Freelancer Mod Studio - 1.2
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Epic stuff mate. Great job !
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Are you talking about the steps when using mouse scroll zooming? You can hold ALT + right mouse button while moving the mouse to get smoother zoom.
Yeah okay, my mistake. I have to admit I didn’t read the FAQ. One point there I want to say: Try to design the controls as easy as possible. Don’t understand me wrong: It’s a difference between what you can do with the program and how to use the program itself.
I want to tell you that probably the controls could be more intuitive. Besides the “Focus on” method a free camera movement wouldn’t be wrong. In Hammer Editor they solved it the way you just activate it and then move around like “fly”-mode in game. The longer you press W (forward button) the faster the movement becomes. So you have the possibility to move fast or very slowly.
Of course those are just my personal experiences, but I think this is a very intuitive way of moving around a 3d scene. -
starworld wrote:
No add change the distance and set the coordinates
I am waiting the next update… 8-)Seriously, selecting objects is good!
Thanks.
Hehe, no this was indirectly solved with the implementation of position manipulation.
To set an object to a specific distance from another do the following:
- Select object A
- View -> Track selected
- Select object B
- Set rotation of object B so that it points towards object A by comparing the angles info of the tracked object (top-left in 3D editor window)
- View -> Position handles
- Move object B away/towards object A using manipulator which points towards object A (should be the blue axis-z one) until distance info of tracked object has your preferred value
- Set rotation of object B back to original values
I have added this and more workflow tricks to the FAQ so make sure to check it out:)
Skotty wrote:
Yeah okay, my mistake. I have to admit I didn’t read the FAQ. One point there I want to say: Try to design the controls as easy as possible. Don’t understand me wrong: It’s a difference between what you can do with the program and how to use the program itself.
I want to tell you that probably the controls could be more intuitive. Besides the “Focus on” method a free camera movement wouldn’t be wrong. In Hammer Editor they solved it the way you just activate it and then move around like “fly”-mode in game. The longer you press W (forward button) the faster the movement becomes. So you have the possibility to move fast or very slowly.
Of course those are just my personal experiences, but I think this is a very intuitive way of moving around a 3d scene.I agree that better walk-around (or fly-mode as you call it) camera support would be nice to have. However today I checked the code thoroughly and it seems like it is very hard to do keyboard movement with the way the application is built. Unfortunately there is a bug in .NET which screws up focus if you have WPF controls and Winform controls in the same application. And focus is needed for keyboard movement. It works for global menu shortcuts but not for shortcuts just for the 3D editor which is a real pity.
The best solution would obviously be to change the whole application to WPF which I wanted to do since the implementation of the 3D editor. However this would require rewriting massive amount of code and there would also need to be some good/free WPF controls to replace the docking panels, property grid and listview which I have not found yet. So yea keyboard camera movement is pretty unlikely to happen due to the big amount of work it would require.
Luckily we still have walk-around mode using the mouse as written in the last post.
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stfx wrote: However this would require rewriting massive amount of code and there would also need to be some good/free WPF controls to replace the docking panels, property grid and listview which I have not found yet. So yea keyboard camera movement is pretty unlikely to happen due to the big amount of work it would require.
Oh well. In that case it’s of course no need to change the whole code just because of my personal preference
I am sure this is another point where the programmer gets more experience and knows what to consider in the next program (I know that feeling) -
Excellent step stfx
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I got 3D editor key shortcuts to work. I used a minor workaround so that you have to click into the 3D editor before key presses are being registered which you usually do anyway.
Version 1.1.1 added special key shortcuts for the 3D editor including much improved walk-around/fly camera movement.
There are also several bug fixes and improvements in this version so be sure to check it out in the changelog!
I added the new key/mouse shortcuts and some nice workflow tricks to the FAQ to speed up your production:)
Download the latest version or use the updater in your Freelancer Mod Studio.
View the changelog
Really, read the FAQ! -
Skotty. wrote:
To be honest, I really didn’t expect you would implement thisThank you very much!
Sure, I hope you like it:) Although I think it is faster/easier to navigate using rotation around point, zoom, object focus, pan + orientation cube it also nice to fly around:)
Skotty. wrote:
For “Move camera up” Q or R is better than Space.Hm not sure, you think so?
The gamer setup would obviously be WASD + space + shift (every finger above one button, middle finger above W+S) however shift alone does not work as it would interfere with other shift key/mouse bindings.
I was also thinking about arrow keys + page up/down but arrow keys also do not work due to limitations mentioned in a recent post.
Anyway I was indeed thinking about WASD+E(up)+Q(down) vs. WASD+SPACE(up)+E(down) but went for the SPACE version as you can use 4 fingers instead of 3 and move into multiple directions at the same time easier.
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stfx wrote:
Skotty. wrote:
For “Move camera up” Q or R is better than Space.Hm not sure, you think so?
I didn’t write that starworld did.
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Great, thanks a lot for your work.
But one thing i’d be glad to see in mod studio - writing to related files when adding a base, like freelancer explorer, thats only reason why i have to combine these tools.
For example, when i create a gate in explorer - it adds end-gate automaticly, when i create a base in system - it automaticly creates all other entries in related files. That’d be an amazing addition. -
NovaII wrote:
Great, thanks a lot for your work.
But one thing i’d be glad to see in mod studio - writing to related files when adding a base, like freelancer explorer, thats only reason why i have to combine these tools.
For example, when i create a gate in explorer - it adds end-gate automaticly, when i create a base in system - it automaticly creates all other entries in related files. That’d be an amazing addition.… and about 6 years’ work for one person! lol
FL Explorer was the work of 3 guys over 2 years, or the other way round, if I remember correctly?
Anyway it’s still fun (sometimes) using 10+ tools to make a new mod!
STFX: Fabulous, thank you very much for your work. If there was anything you would add, what would it be? Just to know.
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StarTrader wrote:
FL Explorer was the work of 3 guys over 2 years, or the other way round, if I remember correctly?
Anyway it’s still fun (sometimes) using 10+ tools to make a new mod!Don’t know who made this tool, but it’s too old for fresh demands i think, and Mod Studio is good replacement. But it’s useful feautures should fit Mod Studio well.
I don’t see any fun in this… CRC calculators, ALE converter without preview, tons of ini’s opened, fled-ids + Restorator, MS3D, Max, HardCMP, UTF Editor, DSAM, Excel… etc etc. Maybe it may be fun first time, but not as day-to-day work on my stuff…
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Hum, I use :
CRC calculators -> CRCTool
ALE converter -> Freelancer XML Project
tons of ini’s opened -> Notepad++
fled-ids + Restorator -> Freelancer Developer, Resource Hacker (freeware)
HardCMP, UTF Editor -> UTFEditor
DSAM -> is not modding toolEach software has a specialty.
A multifunction software is not necessarily best. -
NovaII wrote:
Great, thanks a lot for your work.
But one thing i’d be glad to see in mod studio - writing to related files when adding a base, like freelancer explorer, thats only reason why i have to combine these tools.
For example, when i create a gate in explorer - it adds end-gate automaticly, when i create a base in system - it automaticly creates all other entries in related files. That’d be an amazing addition.I am sorry but this is by design. I always tried to design Freelancer Mod Studio very generic avoiding specific wizards that only work for very special things and the like.
Also Copy/Paste is usually good enough to do the same in almost the same time. Plus you always need to change it anyway even if things were created automatically for you.
Finally as StarTrader said, this is not something I have the time to do
I know that many people want an all-in-one modding application and I am one of them but it simply is not possible to do just for one person.
I hope that you can enjoy Freelancer Mod Studio none the less and build some cool systems or edit other ini files:)
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One thing we’ve noticed which has been a little irritating is that any unrecognized parameter in an object’s block is stripped out on saving. This means we constantly need to re-add custom parameters when we use your tool.
I’ve modified it a bit in the past (thanks for sharing your sources!) but you could probably answer faster as to whether it’d be possible to keep all lines in a block regardless of whether they are recognized or not.