UTF Editor
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I was looking over the most recent changes in the ‘new’ UTFEditor and thought that I would remind people that it exists as many people are not aware of it.
I think the editor is almost better than HardCMP. It supports more FVF formats, model styles and possibly better hardpoint editing.The one thing it still lacks is surfile viewing which somebody will eventually get around to doing (looks at FF).
The best thing is that the source code is available. Feel free to improve it as many people have done already.
Here’s a screen shot of the model viewer/hardpoint editor.
The best place to get the most recent exe is from here:
http://svn.the-starport.net/utfeditor/The forge project is here:
http://forge.the-starport.net/projects/utfeditor -
What? Parsing binary files in C# is a PITA.
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Thx for the links Cannon. Interesting that it´s now ver.3.0.0.0
Afaik, nobody mentioned that a newer version then 2.1. is out and the forge project site still shows only up to ver.2.1
That new Hardpointeditor is way cool -
Ya, I use the UTF Editor for everything. It allows me to use hundreds of hardpoints easily. What’s great is that for ships that share identical hardpoints, I can just slide and drop the hardpoint folder and move to my bidding
It’s also great cause it allows you to see where all the hardpoints are on the model at once. For larger ships/objects, with several hardpoints, gives you a great feel for spacing between hardpoints (particularly useful for fuses).
Only issues I have with it is that it doesn’t update when you change the angles of the hardpoints. You have to close the viewer and reopen and the .sur file issue.
Other than that, it’s spectacular!!
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A Couple other things I’ve found:
Most times when you type a value into the right window directly, hit enter, and then click “Apply”, it does nothing to the actual data, only the displayed data in that window.
Ot_flags and Ot_Name are not handled properly. They should use the same method as Dt_flags and Dt_name, but as it stands now are only editable via importing / copying old data.
But other than that, it’s pure “winning”. The features to change color, opacity, shading, and visibility are all kinds of handy. Plus being able to display multiple levels of LOD.
The “recent files” is always welcome too.Edit: Attached preview with Ot_x working and multi-line edits for Int and Float array type data. The dataGridView is something I haven’t done jack with yet so… sumbudy else gets to fix that ^.^
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Mini_Me wrote:
A Couple other things I’ve found:Most times when you type a value into the right window directly, hit enter, and then click “Apply”, it does nothing to the actual data, only the displayed data in that window.
Ot_flags and Ot_Name are not handled properly. They should use the same method as Dt_flags and Dt_name, but as it stands now are only editable via importing / copying old data.
But other than that, it’s pure “winning”. The features to change color, opacity, shading, and visibility are all kinds of handy. Plus being able to display multiple levels of LOD.
The “recent files” is always welcome too.Can you add bug reports here http://forge.the-starport.net/projects/utfeditor/issues/new ?
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+1 w0d. Considering quite a few developers work on the tool at the same time, reporting anything you find, even if trivial, onto the bug tracker on the Forge will be a tremendous help for everyone to keep track of what’s left to fix and what’s already been fixed.
For those who have Visual Studio 2008, remember you can always be on the bleeding edge by compiling the tool yourself from the SVN repository, which is open to anyone (read-only, obviously).
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I love this program! the HP are color coded to the various types, (Mine,CM,Wep,Turret, etc.) so you know which is which.
2 Questions.
1.Can you look at .sur files yet with this program, and
2. will you be able to look at custom v_wire files?The ability to look at textures inside of a .mat file is something that has been seriously needed.
Congratulations on such a successful merge of Hard CMP and UTF Editor.Fus
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No, not yet. As mentioned above, it doesn’t have that capability yet.
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You can check to make sure the vms names match with the vmeshref but that’s it.
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- You can check to make sure the vms names match with the vmeshref but that’s it.
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btw, one thing it will do it update the vmeshref crcs if you change the vmeshdata node name.
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adding wireframe support wouldn’t be hard
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surfile support isn’t in theory hard but no one as yet as become sufficiently motivated to finish this
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Mini_Me wrote:
Most times when you type a value into the right window directly, hit enter, and then click “Apply”, it does nothing to the actual data, only the displayed data in that window.Yeah, I never got that far.
Ot_flags and Ot_Name are not handled properly. They should use the same method as Dt_flags and Dt_name, but as it stands now are only editable via importing / copying old data.
No vanilla file has them, so they never got added - done now. Still, right-clicking and selecting Edit As works fine.
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Cannon wrote:
- adding wireframe support wouldn’t be hard
Ya, that’s what I am referring to, the wire.lod0.vms and the VMeshWire.
Fus
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Any updates? Last word I see from here is from 6/1.
Fus
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Hello chaps.
Just found and tried the latest version of UTF Editor, it spouts this error message that it can’t find/load “Microsoft.DirectX.Direct3D…”.
I have DirectX 9.0c (4.09.0000.0904) on Windows XP with SP3.
I can click on Continue and it does, but I get the same message every time I click on a node.
Thanks.
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Try downloading this:
http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=35You might have DirectX, but this is complaining about lacking managed DirectX.
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Many thanks FF, that did the trick.