UTF Editor
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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.
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@Schmack: If it is indeed just the Dc node not being applied, then it should be relatively easy, yes. I’ll take a quick look to see if that’s fixable shortly.
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Alright, UTF Editor 2.6.2 out, fixes the Dc node not being taken into account in the model viewer because apparently SharpDX doesn’t know how to multiply colors together.
Get it here.
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It works like a charm! It’s a great tool now. Once again I thank you from my heart! Without your coding skills it would surely never happened! I hope I was helpful enough to make this come true. I was a sort of beta tester. I’m pleased you was able to do it! I’m so happy now!
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If anyone wants a beta tester for a software or plug in, I am here.
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New problem :
When I select “None” into the model viewer it does the same thing as “Color”. Same thing for "texture’ and “texture color”.
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UTF Editor 2.7 is now out.
Substantial improvements to the SUR visualization. SURs not connected to any object will show as white, whereas other SUR groups will use a random color. Toggling visibility of a CMP part will also hide its related SUR part. Added a visualization for SUR centers, the first of which (displayed in red) also is used by Freelancer as the lead indicator target.
Added new, very primitive SUR editing tools. The SUR lead indicator editor changes the lead indicator to the value given. The mesh IDs editor allows fixing orphaned SUR parts because of a bad SUR mesh ID. All changes are immediately applied to the SUR upon clicking OK. This also means UTF Editor can now parse and save SURs perfectly.
Redesigned model viewer options for colors and textures, properly taking into account model group color (Dc), vertex color, override color and texture color. Added ability to view emissive textures and group color (Ec). Added various toggles. Added support for Nebula and two-sided materials.
Get it here.
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Great stuff ! THX !
The new features are very useful.