UTF Editor
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I’ve written/re-implemented a UTF Editor that is similar to the UTF Editor released by Colin Sanby and Mario Brito. This started out as a quick hack to add a couple of features to 1.4 but has turned into a redevelopment.
New features:
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Added animation channel editor.
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Added automatic CRC update for VMeshRefs when the VMeshData name is edited
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Added model view that updates when Pris/Rev/Fix data is edited.
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Added VMeshRef editor.
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Added a slighty buggy yaw/pitch/roll rotation interpreter for the fix/rev/pris editors
This isn’t really finished but it does work and I use it for day-to-day editing. I keep adding features which keeps delaying the release date so I’ve decided to release it as-is - I will fix any bugs that are reported (if I can).
Source code is included. Download the latest release here:
http://forge.the-starport.net/projects/utfeditor/filesIf you want to contribute to this software, feel free to do so.
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Wow, thanks Cannon. This is awesome. I also use UTF editor for pretty much everything.
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Yes, who doesn’t use it? Thanks!!
Problem report: Clicking on Show Model produces message "Could not load file or assembly Microsoft.DirectX version = 1.0.2902.0 …blah blah … or one of its dependencies. The system cannot find the file specified@
I am using version 9.0c
Why is it dependent on another version?
Will installing the latest version fix this? I am reluctant because of the huge file size, I hate big stuff.
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I found the magic Visual Studio button to not reference a particular assembly. Try this test version and let me know if it works:
http://forge.the-starport.net/attachments/download/12/UTFEditor_noref_test.zip
You shouldn’t need to download a new version of directx.
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Thanks bud.
The same error message is given.
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I found a computer that had the same error message.
I installed the “DirectX End-User Runtimes (February 2010)” (http://www.microsoft.com/downloads/details.aspx?displaylang=en&FamilyID=0cef8180-e94a-4f56-b157-5ab8109cb4f5) and the error message went away and the model displayed properly.
I’m fairly sure an older version of the directx run time would also work but this one definitely did.
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Textures (should) work for most things. It searches for texture information:
- in *.mat files in the directory that the cmp is in
- in the current utf file for the model
It would be easy enough to load textures from any arbitrary file, I just hadn’t got around to adding that.
I added partial support for most common FVF formats too. The only one I haven’t figured out is star scapes.
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**There is nothing special about starspheres other than the addition of a color in the FVF format for the vertices…
From my CMP editor.
Format Vertex = X, Y, Z, Hex Color ABGR, Texture V 1, Texture U 1
its float, float, float, ULONG, float, float
as in X, Y, Z, Color, U, V** -
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**I was just posting it in the way DirectX processes it, I can see the starspheres in my CMP editor by using that format…
DirectX requires the layout to be in a specific order, been doing DX coding for 11+ years :), FL formats are just extended DX formats in many ways.**
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Hi, i am new here. Just found Freelancer few weeks ago as i was searching for a nice trade/combat sim, like privateer2 or i-war2.
I’ve tried to get the v1.0.0.4 of utf edit cuz the older version really started to piss me of, when i was splicing my HQ model of the defiant.
Now i wish i could try that awesome looking v2…
Sadly i get this:“Unable to save file
Error. The file or Assembly System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 or a ref could not be found.
The system could not find that file.”I tried the dxupdate and both versions of the v2 utfedit. If anyone got an idea i would be very happy. -.-
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Not to be mean or anything, install updates once in awhile. Windows ships with the most basic versions of the all of the updates which need to be updated no matter what.
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@LS re FVF: Is there an update I’ve missed? Using CMP_Editor_0_001 (4 Jan 2010) and exporting data.solar.starsphere.starsphere_br01.lod0-142.vms from SOLAR\STARSPHERE\starsphere_br01.cmp:
FVF = 322 ; DirectX FVF XYZ|DIFFUSE|TEX1
; Format Vertex = X, Y, Z, Texture V 1, Texture U 1 -
The comment is incorrect, the FVF is right. I fixed it in a private build I hadn’t released. The comments routine was missing that and a few other obscure settings.
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Rightaru! Updated win (last i did was dec/09).
Thx for the subtile blow -.<Nice work! v2 looking good, even math seem to finally work on my system. Cons/Fix edit is real sweet!
Came across some minor issues tho, not sure if its just with me… freezes with Xlarge multi comp ships, when i try to view them. But could be my fault (wrong splicing?). I am a noob @ modding so…
Also kinda buggy with the drag/drop of nodes.
I am using XP, might be the reason idk.2bad freelancers flight physics aren’t newtonian, that would have been legandary!
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FL’s physics are Newtonian?
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Actually it is a mix of both Newtonian and quaternion physics. Ramp the mass up on a ship and you will see what I mean.
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When i made my first .sur i realized there is gravity in this game. Of course that .sur didn’t work right but still i was impressed.
Anyhow, roll/pitch/yaw thrusters (which i really miss btw) aren’t shown and also way overpowered compared to main engine (what makes them effective would be their positioning at extremities of a ships body). But thats off topic -.- sry!