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GTT (Game Tool Thingie)

by Sean Rice · 03/23/2012 (5:10 pm) · 17 comments

GTT? Game tool thingie? What is it!? Well, it's not a bird and it's not a plane! It's a time saving application designed specifically with T3D developers in mind. The application just does a few simple tasks, but they are the ones that require the most time to complete and are the most tedious. The tasks are road, terrain, sound and forest brush cs file creation. Yes, I know that there are applications out there that do some of this already. However, these tools are not configurable and only accomplish a single task. They worked for a while, until it became a bit tedious to work on the files outside of the games directory structure. I wanted a tool that would allow a developer to quickly create all of the files needed to start game creation. Hence, the idea for the GTT or Game Tool Thingie was born.

Currently, the GTT is in open beta and looking for users/insight. The current build is stable in operation as long as all paths are properly set. Installation is done via the publishing page and the program verifies if an update is available upon execution. The application has been code signed by Comodo, so you can ensure its published by me. I am trying to decide if I should make it free/paid/donation(with easter egg for donators) as well. During the beta, it will be donation based and any donator would receive a free copy if it becomes a paid version.


If there is a request for the tool to do something more then it does, please include detailed information on what you would like it to do and the expected output. I would prefer to make any and all requests/support in the forum post and not in the resource post. If it is a request for support, then please submit as much information as possible.

Download: gaming.hngamers.com/gametoolthingie/publish.htm.



Usage:
Set the preferences, you can either browse or copy and paste. Notice that none of the paths have trailing
slashes. Currently, usage of a trailing slash will generate an ugly error while dumping files.

Base path: should be the game folder itself.
Terrain path: Should be a folder under art/ where all of the terrain textures are. If this contains files that are included in a separate CS file somewhere, then make a new director structure.
Road Path: Similar to Terrain path, this should be the folder under art which contains your road and path textures.
Sound path: Same as the others, this is the folder under art which contains all your sound files.
Forest Path: This is the folder that contains all of the art assets that you would like to use as a paint brush for the forest.
Forest Scripts: Either the location of the default scripts (these will be overwritten) or a new location for you to manually merge the files in with.

abighole.hngamers.com/1zOqq.png

  1. Each page has a scan button and a generate button.
  2. The forest tab has two generate buttons, one for the brushes and one for the objects.
  3. The Roads and Terrains tabs have preview windows that will load up the texture that is selected.
  4. Roads and Terrains have suffix selections for specular, normal and diffuse textures. The application detects and automatically adds these to the cs file generated.
  5. Forest has a prefix option for all files, it is highly recommended to use this.
  6. Support page will take you to the Resource and the Forum post.
  7. Sound page currently has a play and stop mode to listen to sounds selected from the drop down.
  8. The files will be dumped into the paths chosen in the preferences. Forests path can be the default forest brush directory; however, it will overwrite the existing bush and object file. If this is undesirable, chose an alternate script path. All others will dump to the base folder for terrain/road/sound.
  9. The name of the file is the name of the item in the scripts. Get a good naming convention for your files and this will work wonders for your scripts.
  10. Sound preview will give you a snapshot of the frequency and decibels of the sound.
abighole.hngamers.com/1ph0T.pngabighole.hngamers.com/1He4f.pngabighole.hngamers.com/1Shpo.pngabighole.hngamers.com/1HaaQ.png

Known Issues:
Ugly crash if there is an improperly set trailing slash on any directory.

#1
03/24/2012 (3:43 am)
Awesome work Sean, this will be an invaluable tool for T3D users.
#2
03/24/2012 (2:24 pm)
Sean@ thanks! I've been organizing my art assets lately and creating new projects - so this could be really handy. will put it to work and let you know any suggestions for improvements.
#3
03/25/2012 (9:26 am)
@Jeff - No problem sir! I got so tired of having to hand code these things or use tools that required me to work outside the T3D directory to do this. With this one, you simply exec the files it creates and then click generate. At that point in time, who cares if you have added 500 items, no need to code anything by hand anymore! Future versions will allow you to set the properties per file and possibly contain a SQLite DB for storing data.

#4
03/26/2012 (5:59 am)
I bought you 3 cups of coffee. Nice tool. :)
#5
03/26/2012 (12:42 pm)
@Thomas, thanks a ton, that will come in handy for those late night coding events!
#6
04/01/2012 (11:17 am)
Awesome work Sean
#7
04/03/2012 (11:13 am)
Looks pretty awesome. Unfortunately, it crashes on Windows XP SP3. Not exactly sure why, but it seems like everyone else is getting it to work fine.
#8
04/03/2012 (11:23 am)
Can you send me the error log? Also, when installing, did it ask you to install anything?
#9
04/03/2012 (12:46 pm)
Asked me to install nothing. Here is the error log when the program crashes on startup:

http://l2ain.com/documents/GameToolThingieLog.txt
#10
04/03/2012 (3:19 pm)
That usually means you have the prereqs installed. You can try manually installing them and seeing if this resolves the issue.

.net 4.0 client profile
www.microsoft.com/download/en/details.aspx?id=17113
Windows installer 3.1
www.microsoft.com/download/en/details.aspx?id=25
#11
04/04/2012 (1:10 pm)
I have both of those pre-reqs installed on Windows XP SP3. It installs perfectly fine. It's when I load the program that I get that it crashes.
#12
04/04/2012 (6:32 pm)
@Walker, I was afraid you were going to say that. I don't have a XP SP3 box available, let me spin up an instance and see if I can replicate the issue and resolve it for you. It may take me a few days, I have been in the hospital for the past week and I am just slowly returning to the land of the living.
#13
04/05/2012 (11:57 am)
It's all good. No rush, I was just interested in testing it out is all. If you aren't able to replicate the problem, let me know. the error is a P9 : system.invalidoperationexception. There might be nothing you can do to be honest. It could be an issue with .net itself.
#14
04/06/2012 (12:35 pm)
@Walker, looks like I resolved the issue with XP SP3. I am now able to load this up without issue in my XP SP3 environment. If you launch the application now it should identify that there has been an update and launch properly for you. I did a quick QA on it to verify that everything was working properly. It appears that XP did not like one of the libraries that I was trying to use. Since it's not implemented fully yet, I just removed it from the build.
#15
04/24/2012 (11:02 am)
Sorry for the late reply. I have been doing other things recently other than checking the GG forums. Excellent work on the fix. It loads up and works as expected. Thanks for getting back to me on it.
#16
03/31/2013 (8:59 pm)
No download??
#17
04/01/2013 (6:45 am)
Corrected the download path, I had moved servers and it was no longer a valid url.