You are not logged in.
- Kojiro Editor 1.0 -
Description
The aim of Kojiro (Editor) is to make the XML editing process easier, faster and more efficient. Kojiro's workflow is simple: load a XML or ONI file (wich is converted automatically to XML), travel through the nodes using the list on the left and the right-click menu (or buttons at the top), edit the desired nodes' names, values and attributes, optionally add and remove nodes, and save the file as a XML or ONI. When editing large files or comparing some files' nodes, it is also very useful.
Known Bugs and Issues
For now, the XML preview feature will not work on Macs (that thing on the right will not be displayed correctly). This issue is being worked on.
If you have any other problems, small or big, you should report them here so I can fix them and update the download links.
Future Plans
- "Node Patterns" system addition;
- Possible addition of scripting automation;
- Creation of a tutorial;
- Creation of an Example Mod, completely using Kojiro, and an Example Video (if you want to help me doing this one, PM me);
- Fix the preview issue;
- Have more ideas? Post them here.
Last Updates
- Mac version is working now!
- Changed the XML preview. It is a little worse, but cross-platform;
- Double-click support added.
Download Links
Windows (ZIP): Download
Universal Mac OSX (ZIP): Download
Thank you all for the support!
Last edited by Lukas Kreator (01/30/11 14:01)
Offline
Crashes on Mac, cannot get to anything
Last edited by Dirk Gently (01/29/11 18:01)
Offline
Issue fixed, with the help of Dirk. Thanks.
Last edited by Lukas Kreator (01/29/11 20:01)
Offline
The icon is making me want to make a high res one.
Offline
As you like
Offline
----------
Last edited by Lukas Kreator (01/29/11 20:01)
Offline
Sorry. I have to report, I still get the same error message.
Offline
Thanks for testing, EdT.
Last edited by Lukas Kreator (01/29/11 20:01)
Offline
Just to clarify, the "Node Patterns" system would be the plugin interface that provides a custom GUI for each resource type (checkboxes, popup menus, etc.).
Check out the Anniversary Edition Seven at ae.oni2.net!
Offline
Thanks, Iritscen.
I FIXED THE ISSUE WITH THE MAC VERSION!
Last edited by Lukas Kreator (01/29/11 20:01)
Offline
Cool, it opens for me. Keep up the good work
Offline
Thanks! I will.
Offline
Please, please make double click default to "In" or "Edit", wherever applicible.
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
Offline
Here you go! Download updated.
Thanks for the idea!
Last edited by Lukas Kreator (01/30/11 01:01)
Offline
Even better: Instead of flipping between different screens, list the children of a node below the parent node, but with additional indentation. Let double clicking parents show\hide the child nodes.
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
Offline
One thing that might be worth considering in the future is the option to wipe out some tags on the TRAM XMLs. When you import an animation, there's a bunch of tags that need to be deleted. <Heights>, <Velocities>, <Rotations>, <PositionOffset> and <Positions> and to add the tags
<DaeImport>
<Path></Path>
<Start></Start>
<End></End>
</DaeImport>
Right before <Lookup> tags.
You can see what I mean here
Or PM me if I'm not making sense
Last edited by Mukade (01/30/11 01:01)
"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."
Offline
Gumby, unfortunately I find that too much complicated in RB. It was far simpler in Visual Studio (when I could use it >.<). The most complicated part is handling 'nested' rows, as I don't see any easy way to find a node's parent in RB.
Anyway, maybe you want to consider this takes less space.
Mukade, that is a good idea... Maybe I include that in the upcoming "Patterns" system... But you could just delete that nodes (right-click)
Last edited by Lukas Kreator (01/30/11 01:01)
Offline
I suppose, But it might be nice to just have one option that just puts the XML into "Animation Import" mode
Anyways, not a huge priority, actually rather small, but as I said, something to consider
"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."
Offline
I'll consider that, but I'll discuss the idea with some people and it could get included.
Also, would anyone know wheter colors in ONI appear as "A R G B" or "R G B A"?
Offline
Gumby, unfortunately I find that too much complicated in RB. It was far simpler in Visual Studio (when I could use it >.<). The most complicated part is handling 'nested' rows, as I don't see any easy way to find a node's parent in RB.
What do you mean? You start out with the parents, you find the children then add them. You don't need to find the parents, you already have them.
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
Offline
Not that simple. If you look at the hierarchy example of RB, you will see that I'd have to make the rows appear and disappear myself, and in RB, all rows are rows, you can't know parents, sadly. What I mean is how will I change values and rename nodes in XML, based on text from the list? But well, even if it worked (that was my original idea), it wouldn't have columns, and you wouldn't be able to see values.
Last edited by Lukas Kreator (01/30/11 11:01)
Offline
Store the nodes in your program separately from the row list. Then when a user wants to expand a node, rebuild the list for the GUI.
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
Offline
That is the problem. Wich row is associated with wich node? Also, there is the columns problem.
Offline
You store the row number associated with the node in a structure including the number and the node. >_> BASIC does have some form of structures, doesn't it?
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
Offline
That is too much work when this list is already working. It shows values, names and can enter and exit nodes. There is not much advantage in changing everything. Too much work for too little difference.
Offline