CMP Editor
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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 I’m glued to my chair
@CoT - I thought so, since my MSN doesn’t 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 well….
The latest screenshot can be found below…
http://www.galacticenigma.com/Pix/CMPEditor02.jpgAdded in a texture viewer into the main dialog.**
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That’ll come in handy, saves me from havin to re-export textures I’ve forgotten the details of -again… 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:
|–li_weapon.TGA
|–>MIPSperhaps:
|–li_weapon.TGA
|–>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 editable….
We have VMeshRef, VMeshData & VWireData to choose from, it’s your choice.
Also, the SUR and wireframe builders won’t 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 “stats” for the model but just couldn’t load the mesh, to many groups & material assignments for MS3D to cope with.
Looking forward to “playing” 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 I’ve already written a full DX animation program, so I can just pull code from that to help with showing it in 3D.**
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;D I once imported that into a CMP and tried to import it into milkshape, I could see the “stats” for the model but just couldn’t load the mesh, to many groups & material assignments for MS3D to cope with.
Looking forward to “playing” with this sometime LS
you just gave me an idea. lol
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well, if you have enough time and patience… i believe you can edit the interface PROVIDED you have…
- patience.
- patience.
- patience.
if you print out the VMeshData in UTF, and tick the print triangles and vertexes, you get a list of all the vertexes that are in that node. a simple search in a hex editor and edit away… reason why you need patience is… theres in total… over 11,000 vertexes you need to edit. another thing is, the printed vertexes information has a ONE digit missing on the end. the last digit is either rounded up, or down due to a limit on windows (i cant remember what LS told me about that… many moons ago) so you’d have to use something like 010 Editor and use a variance search (so on the last digit give or take 0.000001 or something.)
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Well I have found ou thru trial and error that FL supports 10 digit precision on the floats. As far as VMeshData exports from UTF editor 1.4, it doesn’t even output the mesh at all. Actually it only exports part 1 of the 3 mesh sections in the VMeshData. Part 3 defines the actual vertices of the mesh, not part 1. Part 1 is simply pointers to part 2 of the VMeshData, which is the vertices indices.
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**Here is the first test version of the CMP Editor…
[Click here to download the test version
Thanks to Friendly Fire for testing earlier versions.
I have only tested this on a few files. The program will create a ‘Temp’ and an ‘Output’ folder. When you load the UTF file the data within it will be saved to the Temp folder. When you save the UTF or save a script, it will go to the output folder.
It will not overwrite the file you are editing. At this time you wil have to copy it to the correct folder. I will change this later but we have to make sure the program is working right before I do this.
Warning, make a backup of the UTF file you are messing with if you intend on replacing it with the files this program generates. I do not know at this time if the loader and saver are stable. They appear to be on the few files I have tested but I have yet to test all of the files in FL with this program.
For editable leaves simply double-click them to edit them. I don’t have every type built in yet but the main types can be edited.
When you click on a texture, you can see it on the right side bar. Also, when you load or save raw textures or sounds, they will have the proper extensions on them (thanks FF for suggesting that).
Each leaf node that is supported is auto-detected. This means that when you click ‘Edit’ or double-click on the leaf, it will pop up the correct edit box for that leaf name. As in you double-click on a ‘Dc’ node, it will pop up the color picker.
VMeshData is the only leaf that currently supports script export. I haven’t written the importer yet but that will be coming soon. This feature supercedes the one in UTF Editor 1.4, it has everything listed in it and is built as a compilable script that my code can read.](http://www.galacticenigma.com/LS/CMP_Editor.zip)**