UTF Editor
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If you need this now, FL Model Cloner can do it for you. It modifies both the model .mat file and the model.cmp file.
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@SilentAssassin82: The earlier version would just use six decimal places, so these numbers would show up as 0. I prefer to know what the actual values are, so I use seven significant digits (the “g” format of C#). Some values also need to be small to work correctly (as discovered by the XML Project, when heads and hands disappeared). You can remove them by clicking one of the rotation values, then somewhere else - that will calculate the orientation based on the rotation.
@Ozed: So you mean renaming a node under “Material Library” will update the CRC in the VMeshData nodes? Shouldn’t be a problem when they’re in the same file, or in any loaded file, but I’m not about to go searching for them (although I guess if you’ve loaded “model.mat”, it could automatically try and load “model.cmp” and/or “model.3db”). Good enough? Should the update be done automatically or prompt first?
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Another update is available. I don’t want to spoil the surprise… (It’s read-only for now, but I will be adding editing.)
BTW, I’ve modified the handling of text boxes for floats, so you’ll have to actually change a rotation value now to update the orientation. Perhaps I should add a command to redo every orientation (and axis?) in the file?
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Oh, I love this UTF. Ya, if you could add that, Adoxa, that would be great!
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Oh that’s a good addition. I also want to mention this program is wonderful as it lets me view FW:ToW multi part models. It’s great
I was wondering, though, is there any way you can make the hardpoint model (the thing that’s supposed to point x, y, z) a bit more intuitive? I don’t really understand what the triangle is trying to show me :$
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SUR (and wireframe) viewers are on the todo (it won’t be released until they’re done). Using the mouse for hardpoint positioning is also on the todo - that would then totally replace HardCMP.
I wondered what people would think of my hardpoint display - it’s supposed to emulate how a gun would point. The bottom of the red triangle is the actual position (where it centers); the blue triangle shows the direction; the yellow arc shows the max/min revolute angles. The initial size is one unit high, two units across (±1) and two units long.
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Oh, that makes a lot more sense then. It was difficult to interpret at first because I didn’t know what it stood for. I’m assuming you have that in the Read Me that I graced over? :oops:
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Sushi wrote:
Oh, that makes a lot more sense then. It was difficult to interpret at first because I didn’t know what it stood for. I’m assuming you have that in the Read Me that I graced over? :oops:Bad Sushi! What have I told you about that?
In other notes thanks for the editor
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Adoxa, I know you have done so much for this, but one thing that I think would make it complete would be an animation viewer, maybe a selector for which animation and a play/pause buttons in the model viewer. that would be a great help since I know of no program that can view the animations.
O and now that I think of it, maybe a way to highlight different parts of models, maybe implemented like you did with the hardpoints where you click show model with the .3db node selected.
Thanks for considering
Ozed -
I think I might be able to manage animations, but possibly for the next release (assuming I can ever get it released in the first place :)). I guess you just mean ship animations; character animations can definitely wait…
(Speaking of ship animations, has anyone fixed [or at least identified] which ships don’t have fully functional bay doors? Two I know of: the Rhino has a one-sided door and the Drake is missing the shiparch line. Save me having to go through 'em all for the JFLP update… Please reply in the JFLP topic.)
The different parts of a .cmp model can be viewed by selecting a part in the Parts node. Is that not obvious?
The next update will have three separate tabs - one for the main file, a list view for the hardpoints (allowing multiple selections, with icons showing type and a details view showing which part it belongs to) and the tree with the parts (with icons to show type and checkboxes to allow multiple selections). Haven’t started on it yet, though, got caught up with something else (an update to BaseN).
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Being able to view ship animations would be amazing…
Cannot wait for the next release
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I believe Pris is a distance, whereas Rev is an angle. For example, the Eagle’s bay animation is Pris, where the door slides; the Dagger’s animation is Rev, where they rotate. Something else I have to do is change the XML Project to reflect that (easy enough to do in the Pris data, but a little trickier for the animation data).
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The different parts of a .cmp model can be viewed by selecting a part in the Parts node. Is that not obvious?
Doh, I can be such an idiot some times. I’m glad you got that bit incorporated already!
Yeah I was talking about ship and weapon animations as well (go look and see for yourself) good to see other people are interested in that since as I said before I know of no tool that can view them and if you can get viewing them, animation doesn’t seem such a laborious task.
Ozed
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yes, that’s true. what i meant besides is that the pris data i saw by clicking the button of utf editor 1.4 looks about just the same as the rev data and this ofc cannot be the case as pris are linear and not rotational. so somehow it must be possible to make them visual in a different way or to edit them in a view like this.
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well, in the rev the value is a radiant count. tell us, adoxa, how many ingame distance units are one “radiant” in the data editor?
and i use 1.4 as i am so far used to it and it’s great so far, too. and because i do not like betas too much and have time enough to wait for the first complete release of the new editor. don’t you think i’ll stay away of progress -
writing my own model viewer i encountered a crash when minimizing the 3d window.
after checking i found this bug exists in utf editor too.
so i thought im gonna post the fix, should be easy enough to port to c#.add an event handler to the device.
this->Device->DeviceResizing += gcnew System::ComponentModel::CancelEventHandler(this, &Form1::OnResizingDevice);
the function to be called.
private: void OnResizingDevice(Object^ sender, CancelEventArgs^ e) { if (this->WindowState == FormWindowState::Minimized) e->Cancel = true; }