Trine 2

Trine 2

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RiikkaFB  [developer] Sep 24, 2014 @ 4:55am
Trine 2 Editor BETA
You read correctly! Many people have asked for our Editors for quite a while and we've always wanted to fulfil that wish. We're getting really close now, as we're now launching both Trine Enchanted Edition and Trine 2 editor BETAs on Steam!

There are two different editors, and a different Beta for both of them. Even though the editors look alike, there are some differences, which is why we have made a separate thread for both of them. Please pay attention to which discussion you are posting your comments so that we know which editor they are linked to. This discussion is meant for the Trine 2 editor (click here for the Trine Enchanted Edition editor discussion).

Note that the editors are pretty difficult to use if you don't know what you're doing, and there's very little documentation or tooltips - this is actually one of the reasons we've held off releasing the editors to the public before. There still aren't very thorough instructions, but we have opened a wiki page[frozenbyte.com] and provided some very basic instructions on how to use our editors. It's an open wiki after you've registered, so anyone can edit and post information, and we hope that people will start to share their knowledge with everyone. We'll also be updating the wiki ourselves and tracking that all the instructions are correct and up-to-date.

The Frozenbyte Editor is a very diverse tool. This is what we use to make games like Trine and Trine 2, and it’s based entirely on our own technology. You can edit existing maps, make new maps and do all kinds of things with it. If this sounds like fun, go a head and play and experiment!

Note: Both public editors are still in BETA stage, so you're likely to run into some issues. We appreciate feedback and bug reports. Just remember to give as detailed a description of your issue as possible and also include the Beta's version number in your report. You can either post questions here or contact us by email: support[at]frozenbyte[dot]com


How to Launch the Editors

Note that there are two separate Editors. The instructions below are for the Trine 2 editor. Launching the Beta requires owning Trine 2 on Steam for Windows.
Click here for instructions for the Trine Enchanted Edition editor[frozenbyte.com]

BETA branch name: editor_beta
BETA branch description: Editor BETA
BETA branch password: FrozenbyteEditorT2

STEP BY STEP INSTRUCTIONS:
  1. Download Trine 2 from Steam
  2. Open your Steam Library
  3. Right-click Trine 2 and choose Properties
  4. Navigate to the BETAS tab
  5. Enter the following password to the access code field: FrozenbyteEditorT2
    Note: If the code doesn't work, try to restart your Steam client.
  6. Make sure you have the editor_beta chosen from the upper "Select the beta you would like to opt into:" menu and then close the window
  7. Open up the Properties window for Trine 2 again, and select the "LOCAL FILES" tab, then click "BROWSE LOCAL FILES"
  8. Run editor_initialize.exe
  9. Install "Microsoft .NET Framework 4" and "Microsoft Visual C++ 2012 Redistributable" packages when prompted
  10. Select path for editor installation (for example: "C:\Trine2Editor")
  11. From now on you can run the editor directly from editor.exe
Click here for pictured instructions.[frozenbyte.com]

Please also see the official wiki page for more information: http://frozenbyte.com/wiki/


Important Information
  • System requirements[frozenbyte.com]
  • Editor FAQ[frozenbyte.com]
  • The BETA save files do not work with the current release version, so you will lose all progress you have achieved during the BETA if you opt out of it before the actual release. Progress you have made before you entered the BETA should not be affected.
  • Beta branch will enable patch 2.01 as well and the patch is not online multiplayer compatible with official released Trine: Complete Story v2.01
  • Once the Editor BETA ends, patch 2.01 will be released to Steam users and some DRM free stores
  • Editor is only for Windows and only for Steam users due to Steam Workshop requirement
  • Trine 2: Complete Story editor is using engine/editor v1.0 (Trine Enchanted Edition editor is v2.0 and has more features like UNDO)
  • Remember to mention the Beta's version number when submitting bug/issue reports. Also mention which editor you are using (Trine Enchanted Edition or Trine 2) to avoid confusion, as there are some differences between the editors.


Changelogs
  • The changelogs can be found from the game's installation folder.
  • They're also available on the Wiki Page[frozenbyte.com]

Thank you all for your continued support! We hope you enjoy the BETA. :)
Last edited by RiikkaFB; Oct 6, 2014 @ 2:43am
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Showing 1-15 of 21 comments
genasi Sep 24, 2014 @ 5:09am 
This is good news.
Rylosphere Sep 24, 2014 @ 8:52am 
Would it be possible to play modded levels in multiplayer once the editors are released officially?
Lantea Sep 25, 2014 @ 2:09am 
Thats really cool that you are releasing the editors.

RiikkaFB  [developer] Sep 26, 2014 @ 4:42am 
Originally posted by Steele Blade:
Would it be possible to play modded levels in multiplayer once the editors are released officially?
Multiplayer should work even now when the editors are in BETA stage, as long as all players are participating in the BETA and have chosen the same mod from the launcher. :)
Ice Sep 27, 2014 @ 8:14pm 
Oh, if you choose a wrong path and want to change the path,your aim is "editor_path.txt" .
genasi Sep 28, 2014 @ 6:53am 
I followed the above instructions, but after opening editor_initialize, I got the error message--
"%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.
Exc Sep 28, 2014 @ 7:29am 
Originally posted by genasi:
I followed the above instructions, but after opening editor_initialize, I got the error message--
"%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.
Hi,

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
genasi Sep 28, 2014 @ 8:07am 
Ah, I see on the wiki that the editor requires "Windows 8 64bit / 7 64bit / Vista 64bit;" -- I am using Windows XP.

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  [developer] Sep 28, 2014 @ 8:38pm 
You also need more memory, or you will have frustratingly glacial experience. Editor can easily consume about five gigabytes of memory, so even eight might be a bit low depending on what software you are running in the background.

-JLarja
CuriousTommy Sep 29, 2014 @ 7:33pm 
Will you add the editor to MAC OS X, Linux or consoles?

Not in it's current form - the editor is way too complex and Windows dependant. We'd have to completely remake/simplify it, and that's very unlikely.

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.
JLarja  [developer] Sep 29, 2014 @ 8:22pm 
Originally posted by CuriousTommy:

Does this mean that there is no hope for a Mac or Linux version of the editor?

Yes. Considering the number of Mac and Linux users, we would be doing lot's of work for just one or two people.

Originally posted by CuriousTommy:
Would the custom content be cross platform? I an excited about the editor although I will not be able to use it.

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
Lucas Sep 30, 2014 @ 5:55am 
Is it a bug that quite a lot of models appear as a pink 'X' (Which I think is the editor's icon for error/not found) when you try and insert them from the type tree?
Exc Sep 30, 2014 @ 8:56am 
Originally posted by Lucas:
Is it a bug that quite a lot of models appear as a pink 'X' (Which I think is the editor's icon for error/not found) when you try and insert them from the type tree?
Could you give few of the type (entity) names which does that?

Lucas Sep 30, 2014 @ 9:13am 
Sure. Here are some.

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
Exc Sep 30, 2014 @ 3:32pm 
Originally posted by Lucas:
Sure. Here are some.

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.

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Date Posted: Sep 24, 2014 @ 4:55am
Posts: 21