UTF Editor
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The comment is incorrect, the FVF is right. I fixed it in a private build I hadn’t released. The comments routine was missing that and a few other obscure settings.
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Rightaru! Updated win (last i did was dec/09).
Thx for the subtile blow -.<Nice work! v2 looking good, even math seem to finally work on my system. Cons/Fix edit is real sweet!
Came across some minor issues tho, not sure if its just with me… freezes with Xlarge multi comp ships, when i try to view them. But could be my fault (wrong splicing?). I am a noob @ modding so…
Also kinda buggy with the drag/drop of nodes.
I am using XP, might be the reason idk.2bad freelancers flight physics aren’t newtonian, that would have been legandary!
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FL’s physics are Newtonian?
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Actually it is a mix of both Newtonian and quaternion physics. Ramp the mass up on a ship and you will see what I mean.
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When i made my first .sur i realized there is gravity in this game. Of course that .sur didn’t work right but still i was impressed.
Anyhow, roll/pitch/yaw thrusters (which i really miss btw) aren’t shown and also way overpowered compared to main engine (what makes them effective would be their positioning at extremities of a ships body). But thats off topic -.- sry! -
Some VMeshData texture coordinates were giving me trouble in the XML Project, so I had a look at what the UTF Editor does with 'em. Didn’t really help, but while I was here… Find attached a quickly-hacked new version that also reads the model materials from the parent and grandparent directories; expands the root node automatically; and shows the model for .3db and .sph files.
Edit: Displays the model scale as a number; removes the shortcut keys from the node’s right-click menu, adding accelerator keys to the buttons (and adds a rename button, tweaks the rename dialog). The diff is still based on the original release.
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Guys,
I’m now confused…
This UTF editor was released by Cannon, right?
But adoxa just put up another one in this thread?
Or is it the same one Cannon put up, but modded/fixed?
Huh?
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It is open source, so everyone can fix/add new stuff. Basically Adoxa did both
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Updated the earlier post.
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I’ve added version 2.1 to the forge. The only changes are adoxa’s patch described a few posts above and an updated readme to include this information.
Get it here: http://forge.the-starport.net/projects/utfeditor
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Hi, i’ve got a bug to report. When i went on creating .MAT files for my ships with 2.1 all the string entries had the wrong amount of bytes. But the string entries came up correct when looking at them with 2.1. When looking at them with UTF 1 you see ýýýý at the end of each edited string entries. On deleting this the entry goes to its proper length. Just giving you guys the heads up because this caused great frustration for me when my textures would suddenly decide to stop working 50% of the time.
Ozed.
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I don’t believe this is entirely the fault of UTF Editor 2, as UTF Editor 1.4 doesn’t handle string editing properly itself. Having said that, I have added the padding that 2 was missing, so the upcoming 3 should be hunky-dory - if I can ever stop working on it and actually get it released. To whet your appetite, I’ve attached the latest binary, with my little update notes. It’s all working (just features to add and improvements to be made, rather than bugs to fix), so don’t be afraid to put it through its paces.
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Just been playing with this, nice job Adoxa. This new release is epic.
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I’m having an issue which may be related to x64. When attempting to view a model I get
“Error ’ is not a valid Win32 application”With HRESULT 0x800700C1. It may have something to do with .NET applications running as 32-bit on a 32-bit OS and 64-bit on a 64-bit OS automatically (that’s what I’m guessing at least).
EDIT: Tested on 2.1. Under Build for the UTFEditor project, switch Platform Target to x86. Fixes it.
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Finally figured out how to set the CPU type in Express (thanks google):
On the Express edition of VC#
1. Go to Tools -> Options.
2. In the bottom-left corner of the Options dialog, check the box that says, “Show all settings”.
3. In the tree-view on the left hand side, select “Projects and Solutions”.
4. In the options on the right, check the box that says, “Show advanced build configuraions.”
5. Click OK.
6. Go to Build -> Configuration Manager…
7. In the Platform column next to your project, click the combobox and select “<new…>”.
8. In the “New platform” setting, choose “x86”.
9. Click OK.
10. Click Close.</new…> -
Hello, folks!
First, great job everyone! It’s a wonderful tool.
Second, a little bug report from the 3.0-wip:
Open some string data and try to interpret it as float array (which is apparently wrong). There’s a good chance of an unhandled exception to pop up (the program survives). Same with Integer array.I used it on the file “data\interface\hud\3dnavpoint.3db” where I opened the material in there and its “Type” entry (screenshot).
Exception text (interpreting as float, Integer says basically the same)
System.ArgumentException: Destination array is not long enough to copy all the items in the collection. Check array index and length.
at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
at System.BitConverter.ToInt32(Byte[] value, Int32 startIndex)
at UTFEditor.EditFloatArrayForm…ctor(TreeNode node)
at UTFEditor.UTFForm.EditFloatArray()
[…]Third, a few ideas / feature requests.
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Some way of viewing wireframes. I’m not sure how they are commonly edited, but maybe some feature could help with that as well,
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Viewing/export of materials with the modifications they did to the basic texture (like colouring),
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I have common extensions associated with UTF Editor, but it doesn’t seem to pick up the files if I tell Windows to open them in it,
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Maybe even drag&drop of files onto the program window to open them…
I’ll be sure to post if I find something else.
EDIT:
It has trouble with “data\interface\interface.generic.vms”, whatever that contains. If I try to “Show Model” or “View” the VMeshData of its part interface.generic-2.vms, it shows an error:
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interface.generic.vms isn’t a model. You can’t use normal techniques to view it.