UTF Editor
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Problem report…
Open the dagger (SHIPS\BORDER_WORLD\BW_FIGHTER\bw_fighter.cmp).
Click Edit Rev Data.
Child Baydoor02_lod1 and its values are shown.
Using the drop-down Child box, select the other baydoor, Baydoor01_lod1.
The values don’t change to those for Baydoor01_lod1.
Using the Part drop-down box, the child and its values are shown as expected.
Thanks!
I also note that this version is DirectX version dependent, it won’t use my DirectX 9.0c and won’t show the model display. If it can be made version-independent it would be good.
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Updated the attachment.
StarTrader wrote:
The values don’t change to those for Baydoor01_lod1.Fixed.
I also note that this version is DirectX version dependent, it won’t use my DirectX 9.0c and won’t show the model display. If it can be made version-independent it would be good.
I hoped that was fixed with the first update, when I set “Specific Version” to false. What else do I need to do? Have you tried updating DirectX (I’m using March 2009)?
Additionally, it sets the application icon (the main form was okay, but the other forms didn’t show in the taskbar); the hardpoint editor uses Apply/Close and updates the model; the hardpoint display includes the rotation. Now that will be it…
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Thanks for the fix bud.
The message I get when clicking on Show Model is:-
"Error ‘Could not load file or assembly ‘Microsoft.DirectX, Version=1.0.2902.0, Culture=neutral, PublicKeyToken=31bf3856as364e35’ or one of its dependencies. The system cannot find the file specified.’
So it seems to be still looking for a specific version?
My DirectX 9.0c shows as version 4.09.0000.0904
I will try to upgrade at some time, but I hate applying new upgrades from Grandma MS that are so huge for little good reason. This version of UTF is almost good enough reason, but if you can make it independent with little effort… ?
Thanks pal.
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Just a dumb question: are you compiling as “Release” or “Debug”?
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Using the power of google, the answer is to run the “DirectX End-User Runtime Web Installer” (dxwebsetup.exe). This installs the missing .NET assemblies and makes it work.
I’ve confirmed this on a machine that was not working.
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I don’t know why but I keep getting wierd values when I’m editing Rev, Pris and Fix data.
It really dosn’t matter what ship I open, it’s the same with them all for me.
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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).