UTF Editor
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I should probably keep this updated a bit more often…
Version 2.5 has been released! The highlight of this version is a new Resize option in the main menu which will rescale a model by the provided value, preserving hardpoints and animations.
As usual, please report any issues you may encounter.
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Hi! I have a problem with this version. I can’t zoom in/out, I tried to scroll and use the +/- on the numpad but that didn’t work. Have you the solution to this problem?
Edit : My bad that was the opened files I used that was buggy for the other files it’s OK.
Is there a way to get the zoom factor info in the model viewer? And texture colors are missing in the model viewer.
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The zoom in the new model viewer isn’t the same as the old one, it’s not quite as clear what the factor means due to a change in interpretation. Why do you want that information, exactly?
Also, you’re going to have to be clearer regarding textures. They load just fine here.
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Thanks FF the resize feature will be quite useful.
The missing zoom factor was actually one of the first things I noticed. Its pretty handy for comparing size differences between different models. I had been making heavy use of it to reclassify models in our mod based size. I think with the resize feature being able to see the changes via zoom factor would be even more useful. Still, its nice to beable to do the resize without having to fallback on the old FLModelTool or re-importing/exporting the model. -
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.