CMP Editor
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did i give you enough info to start on about the openFLAME format? shrug lol, been a while since i looked at it all
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**I hope so, I did find the homepage for it.
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Any chance that flame bit will enable changing animated texture speeds / directions? Last I recall, changing the deltas for animated textures resulted in choppy movement that looked like arse.
Being math-retarded, figuring this out flew right over my widdle cranium.
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**The openFlame format appears to be for making meshes using linear algebraic formulas. Once I get through with the more commonly used leaf types, I will look into making those commands editable.
Iāve already decompiled the VMeshRef, VMeshData, VWireData, Fix, Pris and Rev formats, I will be adding editors for those soon. Also, the UTF Editor 1.4 does not show the entire structures of the Fix, Pris, Rev or VMeshData. Alot is left out of the editors for those and the exporter for the VMeshRef only exports 1 of 3 sections in that leaf data.**
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@Lancer:
**I hope so, I did find the homepage for it.
ya thats originally the one i found lol
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**@mini me - hehe, good proposition, I could always use an extra hand while programming, I need somebody to feed my since Iām glued to my chair
@CoT - I thought so, since my MSN doesnāt save chats I had to hunt it down again
BTW, did u ever remember who it was that got the models working in-game?**
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cold void.
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**Argh, oh wellā¦.
The latest screenshot can be found belowā¦
http://www.galacticenigma.com/Pix/CMPEditor02.jpgAdded in a texture viewer into the main dialog.**
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Thatāll come in handy, saves me from havin to re-export textures Iāve forgotten the details of -againā¦ and again.
It still early enough to tweak icons? I noticed from the screenie it might look like the leaf (mips) is comming off the branch (texture library) instead of the texture node itself. Ex:
|āli_weapon.TGA
|ā>MIPSperhaps:
|āli_weapon.TGA
|ā>MIPSJust an observation, someone using a UTF ed for first time might not recognize the difference.
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Actually, those are nodes I opened up. I have no control over the actual lines drawn by the tree control, that is built into Windows. The red is a branch with a child and sibling and the blue is a branch with a child only. The green arrows point to the leaf nodes which contain the data.
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**I should be releasing a test version this weekend. I have a 3 day weekend due to the 4th of July here so I have plenty of time to get the save routine working.
So, still no suggestions on the complicated nodes you would like to see editableā¦.
We have VMeshRef, VMeshData & VWireData to choose from, itās your choice.
Also, the SUR and wireframe builders wonāt be available until I get them working properly. The SUR code is pretty much working like it should so that will probably be the first maker that is done.
Also, post your ideas, I intend on making a wizard for adding in glow maps (I hate doing those by hand). Also, I plan on doing an animation wizard as well later on.**
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interface.generic.vms
make this file in some form of readable format? just s i can understand wtf is going on! lol, id like new buttons XD so if this could be deciphered that would be AWESOME!
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interface.generic.vms is just a VMeshData file outside of an UTF file. You will be able to edit it with the VMeshData editor once I add it.
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WOOT.
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;D I once imported that into a CMP and tried to import it into milkshape, I could see the āstatsā for the model but just couldnāt load the mesh, to many groups & material assignments for MS3D to cope with.
Looking forward to āplayingā with this sometime LS
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**Since I am already using DX in the program (texture viewer) I may just make it like HardCMP. This way you could see it in full 3D and edit that way as well. That will take quite a bit of work to pull off but seeing it makes it so much easier to edit it.
The good thing is Iāve already written a full DX animation program, so I can just pull code from that to help with showing it in 3D.**