Xml Tree Editor Download

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Beatzby Wall

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Jul 22, 2024, 8:11:08 AM7/22/24
to perftranasen

I am very new to PCB Editor and I'm sure I will end up posting a fair amount of Forum questions. The first is that I am trying to do a manual place of components in the PCB Editor, and my tree view doesn't seem to be appearing properly. In all the examples I have seen, there are check boxes next to the reference designators. My tree view shows all the components, but there appears to be no way to select them as there are no check boxes in my view. If I highlight the refdes name and then click "Hide" to try to place the component, nothing happens.

So I've mentioned this in a few places but I've been working on a tool that would make it easier for both modders and every-day KSP players to make changes to the tech tree. It's a Windows application that generates the .cfg files needed by plugins like TechManager, the now outdated TreeLoader (no longer supported) and ATC, by the use of a graphical, point-and-click, tool. I've now reached a point where I'm happy to have people try the tool out. It's very early alpha, but it's functional. So without further ado:

xml tree editor download


Download Zip 🗸 https://urllie.com/2zDaw6



Re: the icons, it might be a good idea to play to combine the icon with letters somehow. We only have a limited number of icons to work with and unless there's a good way to add more, any tree with new nodes will have to reuse. In that case, the letters are actually *less* confusing!

Thanks for posting your tree. I managed to narrow down the issue. It had to do with the "Z order" I had on nodes if unspecified which made nodes take the same layer as the background and therefore end up looking weird. I've fixed it and uploaded a new release.

Well, I was an idiot, I had a hard-coded path being used for loading parts (the default KSP folder) even though I was asking for a different path when loading a tree... Silly me! Fixed the issue and parts should now load properly for anyone who didn't have their KSP folder in the default C:\Program Files... location!

Hmm.. If you don't mind, can you tell me where your KSP installation is? When loading a new tree, are you pointing the KSP path setting to the "Kerbal Space Program" folder (not GameData or anything like that)?

I think I found another issue. I think TED needs another field in the node info for the techID field. It currently only has name, which is used to link tree components. It generates... odd values for techID (such as nanolathing over and over again). This breaks TreeManager. techID is also the name that's used for part assignment, I believe.

Haven't run into any bugs yet, but this is a great tool! It sounds like you've already got the features I was going to suggest (grid-snapping, clearer links, node pictures instead of letters) on your list of things to do, so I'll look forward to using this as it gets even better. When I have some free time I'll try and put together a full techtree as a test.

However, there's no list of parts that are not assigned to any nodes, so unless you write it all out yourself beforehand and just use the program to make the tree you'll never be able to get it to work because there's no obvious way (that I've found) to make sure you're only adding parts that aren't in another node.

You're absolutely right 5thHorseman, parts is very clunky to work with and a crucial part of that is to only show parts that have not already been assigned to the tree in the lower section. I'll get to work on this immediately!

As for the parts showing in the main display, I'm not entirely sure I understand your idea. I like the thought of being able to drag and drop parts, but I would still need to have a section showing all currently unassigned parts (for brand new trees, etc) and a section showing the parts of the currently selected node, where would you suggest I put these two? For the dragging and dropping I would ideally like to have the parts show as icons like they do in KSP, but that's a whole other beast I'm not ready to tackle yet.

It looks like photogrammetry areas are not affected by modded tree heights. The reason for this, so my assumption, the tree model have to hide the ugly tree blocks generated by photogrammetry. So they have to be generally bigger.

Edit: I've written a fully functioning Unity graph editor in a GitHub repo. Primarily focused on skill trees. It isn't perfect, but demonstrates what a fully functioning graph editor could look like. Source code in the following link.

You could try making an Object for the data inside of each tree objects.Then you could try using System.Drawing to create a custom control(square boxes in the picture), also use System.Drawing to create those arrows to each tree object. make sure each DataObject has ID's and information for where the arrows should be pointing.If you need help on creating custom controls i have used this tutorial on YouTube in the past.

One of the more frustrating things in the editor is trying to find an element that is nested 3 deep in hidden groups. It would be fantastic if a simple double click on any element would reveal the element in the element tree and reveal the element in the editor itself.

Thanks, I am aware of the search, but it is just so many steps if you have to do it several times a day. Maybe a double click could reveal the property editor and highlight it in the elements tree. That alone will make quite a difference.

This is still just an idea 3 years later? This has to be a low hanging fruit?? I spend so much time going back and forth from the tree to the elements. Especially now that the responsive engine wont allow you to drag larger elements into smaller groups so I need to do that on the tree.

I like most have been building large 1-page apps and even though I have a lot of Reusable elements to break it up there is still a lot in the tree, and I need to click reveal in Elements a few times sometimes to get down to that level.

Unity provides a tool called Tree Editor that lets you design trees directly within the editor. This is very useful when you want to create detailed forests and jungles with different tree types and variations.

You can use SpeedTree Modeler from IDV, Inc. to create trees with advanced visual effects such as smooth LODThe Level Of Detail (LOD) technique is an optimization that reduces the number of triangles that Unity has to render for a GameObject when its distance from the Camera increases. More info
See in Glossary transition, fast billboarding and natural wind animation. See Unity documentation on SpeedTree for more information.

One thing I found, is that if your actor component param is null and you override it with a value in an instance, then once a tree is complete it will revert to the default value of the BP or Class from CDO likely instead of from the instance.

Sometimes assets have custom shaders. There is nothing wrong with that, but when upgrading to HDRP, custom shaders are not automatically updated. So I try to change the shader to a HDRP compatible shader. Normally I succeed, but for trees using the Unity Tree Editor I can often hit problems about shader compatibility. The little red exclamation marks are my first hint of problems.

As a side note, the Tree Editor documentation also mentions SpeedTree. This used to be an separate service for creating trees that Unity purchased. It can generate high quality trees, but as a paid service (you can buy individual assets or a subscription).

One idea I had was to create a HDRP shader graph compatible with Tree Editor. Define all the extra properties that Unity expects on trees in that shader. I looked at console warnings about unknown properties and added them all as shader graph inputs. This worked pretty well (up to a point). All the warnings stopped, and it could render the branch or leaves.

There may be third party shaders that are compatible with Tree Editor. For example, The Vegetation Engine lists support for Tree Engine (but not billboards, which are used for objects using LOD (level of detail) support). I have not tested it, but it may be that shader will appear as a supported shader, meaning it is safe to leave the Tree Editor component on the tree. There may be other similar shaders around, but that may require purchasing and testing more shaders. (Again, feel free to leave a comment and I will include them on the list here.)

The Vegetation Engine actually looks quite interesting in that it has got a good wind implementation (it would be hard to be worse than mine!). It can also have grass part to the sides as a character walks through, or trees can bend over when a car hits it.

UPDATED: March 16, 2023: The Vegetation Engine kindly sent me a copy of their shader to test with. Installation and some quick testing it looks pretty slick. However their shader does not appear in the list of Tree Editor shaders. So you can convert a Tree Editor tree over by replacing the material shader, but you will get the same red light warnings as above.

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