Compiled File Editor
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**At this time, yes, it is only for textures, once I drop in a renderer it will probably use that window for previewing meshes.
To get to the color picker, pick an entry that is a color and double-click on it. Such as as an Oc entry.
BTW, has anyone tested the VMeshData scripter?**
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**New version online, see first post to download
Quite a few new commands supported, approx. 170 node names checked for so far.
3D Flame commands that use standard number, xyz, string or color is now supported
Sphere commands supported
VMeshData can be imported and exported fully with the full support of the FVF format in DirectXAny format info you have please post it here….**
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Mebbe it’s only me, but the Export Data ->Script button is in a vegetative state
Add / Remove node same.Last version had same issue for meh. Import script opens a file chooser just fine though.
Other’n that, hoo-ray, string ‘n’ things lookin good, opacity and all ^_^
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**All data is exported to the ‘Output’ folder, this includes any file you save. Since the program is in testing phase I did not want to have any possibility of overwriting an original file.
The ‘add/remove’ has not been worked on yet and is not fully functional.
If you import something, it becomes part of the file. You simply save your file after that (look in the output folder for it).**
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**Ok, to advance the development of this program, I was wondering if anyone who knows the layout of any part of a UTF file would post the info here.
The first Im looking for in MADeltas and MAKeys. I built a simple exporter for those but without knowing whats in those nodes, the data wont make any sense.**
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**And more…
Inertia Tensor
Transform
Object vertex list
Texture batch list
Texture vertex list
Vertex batch list
Vertex D-coefficient
Vertex normal
Surface normal list
Face D-coefficient
Face normal
Face property
Face vertex chain
Edge angle
Vertex list
Palette RGB 888
Alpha 8 bit
Image indices
Fix
Pris
Rev
Header
Frames
Switch2 - float arrayI’m sure I missed a few…**
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**New version released August 11th, 2009
Adds multiple new commands to the auto-editing routine
VMeshRef is exportable as a script
VWireData is exportable as a scriptPost if you find any that should be a simple string, float or integer that I missed…
Hehe, as usual, the download link is in the first post**
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LS, i downloaded this just now, what does the little black window do in the bottom right corner? Is it a texture display or model display? Nothing is going on in there apart from blackness
EDIt
I was looking at the CMP which explains why i saw nothing although the model i’m viewing would be nice to see. When i opened up the mat file i saw the textures so that helps a lot
One thing i have noticed is if i have another window open that overlaps the editor, the texture in the viewer disappears. Only way to get it back is to reload the texture
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Ahh, no problem, I will just have it redraw the window when it gets the user’s focus back.
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**Got some new info for the animators out there, all is not as it seems in the Animation nodes , W0dk4, you may want to update your tutorial. All of this information was obtained by building the editor and scripter for the Header and Frame nodes in br_01_avalon_cityscape.cmp and several others.
Header
4 bytes - ULONG - Frame Count
4 bytes - FLOAT - Frame Delay ( -1 = store timing in ‘Frames’, used for variable frame timing )
4 bytes - ULONG - TypeFrames
Total Entries depends on ‘Frame Delay’, below is a single entry from the ‘Frame Count’ list
Frame Delay = -1
4 bytes - FLOAT - seconds
4 bytes - FLOAT - angle in radiansFrame Delay not = -1
4 bytes - FLOAT - angle in radians**
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This program is full of win!!
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Did anyone find any use for that info?
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**Latest version released August 13th, 2009
Added export feature for…
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Mesh *
VMeshRef
VWireData -
Material Animation *
MADeltas
MaKeys -
Mesh Animation *
Frames -
Cons section *
Fix
Rev
Pris
Sphere
Alot of the single style and 3d formats implemented as well (floats, Ints, Strings, XYZ).**
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**Anyone know what the ‘Sphere’ is used for?
It can be found in br_01_avalon_cityscape.cmp**
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Shot in the dark… but …
The skydome?.. to map were it lays?
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You’re way ahead of all of us here, Lancer! 8-)
But keep it up, hopefully one day I will be able to click on 3-4 buttons and get a fully working sur to fit my cmp!
'Course by then you and I will still be using mobile phones when others are using implanted chips!
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**New version released 0.005
All exporters fixed to show proper values
Switch2 added for float array
Just about every single FL node should be check for now
Save routine finally fixed, now it properly compiles the node name into a single tree and also sets the proper offsets for data, strings and tree linkages. The UTF files should now work within your game. -
It’s still doing the disappearing texture thing when you have more than one window open. For instance i’ve just opened my browser to report this which is covering the editor. Texture has disappeared that i was looking at, now i have to reload the file to view it again lol
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**Odd, I just simply reclick on the node and it shows back up. I haven’t added in the focus update yet, this was simply a release for testing since I ‘hopefully’ got the save function properly working.
Thanks for testing though!**