UTF Editor
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I mean, the VMeshRef node will give you exact bounding box dimensions for every part of a model. It’s a lot more accurate than any kind of zoom value, especially since the zoom value right now is not a linear operator anymore.
Could try adding sizing info in the viewer but I’m not sure where.
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Version 2.6 has been released!
This version brings one major feature: SUR visualization in the model viewer! This long overdue feature finally brings the UTF Editor to feature parity with the venerable HardCMP. The SUR is loaded when the file is loaded and is available from the Visibility menu in the viewer.
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Tried!
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Some of the secondary groups seem to have a different center location, but I’m not sure where it is. The main group seems to always work fine though, so it’s a bit of a lower priority for me right now.
I invite anyone with more SUR knowledge than I to look at it.
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Those secondary SUR meshes are, as CMP parts, moved by the tree defined in the fix, pris and rev nodes.
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An option to view shield .surs would be nice as well
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Alright, version 2.6.1 is out with fixed secondary mesh locations.
I’m afraid I have no intention of adding shield SURs though.
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So I just tried out the new version and everything looks good.
The shield .surs also display correctly, if you rename them to match the filename of the cmp.
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I always have a color problem in UTF editor. Textures color are not shown. It’s quite strange… Are they shown correctly for you?
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I’m not sure I understand your question correctly. Does Freelancer display the textures correctly and UTF-Editor doesn’t? And what do you mean by it shows no color, is the model displayed completely white or what?
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Models are shown correctly, textures not, they are here but without colors. I have not the color of the purple colored Kusari battleship wings, it has the color of the base textures. That’s not really interesting. Freelancer shows correctly the textures colors.
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You’re asking for vertex color support. Considering no modded ship has used that feature to my knowledge, I’m afraid support is not coming soon.
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Texture color was here in the previous build, I think, it comes directly from the model viewer. Before the new model viewer, the texture colors were shown correctly and I already was on Windows 10. I’m asking to revers color portion of the code because I use this feature for my Liberty Gunboat and I really would like to see models with texture colors. Sorry if I am really “demanding” (didn’t find any other words).
My drivers are up to date for info
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Sorry, that’s not something you can just “reverse”. It’ll get done when it gets done, or someone’s free to submit a patch for it.
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Can you send me the model for debugging? Currently I also ignore the values in my OpenGL wrapper, because FL never uses it, but it would be very useful for testing and I also might be able to patch it into the UTF editor.
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@ FF : Excuse me! I fought you had the source code of previous builds. And I also apologize for my hurry voice.
@ everybody : Thaaaaank youuuuu Schmackbolzen! It gonna be cool!
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You’re welcome, but I did not get any model from you, yet. Did you overlook or misinterpret the question? It was directed at you.
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Ah! My bad. Sorry. In fact it happened for every colored textures. The diffuse color is ignored, only diffuse maps are taken into account, to be clearer. Colors are missed.
As for the model, the only thing that doesn’t allow me to see any change is the model viewer, apart from that I can change the color in UTF Editor via the mat file. I have good exemples in Freelancer models so it’s not a problem. I just want to see the modifications I do via UTFEditor’s model viewer and make some tweaks without launching MS3D where I dunno if it will be the same thing ingame (transparency or specularity could not be the same in FL and MS3D).
I hope I am clearer now.
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Actually, that does not sound like vertex color support, but rather a bug in the material system FF implemented.
@FF: I was assuming you were talking about D3DFVF_DIFFUSE, but from what Freestalker wrote it looks more like that the material diffuse color is not multiplied with the texture color. That should be easy to fix for you, right?
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Sorry to have not be as clear as my last post, but I was quite tired these days.
I didn’t think that it was a multiplication, just some kind of overlay. I’m hoping it will be as easy as you say to implement this feature again. After that it will be the perfect tool to tweak 3D models and so on.
Implementing animation support in the 3D viewer should be a nice addition but it could be difficult to implement. Jeider could be a nice people to advice you to implement animations in the model viewer.