Interface Generic Info
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**Each mesh in the file is unique, the CRC number points to the material that is applied to it. BTW I just happened to find the first one in the list…
Mesh = 293327311, 0, 3, 6 ; 0 ; UI_CITY_bar, INTERFACE\BASESIDE\bar.3db
You can use my CRC/Hash tool to verify the number ;)**
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No but i should imagine it is a start.
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Here are the first 16 entries, all for base-side icons….
Mesh = 293327311, 0, 3, 6 ; 0 ; UI_CITY_bar, INTERFACE\BASESIDE\bar.3db Mesh = 4113797703, 0, 3, 6 ; 1 ; UI_CITY_gotocity, INTERFACE\BASESIDE\cityscape.3db Mesh = 4015824075, 0, 3, 6 ; 2 ; UI_CITY_commoddealer, INTERFACE\BASESIDE\commod_trader.3db Mesh = 417823161, 0, 3, 6 ; 3 ; UI_CITY_deck, INTERFACE\BASESIDE\deck.3db Mesh = 280936763, 0, 3, 6 ; 4 ; UI_CITY_equipmentdealer, INTERFACE\BASESIDE\equipment_dealer.3db Mesh = 3895463780, 0, 3, 6 ; 5 ; UI_CITY_equiproomarrows, INTERFACE\BASESIDE\equiproomarrow.3db Mesh = 4188563276, 0, 3, 6 ; 6 ; UI_CITY_frontdesk, INTERFACE\BASESIDE\frontdesk.3db Mesh = 129783567, 0, 3, 6 ; 7 ; UI_CITY_missionvendor, INTERFACE\BASESIDE\mission_vendor.3db Mesh = 3901539026, 0, 3, 6 ; 8 ; UI_CITY_news, INTERFACE\BASESIDE\news_vendor.3db Mesh = 364998425, 0, 3, 6 ; 9 ; UI_CITY_planetscape, INTERFACE\BASESIDE\planetscape.3db Mesh = 3803643712, 0, 3, 6 ; 10 ; UI_CITY_equipdealer, INTERFACE\BASESIDE\repair.3db Mesh = 188786099, 0, 3, 6 ; 11 ; UI_INV_salesman, INTERFACE\BASESIDE\salesman.3db Mesh = 3954213332, 0, 3, 6 ; 12 ; UI_CITY_shipdealer, INTERFACE\BASESIDE\ship_dealer.3db Mesh = 4084815231, 0, 3, 6 ; 13 ; UI_CITY_takeoff, INTERFACE\BASESIDE\take_off.3db Mesh = 4187083599, 0, 11, 12 ; 14 ; HUD_NN_tray, INTERFACE\BASESIDE\city_maneuvertab1.cmp & 2 & 3 Mesh = 363183709, 0, 18, 30 ; 15 ; Material #21, INTERFACE\BASESIDE\city_maneuvertab1.cmp & 2 & 3
I’m pretty sure you see the pattern, post your finds here so I can make a complete list…
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Hrmph, some are multi part, so it might be easier in the long run to use vmeshref entries. Each of the UI 3db and cmp files (even if it has only one mesh) still refer to the correct mesh number within those two generic vms files.
Perhaps it’s possible to do some sort of batch processing for all the models within \INTERFACE ?
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Actually I had been considering doing a batch pull of all texture names. I need to do it anyways since I have a texture conflict with my asteroids, causing them to change textures while flying thru them.
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**Well, take a look at the files now in the first post….
I ripped all the entire original FL UTF files and created a string list of every node name. This file was built off of the original install files from the FL CD. The CMP Editor loads this list up and creates a CRC, signed CRC, hash and signed hash list. This list is used to replace hashes and crc values in the exporting script routines. This should make it alot easier to understand the scripts since the nicknames will be used wherever possible.**
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**Bump, has anyone tried editing the .vms file yet? the CMP editor does export and import VMeshData now…
http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=2010&forum=10**