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README.md

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@@ -10,32 +10,42 @@ A modern implementation of 'LocoTool' for Locomotion `dat` file parsing and edit
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| ![image](https://github.com/user-attachments/assets/dd97a5cd-5208-4c0c-8215-e3692bfbe90e) | ![image](https://github.com/user-attachments/assets/3c7cc173-a001-47e4-8ab7-34ca80b2307a) |
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| **Hex dump viewer** | **Object repository browsing and downloading** |
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| ![image](https://github.com/user-attachments/assets/d2794946-acc4-4cbb-a6d0-275cd6776ec1) | ![image](https://github.com/user-attachments/assets/98c37f5f-1325-4795-9729-2f1c8e1d4ce7) |
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| **Scenario/Landscape/SaveGame data viewer** | **Palette swapping** |
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| ![image](https://github.com/user-attachments/assets/6bffd1e1-fc74-4979-9b0f-ce3c23c74e0e) | ![image](https://github.com/user-attachments/assets/baef3750-91d8-46ef-bb64-e8d8cd8004b2) |
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# How to use
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## 1. Load an object folder
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1. Click `ObjData` -> `Add new folder`, which will open a folder browser window
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1. Click `Objects` -> `Add new folder`, which will open a folder browser window
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2. Navigate to a folder that contains Locomotion object files
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3. Click `Select Folder` to close the folder browser window
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4. The tool will load all objects in that folder and display them in the tree view on the left of the tool
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4. The tool will load all objects in that folder (recursively) and display them in the tree view on the left of the tool
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## 2. Select an object to view/edit
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1. Expand the tree-view of objects to one you wish to view or edit
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2. Click on the object
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3. It will appear in the editor view on the right side of the tool
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## 3. Play
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* Edit any of the properties and save the object to use in-game
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* Export images from objects with grahics
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# Features
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## 3.0.0+
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- Online mode
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- Can connect to the object repository to view and download any object stored in it
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- Automatic upload of 'undiscovered' dat files (ie dat files that don't exist in the object repository)
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- Property/hex viewer has been ported over from 1.0.5/the WinForms editor
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- Property/hex viewer has been ported over from 1.0.5/the WinForms editor (wasn't present in the 2.x releases)
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- Vehicle animator
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- G1.dat viewing/exporting
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- Editing of the inner list properties of objects
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- Indexed image support
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- Steam/GoG variation support
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- G1.dat viewing/exporting/saving
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- Editing of the inner list properties of vehicle objects (more to come soon)
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- Indexed PNG image support
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- Sprite animation
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- Steam/GoG object variation support
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- Savegame/Scenario/Landscape data viewer
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- Palette hotswapping
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## 2.0.0+
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- Windows: `%APPDATA%\\Roaming\\OpenLoco Object Editor\\`
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- Linux/macOSX: `/~/<user>/.config/OpenLoco Object Editor`
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- This file is used to store where the users' object folder paths are, and other program data
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- Feel free to inspect it and change it if necessary, or even delete it if you mess things up too much - the editor will recreate a fresh one!
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## Indexing
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- When the tool first loads an `objdata` directory it will scan every file to make an index and save that into `objectIndex.json` in that folder
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- When the tool first loads a directory containing objects it will scan every file to make an index and save that into `objectIndex.json` in that folder
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- This indexing is relatively slow, but only needs to run once/when the folder contents change
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- On subsequent uses of the tool, the index file will be loaded instead, and this is fast
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- The tool will print a log message if it detects changes in the folder and thinks you need to reindex it
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- [ ] Validation of object limits/sane values
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- [x] Detection of bugged objects
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- [ ] Support/edit tutorials
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- [ ] Support/edit maps/savegames/scenarios
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- [x] Support/edit maps/savegames/scenarios
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- [ ] Support language files
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- [x] Vehicle previewer
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- [ ] Better G1 support including palette file editing
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- [x] Full unit-testing suite
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- [ ] Blank template objects for object creation from scratch
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- [x] Use a proper C# image library for image creation instead of WinForms
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- [ ] Export/import sounds (The WinForms v1.* version allows you to do this!)
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...many more things
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# Building
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- Open Gui/Gui.sln in Visual Studio
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- You'll need the `Avalonia for Visual Studio` plugin to use the visual XAML previewer, but it isn't required to actually build or run the solution.
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- Open `ObjectEditor.sln` in Visual Studio
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- You'll need the `Avalonia for Visual Studio` plugin to use the visual XAML previewer, but it isn't required to actually build or run the editor
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# Deploying
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See `build.sh` and `tag.sh`

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