UTF Editor
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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.
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The attachment has been updated.
FriendlyFire wrote:
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”Did as Cannon said, explicitly making it x86.
Cannon wrote:
One other note, this ‘missing assembly’ problem still exists even though directx is installed.I’ve set the “specific version” property to false, see if that helps.
MarvinCZ wrote:
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.
Well really, what do you expect? Anyway, it now ignores float/integer if the size is not a multiple of four.
Some way of viewing wireframes. I’m not sure how they are commonly edited, but maybe some feature could help with that as well,
No editing, but viewing will be done before the release.
Viewing/export of materials with the modifications they did to the basic texture (like colouring),
That might wait for another version.
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,
Maybe even drag&drop of files onto the program window to open them…Both done. Invalid files will be quietly ignored.
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
Fixed, but I’m still working on getting them to display (via pretty much everything else in INTERFACE).
In addition, the initial model scale has been improved and DDS textures are flipped by default.
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Thanks. Sorry if some of my comments look like nitpicking.
Well really, what do you expect? Anyway, it now ignores float/integer if the size is not a multiple of four.
I just expected it to handle the exception, really.
I admire your fast reaction time
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yep, it’s definitely a great tool ^^
just a request …
can you put back the keyboard shortcuts ?i mean on the v1.0.0.4 we can for example do CTRL + R to rename
when i work on a cmp i earn a lot of time doing all at the keyboard
and i can also use some macro to do multiple shortcut in one keyall the buttons for that are great but you know switching between mouse and keyboard …
anyway thx a lot ^^
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Updated the attachment.
Mirkha wrote:
can you put back the keyboard shortcuts ?Done. On a related note, have you tried pressing F1 in the model view?
Also got the INTERFACE stuff displaying (but possibly only as a white wireframe) and added a color editor for the Ac/Dc/Ec/Constant nodes. That’ll probably be it until the release.
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Problem report…
Open the dagger (SHIPS\BORDER_WORLD\BW_FIGHTER\bw_fighter.cmp).
Click Edit Rev Data.
Child Baydoor02_lod1 and its values are shown.
Using the drop-down Child box, select the other baydoor, Baydoor01_lod1.
The values don’t change to those for Baydoor01_lod1.
Using the Part drop-down box, the child and its values are shown as expected.
Thanks!
I also note that this version is DirectX version dependent, it won’t use my DirectX 9.0c and won’t show the model display. If it can be made version-independent it would be good.
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Updated the attachment.
StarTrader wrote:
The values don’t change to those for Baydoor01_lod1.Fixed.
I also note that this version is DirectX version dependent, it won’t use my DirectX 9.0c and won’t show the model display. If it can be made version-independent it would be good.
I hoped that was fixed with the first update, when I set “Specific Version” to false. What else do I need to do? Have you tried updating DirectX (I’m using March 2009)?
Additionally, it sets the application icon (the main form was okay, but the other forms didn’t show in the taskbar); the hardpoint editor uses Apply/Close and updates the model; the hardpoint display includes the rotation. Now that will be it…
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Thanks for the fix bud.
The message I get when clicking on Show Model is:-
"Error ‘Could not load file or assembly ‘Microsoft.DirectX, Version=1.0.2902.0, Culture=neutral, PublicKeyToken=31bf3856as364e35’ or one of its dependencies. The system cannot find the file specified.’
So it seems to be still looking for a specific version?
My DirectX 9.0c shows as version 4.09.0000.0904
I will try to upgrade at some time, but I hate applying new upgrades from Grandma MS that are so huge for little good reason. This version of UTF is almost good enough reason, but if you can make it independent with little effort… ?
Thanks pal.
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Just a dumb question: are you compiling as “Release” or “Debug”?
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Using the power of google, the answer is to run the “DirectX End-User Runtime Web Installer” (dxwebsetup.exe). This installs the missing .NET assemblies and makes it work.
I’ve confirmed this on a machine that was not working.
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I don’t know why but I keep getting wierd values when I’m editing Rev, Pris and Fix data.
It really dosn’t matter what ship I open, it’s the same with them all for me.