Cruma: 1.0.0. World editor, cut scenes, video making and AI integration Link to the current version and the source code Promo Video Since the last release Cruma has changed a lot. It was a viewer with an export, and now the world can also be edited, filmed and have its effects updated. New: world editor Cruma now has an Edit mode, where the maps of a client are changed right in the viewer. Objects A click selects any mesh, and then it can be moved, turned, scaled and copied with Alt. New objects come from the Library: find a mesh in the list and drag it straight into the world. Meshes that are needed often can be marked with a star. Objects can be grouped (Ctrl+G), aligned, distributed along a line and snapped flush to each other while V is held. There is a ruler (M) that shows a distance in units. Note: selecting several objects with a drag is not done well yet, I want to rework it in the next version. Terrain The terrain is sculpted with a brush: raise, smooth, flatten, add noise, make a ramp between two points. The Paint mode draws in layers: grass, rock, sand. The brush works across the border of maps: a road where two tiles meet is made with one stroke. Lights A new lamp or spotlight is placed in a couple of clicks: a preset (candle, lamp, fire, moonlight), a radius, a colour. Cruma shows at once what the light reaches: the pool on the ground and on the walls, and the meshes it lights. Textures of walls and floors In the Surfaces tool a texture on the BSP geometry can be moved, turned, scaled and aligned. When everything is ready, Save shows the list of changes, checks them and writes the maps into a separate folder or straight into the client. The originals are kept, and Restore client puts everything back. New: effects and skills There is a new tool, Effects. It shows every effect of the client one by one, from 178 in C1 to more than 13 thousand in P152. The Skills tab is more interesting: it plays the whole cast of a skill. Pick a caster and a target (an NPC or a player character) and the cast plays with its animation, the effect on the hands, the flight of the shot, the hit and the sound, all with the right timing. All of this can be edited too. An effect has its size, speed, lifetime, particle count, hue and color. An image of your own can replace its texture. A skill shows the phases of its cast on a timeline: effects can be dragged between them, new ones added, and each can be attached to a hand, the chest or a bone. A green Wind Strike twice the size takes a couple of minutes. Then Export, Install into client, and the result can be seen in the game. One detail: effect editing works from C1 on, and skill editing from Kamael(?) on, where the data is kept in LineageSkillEffect.u. Older clients have the skill table built into Engine.dll. New: cut scenes of the game Cruma now plays cut scenes right in the world: the entrance of Freya, Lindvior, Tiat and the rest. There are 11 scenes in Gracia Final, 35 in High Five and 130 in P152/162. With the camera, NPCs, animations, fades, black bars, lines, music and voice. Bosses such as Antharas, Valakas, Frintezza, Baylor and Beleth are a separate story. The client has no scenes for them at all, the server "films" them. Given the script folder of an L2OFF server, Cruma runs the server's AI itself and shows the scene as a player sees it: Valakas flies in and lands, Frintezza plays the organ, the doors open at the right moment. Any scene can be exported to mp4 (up to 4K, 60 fps, needs ffmpeg installed) or to Blender, with skeletons, animations, the camera and the sound. New: video director, your own films For films of your own there is a director mode. Fly the free camera through the world, press K at the right places, and Cruma builds a smooth flight between the keys. There are one-click starts: an orbit around an object, a flight to a point and a reveal. Then actors go into the scene: NPCs, player characters of any race with gear and weapons, even an airship. They take orders: walk there, play an animation, cast a skill on a target, die, disappear. Actors are moved with the mouse right in the world. A crowd can be told to "watch the boss", and it will keep turning after him. On top go music, voice, fades, subtitles and post effects. The result goes to MP4 or to Blender. There is also an experimental way to write your scene back into the client, over an existing one, but I have not checked it in a live game. New: Map events A new tool shows what the server switches on a map by events: the clock shows in the towns, the light and the dark side of the castles, zone states (for example, the blood rain in High Five). Each event is turned on and off with a check box. A map can be seen as a player sees it when entering the world, or as a particular server makes it with its scripts. The choice is remembered and goes into exports and videos. New: AI agents Cruma now works with AI agents through MCP. An agent gets more than 60 tools and does almost everything a person does: looks at the world, finds NPCs and spawns, checks geodata, places objects, sculpts the terrain, builds scenes, exports. To connect one, start the viewer and pick the AI agent tool on the panel at the right: the command to run in a console can be copied there. Access can be set: see only, edit, or also write files. Every action of an agent shows in its own panel and can be undone. There is a headless mode with no window. Example prompt and the result with Fable 5.2 New: Guide The viewer now has a built-in knowledge base. It explains in simple words what geodata is, what a pathnode is and what a map is made of. It opens with Shift+F1 or with the "?" in any panel. New: old chronicles C1 and C2 are now supported. Improvements Memory and speed The app uses less memory, and the world loads 30-50% faster. Location export Almost everything that can be seen and heard now goes out: the client's light and lightmaps, effects, foliage, sounds and the music of zones. For Unity the export has a script that places the sound sources and the music zones and fixes the brightness of the lights (before, a location came out white in Unity). In Unity install glTFast (com.unity.cloud.gltfast) package. Geodata The generator can start from the server's spawns. This adds floors in closed places that the client does not "reach" by itself, such as the rooms of instances. Viewer There are top, front and side views with a grid and a scale, plus wireframe and unlit modes. The interface is livelier: panels slide out and menus open smoothly (the animations can be turned off in Options). The loading screen is new as well, and it holds a nod to one of the early remarks in the first thread. F Linux The build got the same rendering fixes (bgfx) as Windows and macOS. Performance on Linux should improve.
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newrostman · 5 hours ago 5 hr
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