You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms

Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms

Asset use permission You must get permission from me before you are allowed to use any of the assets in this file

The tools are now published as open beta. They do work but are most probably not bug-free.

Documentation is provided as a guided self-learning tutorial named "Trial of the radishes", see forum posts for more information.

Important

These are not beginners modding tools.

The following tools are/will be available:



in-game mods

Interactive setting up of rough drafts for in-game scenes and saving as encode-able, textual representation

Interactive setting up an environment definition and saving as encode-able, textual representation.

Radish Quest UI

Interactive setting up of layers (actionpoints, triggerareas, ...) for quests or static layers and saving as encode-able, textual representation.

Interactive testing of encoded community phases and layers.

Interactive creation of navigation meshes for new hubs.

Radish Hairworks UI

Interactive changing hairworks settings and saving as encode-able, textual representation of parameters for (new) apx files

Radish Foliage Generator

(very experimental and very dumb) random foliage position generator for saving as encode-able, textual representation.

Quest Graph Editor

Setting up questgraphs in a graphical UI and saving as encode-able, textual representations.

Phoneme Extractor

Extracting and correcting phoneme timings from audio for lipsync generation.

Scene encoder

Encoding textual scene definitions (based on storyboard ui drafts) into ingame w2scene files.

Quest encoder

Encoding textual quest definitions (quest phases, communities, layers, entities, etc.) into various binary w3 game files.

Env encoder

Encoding textual environment definitions into w3 env files.

Hairworks encoder

Encoding hairworks apx with (optional) textual hairworks parameter definitions into w3 redfur files.

Strings encoder

Encoding of new strings into w3strings.

World and Foliage encoder



Encoding of height-, color and texture maps into new hubs and textual foliage definitions into foliage files.

Speech tools



Generating lipsync animations from phoneme timings and packing wem audio and lipsync into w3speech files.

Logfilter



Utility to filter and/or watch logfiles (e.g. wcc lite log or the scriptlog) to reduce output to most relevant information

(e.g. warnings, errors, specific log keywords).

Copyrights

Sourcecode

Sourcecode is hosted at codeberg.org:

Although only a smallish subset of all possible features is supported it *should* allow to create non-trivial, story-based quests - just don't expect clicky-pointy-done workflows.You should have an intermediate or advanced W3 modding knowledge.These collection provides a variety of tools to create or modify different kinds of game content. Although one of the goals was to provide tools that reduce some modding pitfalls every tool does require some deeper knowledge to be usable: on its own and in the grand scheme of combining content into a quest mod.To reduce the friction it is necessary to create some kind of a knowledge base with documentation and howtos to different topics and tasks. This is clearly beyond the scope of a single person's spare time. If you are interested in helping out with the documentation (installation guides, beginner/intermediate howtos, tutorial videos, etc.) don't hesitate to contact me. You'll get first hand support for this.All in-game tools and both graphical editors are managed in public sourcecode repositories. If you are interested in fixing bugs/adding new features see below for links to the repositories.In addition there is an example new-quest-project template as a generic setup of batch files and directories to quickly kickstart a build pipeline for a new quest project.The tools, especially the quest and world encoder heavily rely on wcc_lite, which is capable of many things. In fact these encoders can be regarded in many cases as door openers - the heavy lifting is done in wcc_lite. erxv : for testing, testing, testing, video hosting, contributions to ingame mods Scoutbr0 ﻿: for marker models in radish UI and testing and fixed ciri FBX model used for example hairworks rfuzzo : work on the wcc gui Sarcenzzz : for his original mod editorThe phoneme-extractor tool uses the CMU Pocketsphinx library ( https://github.com/cmusphinx/pocketsphinx ),the CMU Sphinx common libraries ( https://github.com/cmusphinx/sphinxbase ) andthe eSpeak Library ( http://espeak.sourceforge.net ).