CMP Editor
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i have a an idea for you LS, what about the ability to rollback any changes you have made to the file. (an auto backup)
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**@ Zaxx - yes, I have already tested it on DFM files and it loads and saves them properly.
@ Jong - I actually wrote this program so I could complete the CMP to SUR code. In that program I wrote so many UTF node decoders that making this program made perfect sense. Plus now I can see stuff that the UTF Editor 1.4 doesn’t even show.
@ Mini-me - yes, that is the whole point. The way I am implementing it is through a script file. If a user finds an unsupported leaf node, they simply add it to the script and then it should show up in the new node section.
@CoT - good idea, I could simply implement a incremental saver like the one in my Commodity Ticker program (unreleased sorry).**
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I must say, LS, implementing via script is a bit of a let down ::)
Future modders will miss out on the hours of fun time trawling through dusty forums, ftp sites, and ancient file databases scattered across the planet, while searching for source code or trying to get a hold of you after you’ve moved on to coding Windows OS mark XI tng4: the sequel. Shame on you thinking ahead
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Any update / beta download yet Lancer?
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Sorry for the delay in getting the next test version online. I’ve been working on the updater all week trying to get it ready for my mods release. I will see what I can do in the next few hours since I’m done with it.
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@Lancer:
Sorry for the delay in getting the next test version online. I’ve been working on the updater all week trying to get it ready for my mods release. I will see what I can do in the next few hours since I’m done with it.
I hope the new test version include cmp to sur. ;D
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coolness, i think thats just the thing for the headache ive been developing over the new character skin i started. i think its also a good excuse to take a break and poke around here for a while!
minime… lets have a contest over who stays up later!
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ive been up for the past 18 hours, im in this race aswell.
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cheese ur making me hungry, im going to have to go eat something now.
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lol, imma go have some for breakfast xD
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One suggestion 4 the SUR part:
the option 2 set a minimum size,
so these values ar taken, if bigger than the given cmp. -
**@ F!R - good idea, I doubt it will be added in at first since the sur parts will be based on the size of the mesh parts
@ CoT - ur making me hungry
@ Zaxx - the editor only edits simple structures at this time, I am still working on the internal coding for each part
@ Jong - soon, so soon, I was working on the cmp to sur conversion yesterday, had a few problems with it and it wouldn’t compile properly so I didn’t have a version to release
I am still looking for a programmer or two to help with this stuff. I will probably be working on FL tools for a few more months but I will be working on my game engine more and more. That means that my tools will be getting upgrades less often. This one in particular will continue to be updated for awhile to come because it is being developed for my engine as well as FL. The offer still stands though, if you want to help keep my tools updated, all I am asking is for you to sign a NDA and you will get access to the code…
I really need help with the game engine more though, the coding for this editor is mainly just writing the leaf editors.**
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**Here is the latest test version.
The ‘Add’ & ‘Remove’ nodes does not work properly, I am still adding in the code for it. If you add a node you will need to import a raw node to make it work.**
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@Lancer:
**@ Jong - soon, so soon, I was working on the cmp to sur conversion yesterday, had a few problems with it and it wouldn’t compile properly so I didn’t have a version to release
I am still looking for a programmer or two to help with this stuff. I will probably be working on FL tools for a few more months but I will be working on my game engine more and more. That means that my tools will be getting upgrades less often. This one in particular will continue to be updated for awhile to come because it is being developed for my engine as well as FL. The offer still stands though, if you want to help keep my tools updated, all I am asking is for you to sign a NDA and you will get access to the code…
I really need help with the game engine more though, the coding for this editor is mainly just writing the leaf editors.**
I am sorry that, I can’t help you any about code, if have any I can help, please let me know.
I will wait for you cmp to sur, keep your great work, and thanks for your share.
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thank you very much, i will check it out asap, but im scanning for viruses right now so im preoccupied ATM. antivirus keeps asking permissions.
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Hey LS, is it too late for possible feature requests?
It may not help much for entirely new files where you already know exactly what’s going in and where it will be…
But for figuring out existing files / researching a bit…
Having a search function would be handy;- Perhaps an input field with an “interpret type as:” selection box -all converted to hex internally.
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String
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Float
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Integer
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Hex (entered forward -converted to the standard reversed format)
- Then an output section to choose either a:
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Window: displays the tree locations list as say… branch->leaf
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Output to File: formatted with tree->branch->leaf and then the offset location for digging around with your favorite hex editor.
- Also Dump Sections to File: Dumps the returned node data into files named with their full node location (say you’re changing texture or mesh names and need to update all the referencing CRCs).
True; in unison with the DB crc / hash calculator, you can convert and search for string / int / float / hex within a hex editor -but it might be nice to have this all within one workspace, instead of the usual 7 windows over 2 monitors.
Plus the file output could serve as a printable outline for finding / fixing dinked up items, and planning while we’re taking a bio break every 18 hours -for those of us without a full networked computer rig, fridge, microwave, oh and of course a sink -all in the restroom.
- Also Dump Sections to File: Dumps the returned node data into files named with their full node location (say you’re changing texture or mesh names and need to update all the referencing CRCs).
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- Then an output section to choose either a:
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- Perhaps an input field with an “interpret type as:” selection box -all converted to hex internally.