CMP Editor
-
cheese ur making me hungry, im going to have to go eat something now.
-
lol, imma go have some for breakfast xD
-
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.**
-
**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.**
-
@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.
-
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.
-
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.
-
String
-
Float
-
Integer
-
Hex (entered forward -converted to the standard reversed format)
- Then an output section to choose either a:
-
Window: displays the tree locations list as say… branch->leaf
-
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).
-
- Then an output section to choose either a:
-
- Perhaps an input field with an “interpret type as:” selection box -all converted to hex internally.
-
Uhh…
;D
Errr…
Umm…
My screen res is 1024 x 768, and the window is just a tadge too big vertically, from the Exit button downwards is off screen!
Any chance you could make it fully visible, just for me please Lancer?
;D
-
**@ Mini Me - a search feature is planned for later on, I always find them useful. As far as showing what the offset is, Im afraid that won’t work in the present setup I use to parse the files. It loads all of the files into a UTF tree structure, losing the file locations in the process. The data is stored dynamically in memory and does not reflect the data stored in any file. Adding a CRC calc would be a good addition, I will see what I can do about adding it as a floating dialog (it doesn’t intefere with the normal operations of the program and can be left open).
@ Star Trader - I’ll adjust it by the time I release the next test version. I run 1280 x 1024 so it fits fine on my screen.
For anyone else, just want to let you know this program is not my main project. My game engine is. Progress on this will be slow but it will be developed to completion. I will be using it for my game engine as well. I only work on this program about once a week because writing DX code takes alot more time to write (for my game engine) and I am focusing on that project at the moment.
Also, once this program is completed I doubt I will be developing anything else for FL. I also do not plan on updating any of my other programs except the autoupdater since it will be used for GE as well as FL. Sorry guys but it is time for me to write a program that I can actually make some money on, which is my game engine.
Plz, don’t take this as that I am no longer supporting the FL community, if you look at my website you will see that is not the case. It is just time for me to expand out beyond the FL community and make my own community. The offer will still stand for the next few months that if you are willing to sign a NDA, you can get access to all of the source code for my programs and continue releasing them for the FL community. This offer will stand until October, if nobody comes forward to do this, I will drop the offer…**
-
Thanks Lancer, much appreciated.
I wish I could spend the time it will take to pick up some programming skills to take up your offer, afraid Real Life gets in the way.
My clandestine need is to get my hands on your super Cmp to Sur converter! Waiting to get my surs sorted to release my mod, it’'s already a year late!
Darn!
I just let the cat out of the bag!
-
**Well, I have actually been working on that very function. One thing I have run into is that many of my exported models from Milkshape is that the models did not export properly. When I exported all of my models I matched the number of textures to the number of meshes, the problem is the exporter only exported the entire mesh as a ‘‘Root’’ model in the Cmpnd (compound) section. I may end up having to make a Cmpnd generator to fix this problem. The mesh was not properly seperated out when it was exported in other words.
So hopefully I will have something soon for ya to play with. The way that the files are exported with the current exporter, it may require that I split up the mesh according to to the material layout and create a whole new CMP file to build the SUR properly. I will probably separate the ‘‘Root’’ part from the rest of the model, thereby setting it up as a single shield SUR subpart and moving the rest of the model as children of the ‘‘Root’’ model.**
-
Clandestine Bump-up!
Any sign of him???
Heheheheh.
;D
-
Hey Lancer Solorus,
any news on your CMP editor? ;D
I like the CMP editor and u may lough but I’m alrdy using it to explore textures, its way easier than exporting every single textur panel and watching it with PS or something.Is there any chance u can get the UTF editor functions to work so i may use it as UTF editor?
Would make my life way easier cause i can easily change texture links.Keep the good work, the CMP editor as it is now is a great tool and i would love to remove the UTF editor from my HD for it
Greetings
mindEdit: Let me know if u still need a tester, i would love to help u with the CMP editor
-
**Hehehe thx Op, that is something I don’t get to do very often.
I did expand the code for building the sur file some more yesterday. I am using a model that exported properly with 1 mesh per group. This will make the sur building easier in this particular case. Then there is all of the models that exported as a single Root with all of the meshes attached. In those cases I am going to have to break down the models into it’s component parts and have it rebuild the CMP to match.
Also, I rearranged the layout of the dialog so that it would fit on a 1024 x 768 screen. Also, I am able to load and save most of the .dfm files, some are just too large though to fit into my UTF structures (some top out in the megabytes). I have been looking into having it export the meshes to raw Milkshape files, anyone know of the link for the MS SDK?
Just plz be patient, this program is not my main project at this time. I will post more as I get work done on it.**
-
http://chumbalum.swissquake.ch/ms3d/download.html, that’s the d/l page, the sdk is 6 down from the top.
-
Hrrmmm!
Another “tool” post - degenerate people are abusing these forums!
(drops into a lilt….)
Ah’m siiiingin’ in the rain,
Ah’m siiingin’ in the rain,
What a happy little beee,
I’ll beee in the rain!!
(when I get his cmp-to-sur-converter!)
Heheheheheh.