Compiled File Editor
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Runs perfectly and opens all files it is intended to - it can view textures and as far as I can tell it reads the correct data. My mod skills aren’t brilliant so I haven’t edited anything with it yet, but as far as the viewing side goes - good work
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Post your ideas for it, one thing I will probably do is drop in a renderer for the mesh stuff.
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I never actually checked if it did this or not but perhaps backing up the file when a person saves? If they save again obviously delete the backup file and make a new one and so on….
For people who are experimenting and save over an original file by accident with no way of getting it back, they can just click restore from backup in your program???
Also I opened up a 3DB file with it earlier and it took a LONG time and the program didn’t report any progress and I closed it because I thought it had crashed, maybe it would’ve worked if I left it longer but it was just too long
EDIT:
it definitely hates 3DB’s
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**Check in the folder that has the exe, if it’s missing ‘Defaults.txt’, simply redownload it. If that is missing it will act up. It should take less than a second to load most files including .3db. About .5 seconds for a .3db for me.
Good idea about the file backup, I could actually do it as a numbered backup and use it as an ‘undo’ feature.**
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Good idea…
Furthermore an intermittent error that seems to come and go is an odd one and it occurs on startup:
Paging file is too small for this operation to complete
my computer isn’t exactly lacking in specs certainly not for a 4MB C++ application, so what does this REALLY mean?
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The ability to have multiple CMP/3DBs open at the same time, with drag-copy? Â Â That’s certainly useful for things like duplicating animations, materials, textures, and Fix / Rev / Pris nodes. Probably less work than implementing a wizard for adding them as well.
Not needed really, but a degree to radians calculator might be handy, just not used regularly. Can always use google for that though
Adding nodes- not implemented yet?
Color Picker -rocks yay
Tex previews - very handy indeed, I hated having to export crap to check it out.Editing Oc might be a lil buggy ATM, check the Nomad ships for quick reference, Gunboat crashes it
Checking Nt and a few other mat things
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Most likely you have a floating sized page file. Mine is fixed at 4 gigs so I doubt I would ever have that problem. In XP the setting is in Control Panel->System, your using Vista so it might be different. ALso, setting a specific page size removes the overhead of resizing it, slightly speading up Windows.
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About the 3DB Files:
I have narrowed it down to 1 of 2 things, either it opens some 3DB files and not others due to a bug OR some 3DB files are of a different format to the ones you were EXPECTING to be opened for example:
cv_starblazer_shield.3db - crashes the program
br_01_avalon_cityscape_background.3db - does notso if the _shield.3db’s are NOT supposed to be opened then perhaps it is best to make a check for that?
Thanks for the tip
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**Hazard - it should have loaded it since it’s a UTF file, crashed on me as well
@ Mini Me - the program may be experiencing flashbacks, I shouldn’t have fed it all of those drugs
It worked for me but when I double-clicked the plus sign in front of ‘Texture library’, it popped the color editor back up, a bug, thought I fixed that one last night** -
Ah yeah, shields only have a hard point entry, nuffin else. Mebbe it’s freakin out cause everything else is missing?
Sidenote on Oc : doesn’t it only really use 1 entry for opacity?First float var 0.000000 for total transparent, 1.000000 for no trans. Second float var entry below it has always been 0.000000 so probably filler and un-needed?
Material anims in txm files- data not editable
Texture count -> int
Frame count -> int
FPS -> float
Frame rects -> float arraySph files- data not editable
Mx ->string
Radius-> float
Sides->intSo I’d assume the ints and floats above fall under the same area as Oc, being 4b long
Frame rects, think I’ve seen varying number of entries, not always the same. Usually in groups of 5 floats though as far as I’ve encountered. -
**Yes, just 1 entry, the nodes in FL UTF files are all 8 bytes minimum IIRC…I had trouble with it when I first started writing that program because FL wouldn’t accept my data size reduction methods (as in making Oc a 4 byte entry).
BTW, this is a preview version, very little has been added since my last update to this program back in September of '08…**
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**Ahh, some more single digit numbers and strings, I’ll add them in soon. It should say ‘Unimplemented’ on the right side for those I haven’t added yet.
Forgot to mention, you simply double-click the entry to easily edit it…**
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Unfortunately I write way too much code to even think about keeping a change log. I only do that for my most major projects such as the Galaxy Empire game.
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Hehe, no problem, yes, 0.003 is the latest version.
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Oh me… Oh my… how did i miss this… :P…
Will give it a real good run today LS… ;D
(wanders away mumbling to thy self)… hehe… tools… how i love tools…
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**Hehe, don’t get super excited, this is just a preliminary version, it has very few features. Plus it’s buggy so don’t save any files. It won’t affect anything by simply loading the files as long as you don’t edit and save them. If you need to edit your files I would suggest you use the currently available stable tools.
Looking for - the formula to convert the rotation values to ‘Orientation’ values…**
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any chance of (think this was addresed previosly… but) a robust .3db viewer… ?
many .3db’s (icons mainly) don’t show in the current HCMP which means i have to load them in the mod just to see them…
& that can lead to forgeting their there… lol and having to clean house … alot…Just good to see new tools in the works m8 as ye know im a pretty massive fan of the DB tools as is
They make life sooooo much easyer, hehe -
Just click on any MIP0 to MIP8 or MIPS entry, you will see the texture in the black box in the bottom right corner.