-5.74634,0],0,1,0,[0,0],"","",true,false],
	["Land_WaterTank_F",[-8.20972,-2.25562,-6.19888e-006],359.998,1,0,[0.000378014,0.000205475],"","",true,false],
	["Land_Sink_F",[-8.13354,-3.63403,-9.53674e-007],177.487,1,0,[-2.46548e-005,4.74659e-006],"","",true,false],
	["Land_ChairPlastic_F",[-8.05786,4.23193,1.7643e-005],267.098,1,0,[0.00275859,-0.00270494],"","",true,false],
	["Land_CampingTable_F",[-8.35815,5.60864,4.76837e-007],359.999,1,0,[-0.000469498,-3.45043e-005],"","",true,false],
	["Land_ChairPlastic_F",[-9.12988,4.33691,1.7643e-005],275.051,1,0,[0.00274875,-0.00267899],"","",true,false],
	["B_Slingload_01_Medevac_F",[-0.246582,10.6687,-2.86102e-006],270.915,1,0,[-9.1134e-005,0.000612301],"","",true,false],
	["B_Slingload_01_Repair_F",[-8.53418,-7.35498,0],132.925,1,0.0205086,[-1.95552e-006,1.91148e-005],"","",true,false],
	["RHS_Stinger_AA_pod_D",[7.40039,9.79297,-0.0780897],0.00330776,1,0,[-0.000452873,3.09457e-005],"","",true,false],
	["RHS_M2StaticMG_D",[-8.16479,9.40601,-0.0654726],359.99,1,0,[0.000477153,0.0069877],"","",true,false],
	["Land_HBarrier_Big_F",[11.8269,5.3374,0],269.869,1,0,[0,0],"","",true,false],
	["Land_HBarrier_Big_F",[-11.9976,5.68262,0],91.0961,1,0,[0,-0],"","",true,false],
	["Land_BagFence_Long_F",[-2.43726,14.4045,-0.000999928],0,1,0,[0,0],"","",true,false],
	["Land_BagFence_Long_F",[-6.22925,13.4766,-0.000999928],0,1,0,[0,0],"","",true,false],
	["Land_BagFence_Long_F",[3.44312,14.4951,-0.000999928],0,1,0,[0,0],"","",true,false],
	["Land_BagFence_Long_F",[6.52441,13.6885,-0.000999928],0,1,0,[0,0],"","",true,false],
	["Land_BagFence_Long_F",[11.04,10.9294,-0.000999928],237.503,1,0,[0,0],"","",true,false],
	["Land_BagFence_Long_F",[-9.2417,12.8245,-0.000999928],334.895,1,0,[0,0],"","",true,false],
	["Land_BagFence_Long_F",[-11.4836,10.9443,-0.000999928],124.35,1,0,[0,-0],"","",true,false],
	["Land_BagFence_Long_F",[9.38623,12.8301,-0.000999928],36.6133,1,0,[0,0],"","",true,false]
]

["classname", [posATL (relative to anchor)], azimuth, fuel, damage, [orientation], "varname", "initialisation code", simulation boolean, ASL]

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Hello.

In last beta build and CompoT 0.2 i have such error when i try to run CompoT:

15:03:32 Warning Message: Script ct_libraries.sqf not found 
15:03:32 Warning Message: Script ct_projects.sqf not found

Those files is in CompoT directory.

 

Also when I try to make new projects, games hangs.

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Hello.

In last beta build and CompoT 0.2 i have such error when i try to run CompoT:

15:03:32 Warning Message: Script ct_libraries.sqf not found 
15:03:32 Warning Message: Script ct_projects.sqf not found

Those files is in CompoT directory.

 

Also when I try to make new projects, games hangs.

They should be in mission root folder. Same place as mission.sqm.

 

Regarding "hanging", does it lead to crash?

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@mind

Hang was happen only first time. I've pressed "new project" when there were no mission loaded.

This wasn't CTD, but game didn't react (I saw blurred Altis from above).

Regards

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@mind

Yes. Now it works.

I suspect ability of placing objects stright in Eden but as i understand it is impossible.

 

Two issues:

- keybinings of camera movement are WSAD (i use DEFS). Good feature would be keys customization.

- i see on the video there is an icon on the toolbar. In my Eden there is none.

 

Is it possible in feature releases to use CompoT without copying any files to my mission? I mean acting like "fully independent" mod. It would be much more intuitive.

 

Anyway good job. For me - must have of edition.

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I suspect ability of placing objects stright in Eden but as i understand it is impossible.

It is possible with certain limitations. Try SHIFT+SPACE in Eden to open Object browser.

 

- keybinings of camera movement are WSAD (i use DEFS). Good feature would be keys customization.

I have key binding in plans

 

- i see on the video there is an icon on the toolbar. In my Eden there is none.

It is moved to menu strip. Tools >> Composition tool. Press twice to disable tool.

 

Is it possible in feature releases to use CompoT without copying any files to my mission? I mean acting like "fully independent" mod. It would be much more intuitive.

It is possible, but this will require to have DLL file in your Arma, and i personally dislike the idea to force ppl use third party extensions.

I have plans to make it optional with something like KK`s make_file.dll

 

Also consider watching tutorials, some of your questions are answered there

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I absolutely love this tool. I'm so hyped for Eden to come out so I can use my creations on the stable branch.

 

Thank you for making this! :)

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Great work on the CompoT ! So far, I love it. The visual library of objects alone is a great start. But I'm stuck trying to get the compositions started. You said "use shift-f", I think to get it going, in Build Mode, but I'm not sure how to get into Build Mode. I've started the CompoT tool and can use the visual object selector, but nothing happens when I hit shift-f. How can I start creating compositions?

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Great work on the CompoT ! So far, I love it. The visual library of objects alone is a great start. But I'm stuck trying to get the compositions started. You said "use shift-f", I think to get it going, in Build Mode, but I'm not sure how to get into Build Mode. I've started the CompoT tool and can use the visual object selector, but nothing happens when I hit shift-f. How can I start creating compositions?

Thanks for kind words :)

To select build tool press 1 (above WASD) for select tool press 2. Press those  buttons to go back and forth between tools.

Build mode is green arrow. Select is yellow sphere.

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Thanks for kind words :)

To select build tool press 1 (above WASD) for select tool press 2. Press those  buttons to go back and forth between tools.

Build mode is green arrow. Select is yellow sphere.

 

Thanks for the quick reply. 

 

When I open the CT Composition Tool, I get an error saying "Script ct_libraries.sqf not found". -When I press the 1 key (above the WASD keys), nothing happens. Is this related to the error?

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Thanks for the quick reply. 

 

When I open the CT Composition Tool, I get an error saying "Script ct_libraries.sqf not found". -When I press the 1 key (above the WASD keys), nothing happens. Is this related to the error?

1) This error is OK, it means you started new project, and obviously did not put files to your mission folder yet, so just ignore it.

2) While in Eden you have limited functionality, object browser for the most part. You have to go to CompoT editor by pressing "Launch CompoT" button in advance mode.

 

All that and much more, you are able to find out from tutorial videos on youtube. link

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Does it have the capability of exporting and SQF file that a server could load to add all the created objects to a map ?

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Does it have the capability of exporting and SQF file that a server could load to add all the created objects to a map ?

Well this is the very idea behind composition tool. There are set of functions (ct_functions.sqf) that will interpret output data (ct_projects.sqf) and build objects to map. There is as well tiny code snippet that will activate building process on mission start (place logic button).

 

 

However, if you like scripted approach, currently there are no API to use output data in scripting in flexible and custom way. And the only reason it is not there, because no one wanted to use CompoT in their project as of YET. I feel like it is plain stupid to write API for every one and no one in the same time.

 

I feel like CompoT should be able to provide means of usage in simple and non-scripting manner for basic users (this why it is connected to Eden and force only minor file managing like copy-paste).

 

And also should support certain projects and certain developers, with functionality written exclusively for them. This will allow best possible experience with CompoT for those project`s developers. Of course such API will be documented, so any dev can use.

 

Hopefully i answered your question  :)

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Does the object browser have a scroll bar? i cant see it. It would help in quick viewing of the objects instead of just using the scroll wheel.

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Not currently, it is planed for next version.

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Impressive work.

 

Any plans on implementing this (or at least a composition loader that shares the same library) to Zeus ? That could be very handy.

 

 

As much as I enjoy 3DEN, I personally still prefer orchestrating dynamic missions in zeus. This tool could be the perfect crossover solution, allowing me to pre-build compositions in 3DEN and then use them on the fly in zeus.

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allowing me to pre-build compositions in 3DEN and then use them on the fly in zeus

 

This is indeed a good idea, i will investigate this question.

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