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"%1 is not a valid Win32 application"
From the dialog boxes on my screen it seems that Microsoft Visual C++ 2012 Redistributable did not install.
What is your Windows version and are you using 32bit or 64bit Windows? Sounds like you have 32bit Windows.
Editor will only work with Windows 64bit version. Editor will consume lot's of memory and 32bit Windows isn't enough for that.
64bit requirement is mentioned in our Wiki but it should also be mentioned in this topic (we'll add hardware and software requirements for this topic as well).
In the mean time, check for minimun and recommended hardware and software requirements from the wiki:
http://frozenbyte.com/wiki/index.php/Frozenbyte_Editor_hardware_and_software_requirements
My specs are--
Microsoft Windows XP Service Pack 3 (Home Edition 5.1, Build 2600)
AMD Athlon 64 X2 Dual
Core Processor 5600+
2.81GHz 3.00 GB of RAM
NVIDIA GeForce GT 520 video card
DirectX 9.0
I guess I need at least Windows Vista or Windows 7 (64 bit).
-JLarja
Does this mean that there is no hope for a Mac or Linux version of the editor? Would the custom content be cross platform? I an excited about the editor although I will not be able to use it.
Yes. Considering the number of Mac and Linux users, we would be doing lot's of work for just one or two people.
I'm not quite sure how Steam Workshop works. Technically speaking the level and type files are the same for all platforms, so it could work. Models should work too (though they are not currently supported, they should be in next patch) while new textures would need separate processing (probably. I'm not quite sure), which probably isn't supported and won't be in near future.
-JLarja
object>building>watermill>watermill_wheel.s3d
object>ground>grass>dirt_drop_5m.s3d
object>t2_dlc_desert>pyramid>distant_gate.s3d
object>village>tents>tent.s3d
Good catch!
Our build tools creates game data only from those resources (models/textures/animations etc.) which are actually used in some of the levels. This will result into smaller game data files for final users.
With editor this gets buggy since editor would actually require all of the data, even if it's not in the game. So Trine EE and Trine 2 editors actually have different assets missing.
We will fix this into next editor BETA build. We most likely add some editor_data.fbq file which contains all the missing resources. That package will be probably around 0,2GB - 1 GB.