PDA

View Full Version : Shiny v0.81a (NOT BROKEN NEED .NET FRAMEWORK!!!) HardPoint Editor Wth GUI!


pipakin
22nd Oct 03, 6:58 AM
Re-tooled in VB.NET

EDIT : MUST HAVE .NET FRAMEWORK 1.1 FOR THIS TO WORK!!!!!!!!!!!!!!!!!!!!!!!

Much prettier

Works now too :)

HardEd.exe (http://www.brambletyefarm.com/p/HardEd.exe)
HardEd.zip (http://www.brambletyefarm.com/p/HardEd.zip) (for those who can't d/l the exe for some reason :))

To edit a value/name just hit "e" :)
To activate Preview Mode push "t" (when a "Position" Node is selected :)) Lets you see the co-ords easier, And position the point by clicking where you want it! :)

Happy Modding!

-Philip "Pip" Kin

EDIT: It has been brought to my attention that my dumba$$ forgot to build a release version....so the likelyhood is no-one will be able to use this till I go home later and re-compile, sorry...

EDIT #2: Ok, re-built, give it another try!

EDIT #3: &#@^*$&^#%& stupid comp didn't copy the new file over the old one on the disk....ok, I'll get it up in an hour or so...

EDIT#4: Ok, built correctly and updated, version is 0.21a

EDIT #5: Ok, files saved using the GUI version don't work apparently. It can view hierarchies, but editing them causes strange things to happen :) I'll get working on it.

EDIT #6: Ok, re-tooling the editor now. I'm gonna write it in VB so I can make the GUI interface easier :)

EDIT #7: Rewritten. :)

EDIT #8: Dang, I re-wrote it in VB.NET but it doesn't appear to work on other people's computers....:( try d/l ing the .NET runtimes maybe?
:elephant: :elephant:

EDIT #7: You need the .Net framework, then it works. I fixed the name-saving bug, and allowed editing of values by hitting the "e" key (made it much easier :)). Version is now 0.5a

EDIT #8: New feature! you can now see a preview of the model so that you can pick out points easier :) Just press "t"! (Also, small bugfixes throughout).

EDIT #9: Deleting of Hardpoints implemented. FYI: Deleting a hardpoint deletes ALL of its children :)

EDIT #10: Fixed name saving bug for once

EDIT #11: New name-saving bug found...fixing

EDIT #12: Fixed

EDIT #13: You can now use the pointpicker to pick position points!!!!

Directions:

select a "Position" node
hit "t"
click where you want it
hit OK
done!

FYI: point positions are correct, but the model is upside down in the front view :) don't worry, just click where you want it, and it'll be correct :)



EDIT #14: Fixed positioning bug

EDIT #15: k, Previews are right-side-up now

Fallen_angel
22nd Oct 03, 7:13 AM
sorry, but the file is not on the server. I can' t dl it!

Belial
22nd Oct 03, 7:15 AM
same here. :claw:

pipakin
22nd Oct 03, 7:19 AM
LOL, sorry

put it in the wrong dir

fixed now :)

pipakin
22nd Oct 03, 7:28 AM
Oh, BTW, you can't tell if an item has children unless you dbl-click it, then the tree will expand. I din't bother to make the little tree images up for the control. Considering I'm happy with the command-line version, I didn't see the need to hack away at this one to hard. If someone wants it, I'll post the source code, and they can play to their hearts delight making the GUI spiffy :)

Multiplicity
22nd Oct 03, 8:35 AM
Why did you link against
msvcrtd.lib ? This a debug run-time lib.
Try changing it to msvcrt.lib in
Project/Settings/Link


I dont have all of the debug versions of the required files, so I am unable to run the application.

Note that, mostly everyone else who trys to use it will have the same problem too, until you link it against the non-debug lib version.

pipakin
22nd Oct 03, 8:38 AM
LOL

sorry

heh heh

I dunno, I was just posting it cuz it worked, I'll change the settings and recompile it :)

just use the command line tool for now

:banghead:

-Philip "Pip" Kin

Pesmontis
22nd Oct 03, 8:46 AM
Cool ! (yes, except for the debug DLL's, ;-)

The 'unknown' parameter you're showing actually consists of three byte positions only, which usually are {01 01 01}. If you're reading a whole DWord, then you're also reading the first byte of the <object name length> of the next object in the hierarchy chunk.

Spooky found that out BTW.

pipakin
22nd Oct 03, 9:05 AM
LOL actually I'm only reading/writing 3 bytes, just packing them into a long for display

<shrug>

the value is always the same anways.

Bakuras
22nd Oct 03, 1:24 PM
Doesn't run for me :(

starfuryzeta
22nd Oct 03, 2:47 PM
I seem to be missing quite a few .dll files to get this to run.

Multiplicity
22nd Oct 03, 3:01 PM
re-read the first post in this thread.

specifically everything after "edit:"

you can use the command line version for now.

pipakin
22nd Oct 03, 7:31 PM
Fixed it, try it now :)


*bump*

Trent28
22nd Oct 03, 7:58 PM
nope, still have the same message.

pipakin
22nd Oct 03, 8:00 PM
ACK!

Is it asking for the debug dll....I built it with release options.....grrr....


I hate MSVC...

Trent28
22nd Oct 03, 8:01 PM
Ack :gonemad:

pipakin
22nd Oct 03, 8:03 PM
Ok, lemme run home and grab the CORRECT copy, I'll post in in about 45 minutes to an hour...

be paitient wit' me :)

-Philip "Pip" Kin

Trent28
22nd Oct 03, 8:05 PM
yay *waits*

starfleet
22nd Oct 03, 8:40 PM
ok after downloading 2 dll files

mfc42d.dll & mfco42d.dll and putting them into my windows/system folder the gui version works fine.

Nice work pip....... i'll play in a bit :D

Multiplicity
22nd Oct 03, 8:55 PM
make no mistake about it, those are not the only two files you would need, and most dont already have most/all of the debug run-time versions of the msvcrtd lib.

pipakin
22nd Oct 03, 8:56 PM
Ok, got it. Even added little + and - signs next to entries :)

should work for everyone now as i've built it inn RELEASE mode :)

Multiplicity
22nd Oct 03, 9:00 PM
heheh, its running now.

thanks, pipakin.

but, time to pass out.

starfleet
22nd Oct 03, 9:25 PM
take it delete is ment to be greyed out atm on all .hods?

bobthedog
22nd Oct 03, 10:42 PM
it keeps saying out of memory, but I have 512 meg of ram...

NEVRMIND!

I figured it out.. was using the models I extracted with the old version of the RAE that didn't extract .hods right. silly me :giggler:

Greggy
23rd Oct 03, 3:05 AM
I've got a problem with saved through GUI editor hods - crashes the game, while old text version works fine +(((

Pesmontis
23rd Oct 03, 5:08 AM
Pipakin, if you provide a mail address I can send you the HOD type definition (VB6), which I've sent to Delphy and Spooky as well. I think the more people look at it, the faster we'll find out the unknown things in it, and hopefully noone would have to sort things out that are found by others already.

pipakin
23rd Oct 03, 9:35 AM
Greggy: Dang....Hmmm, lemme re-work the saving code....perhaps the data is getting messed up...what changes did you make?

-Philip "Pip" Kin

Greggy
24th Oct 03, 3:10 AM
adding a hardpoint for carrier

Hardpoint_Ion_Position
Root
11.000000 6.000000 361.000000
-1.570796 0.000000 0.000000
1.000000 1.000000 1.000000
0.000000 0.000000 0.000000
-872349439
Hardpoint_Ion_Direction
Hardpoint_Ion_Position
0.000000 0.000000 -34.482655
0.000000 0.000000 0.000000
1.000000 1.000000 1.000000
0.000000 0.000000 0.000000
-872349439
Hardpoint_Ion_Rest
Hardpoint_Ion_Position
0.000000 -31.598457 0.000000
0.000000 0.000000 0.000000
1.000000 1.000000 1.000000
0.000000 0.000000 0.000000
-872349439

kinda liked turanic battlecarrier in HW1

malcom2073
24th Oct 03, 7:04 AM
Now, all you need is to add a hod-model viewer, so we can see where on the ship its positioning the hardpoint, wheres its pointing etc :P But overall, great work and very usefull :)

pipakin
24th Oct 03, 9:27 AM
ok, I'm re-writing the GUI version as we speak. :)

Ranger
24th Oct 03, 10:01 AM
Great job on the Hardpoint editor, Pipakin. Thanks for your hard work!

One thing: I've only tried editing the hardpoints of one .hod file so far, but after adding a new hardpoint, I can no longer open the file with your hardpoint editor. It gives me the "out of memory" error. Is this a feature or a bug? ;)

pipakin
24th Oct 03, 10:19 AM
LOL bug. rewriting it right now

Ranger
24th Oct 03, 10:20 AM
Great. :) I'll just wait for the new version, then.

Zang
24th Oct 03, 11:06 AM
Okay this rocks. But...what I need to find out is...where can I find the coordinates of certain points on say the Flak Frigate? What program would I use?

I'm asking because I'm "remaking" the Assault Frigate for HW2, have the Cannon turrets instead of flaks, but I need to find the coordinates for the 4 front prongs to add the Plasma Bomb Launchers onto.

pipakin
24th Oct 03, 11:22 AM
Export the HOD file contents with Spookys HOD Viewer (Can be found in the Advanced Forum), and open the obj files in Maya(?)

see http://forums.relicnews.com/showthread.php?s=&threadid=19777&perpage=15&pagenumber=3

this page for instructions on point stuff (it's a tutorial for the command line version)

Zang
24th Oct 03, 11:40 AM
Will the Maya PLE work with this?

pipakin
24th Oct 03, 1:23 PM
dunno

thesamonthemoon
24th Oct 03, 4:09 PM
Arrghhh... HardEd will not run. It displays this error:


HardEd.exe - Application Error

The application failed to initialize properly (0xc0000135). Click on OK to terminate the application.


any way to fix this?

airguitargiles
24th Oct 03, 4:33 PM
i get that too

Belial
24th Oct 03, 4:34 PM
i get the same error, arg!:meh:

thesamonthemoon
24th Oct 03, 5:35 PM
:rage:

Nice to know I'm not alone...

:claw:

pipakin
24th Oct 03, 5:44 PM
SON OF A #@^%#^@#*

thesamonthemoon
24th Oct 03, 6:01 PM
I hope by my message that you don't think that I don't appreciate your work. No offense is intended. In fact, I am extremely grateful that you make the effort to share your work with us modders.

pipakin
24th Oct 03, 6:46 PM
LOL, just a generic curse there. I seem to have nothing but problems with this proggy.

You NEED the Microsoft .NET Framework v1.1 for this to work.

go to windows update and d/l it.

-Philip "Pip" Kin

thesamonthemoon
24th Oct 03, 7:02 PM
Excellent... DL in progress...

Thanks.

Add---

DL complete...

And it works perfectly!

Thanks again.

:)

Bonnet
24th Oct 03, 7:28 PM
A) Can i host you site i am starting a modding and mapping index www.tuinaschool.com/~zbobet2012
B) For some reason it wont let me download the .exe can you put up a .zip?

starfleet
25th Oct 03, 12:44 AM
any way to get this to work with out the .net framework pip.. i don't really want to do a 23mb download on a 56kbs modem :(

starfleet
25th Oct 03, 4:19 AM
nm pip i did the 23.1 mb download ;)

pipakin
25th Oct 03, 2:42 PM
Anyone play-test an edited file yet? let me know the results. I didin't have a chance to play-test myself, as I'm out of town, and while the files SHOULD work, I don't have any eveidence to prove it yet :)

-Philip "Pip" Kin

thesamonthemoon
25th Oct 03, 3:16 PM
Not yet. Ill get to work on a ship with .HOD edited with this prog, and post my results.

pipakin
25th Oct 03, 5:43 PM
I just realized, I'm not sure if hardpoint name editing will work....d'oh....I can't check from here, as I'm not at home, but I'll get back to you guys about this tommorow.

FYI to edit vaiour values, just change the displayed number (as in, click on it and it will allow you to edit it.

-Philip "Pip" Kin

Multiplicity
25th Oct 03, 9:37 PM
-- instead of double clicking,, one must triple click (3 clicks in a row) so to allow editing the values.
-- only applies for NEW (added) entrys on hod files with lots of entrys like vgr_shipyard, so as to enabling the scrollbar: hardpoint name editing is nearly (IM)possible ONLY WHEN working on something like the vgr_shipyard. why? basically your unable to edit the name, because on the second click (3 clicks needed total) the entry expands, and the scrollbar appears (or is already there), once this happens your 3rd click will not of occured where it should've.

update7: I found that you can edit the names regardless of this, with proper quick mouse movement (on the 2nd click you have to move the cursor up so that it stays on the entry your attempting to edit so that your 3rd click will register. this is way too hard to be practical)
-
update3: ok the interceptor doesn't crash when changing various values, (scale, byte, position, however, heh, when changing scale/byte [of course] some strange things happen, but it didn't crash for me)

update4: ok I changed a hardpoint position on the vgr_shipyard which I have been using for a turret (note that this is also a previously unmodified hod)

update6: adding a hardpoint to the interceptor using the GUI ver failed .
after saving, I checked to make sure everything saved correctly, starting another gui ver process, loading what I saved, I find that what I called HP_T1_Position became NewEntry 0, and NewEntry 0's children were NewEntry 1 and NewEntry 2. HOWEVER all of the other data I entered was still there.

-
but none of you should fear.
the cmd line ver blows this away.

P.S. >> Yes, I am using the latest ver, at the time of this post.

pipakin
26th Oct 03, 1:30 PM
That's what I mewant by not allowing name editing. I forgot to save the name edit changes back to the internal data structure :)

I'm gonna fix this right now.

EDIT: As for having to triple-click, I'm going to set it up so you can hit a key to edit the value :)

-Philip "Pip" Kin

pipakin
26th Oct 03, 2:18 PM
Originally posted by Multiplicity
instead of double clicking,, one must triple click (3 clicks in a row) so to allow editing the values.
...

(on the 2nd click you have to move the cursor up so that it stays on the entry your attempting to edit so that your 3rd click will register. this is way too hard to be practical)



Ok, just hit "e" now to edit (you can also triple click, although, as you said, this is a pain:))

Originally posted by Multiplicity
update6: adding a hardpoint to the interceptor using the GUI ver failed .
after saving, I checked to make sure everything saved correctly, starting another gui ver process, loading what I saved, I find that what I called HP_T1_Position became NewEntry 0, and NewEntry 0's children were NewEntry 1 and NewEntry 2. HOWEVER all of the other data I entered was still there.


Names are saved correctly now :)

-Philip "Pip" Kin

P.S. Don't be too hard on the GUI editor. I wrote that version in 2 hrs :)

Multiplicity
26th Oct 03, 3:27 PM
"P.S. Don't be too hard on the GUI editor. I wrote that version in 2 hrs"

ha ha ha, *smiles* *nods*

pipakin
26th Oct 03, 3:31 PM
I'm currently working on a position locator dialog that will contain an outline of the ship (from the top and side), that will allow you to click on a position to set the hardpoint position there. Thanks to the wonderful format info Pesimontis gave me, I think I'll be able to get it workin' in a few hrs.

-Philip "Pip" Kin

pipakin
26th Oct 03, 3:32 PM
Originally posted by Multiplicity
"P.S. Don't be too hard on the GUI editor. I wrote that version in 2 hrs"

ha ha ha, *smiles* *nods*

Not only that, I had to go out of town afterwards :)

Didn't leave much time for debugging
:banghead:

-Philip "Pip" Kin

Multiplicity
26th Oct 03, 3:40 PM
using the latest version, the names are still not being saved for me, but everything else still is (or should be, I only tested the position values, changed them all by one, saved, re-loaded, they were saved)
----------
**edit**
np.
no rush.

(cmd line version is superior)

pipakin
26th Oct 03, 3:42 PM
grrr....ok, I'll take a look. You may have to wait an hr or two for me to post the updated ver though.

Multiplicity
26th Oct 03, 3:58 PM
"I'm currently working on a position locator dialog that will contain an outline of the ship (from the top and side), that will allow you to click on a position to set the hardpoint position there. Thanks to the wonderful format info Pesimontis gave me, I think I'll be able to get it workin' in a few hrs."

There would certainly be much more demand for that, than for a fixed GUI version, it seems(which is good), thus far, as I'm sure you know.

The majority need something like this, more then the GUI ver, right now, imo.

the console ver, is easy enough as it is.

pipakin
26th Oct 03, 4:45 PM
Well, that's part of the gui version. :)

-Philip "Pip" Kin

pipakin
26th Oct 03, 8:32 PM
and now here's the new version!!!! (0.7a)

Yippie!

-Philip "Pip" Kin

PS: *bump*

Slamoid
26th Oct 03, 9:07 PM
As one dear, dear favor...

.OBJ OBJECT IMPORTING!!

DEAR GOD PLEASE!!



Thank you.:hide:

pipakin
26th Oct 03, 9:12 PM
There are plans in the works...I only have so much time :) I'm planning on relesing my (slightly working) obj importer... but time is precious :)

Look for it in the next few days...

-Philip "Pip" Kin

pipakin
26th Oct 03, 9:19 PM
Ok, that's all the updates for today, now I have to go feed my complaining belly.

Happy modding!!

-Philip "Pip" Kin

Slamoid
26th Oct 03, 9:21 PM
Pip... I love you.:crazy:

P.S. I just downloaded the new version.. For some reason I can't open an HOD in the newest version... but then again, this is the first time I d/l'd it.. so ya'know...:loco: But at any rate... If you release a program to import new models in-game, I will give you my credit card number.:call2:

Multiplicity
26th Oct 03, 9:42 PM
Ver 0.7a opened the hgn interceptor and vgr shipyard HOD files fine for me, but hardpoint names still aren't being saved. (I'm thinking you didn't have enough time to fix that, and mainly focused on the more needed HP position picker -- dont know for sure, you didn't mention anything about not fixing this besides "small bugfixes throughout")

the hardpoint position picker, seemed to work correctly, with both the interceptor and shipyard.

Slamoid
26th Oct 03, 10:22 PM
I have the latest .NET framework version, but it's still not working.... Can somone give me a link to the latest manual patch?


grrr......Why won't it work....:disagree:

thesamonthemoon
26th Oct 03, 11:24 PM
Sure, the .NET framework version 1.1 is here (http://download.microsoft.com/download/a/a/c/aac39226-8825-44ce-90e3-bf8203e74006/dotnetfx.exe). I think there is a newer service pack out, but I don't think you need it.

If you want to look at the page the DL came from, it is here (http://www.microsoft.com/downloads/details.aspx?displaylang=en&familyid=262d25e3-f589-4842-8157-034d1e7cf3a3)

pipakin
27th Oct 03, 8:36 AM
Ah, yes, I actually found a couple more bugs involving name saving...sigh....working on them right now :)

-Philip "Pip" Kin

P.S. Make sure the files are NOT read only, I had that problem a few times :) Trying to read HODs off a cd :) :juggle:

EDIT: Working on name-saving bugs now.

pipakin
27th Oct 03, 8:58 AM
Fixed *bump*

Slamoid
27th Oct 03, 9:21 AM
It STILL won't run on my machine......

Is there ANY way of patching it to not need the .net framework? For some reason I getting errors about it whenever I try to open an HOD... Help!:boohoo:

pipakin
27th Oct 03, 9:41 AM
What error do you get specifically?

No, It's written in VB.NET...needs the framework to run.

pipakin
27th Oct 03, 9:42 AM
BTW, you can now click the preview to ecdit points!!!!

Directions:

select a position node
hit "t"
click where you want it
hit ok

YAY!

-Philip "Pip" Kin

pipakin
27th Oct 03, 10:05 AM
Fixed small positioning bug.

pipakin
27th Oct 03, 10:14 AM
OK, that's all the updates for now. (gotta go eat)

Slamoid: Post the exact text of the error message and I'll get on your problem.

I should be back in a few hrs.

Slamoid
27th Oct 03, 10:36 AM
Here's the detail tab on the error the Framework gives me:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
at Microsoft.VisualBasic.FileSystem.FileGet(Int32 FileNumber, Char& Value, Int64 RecordNumber)
at WindowsApplication1.Hier.ReadStr(Int32 i, Int32 len)
at WindowsApplication1.BMSH.SeekToBMSH(Int32 f)
at WindowsApplication1.BMSH.GetShipMeshData(Int32 f)
at WindowsApplication1.Hier.ReadHier(String fname)
at WindowsApplication1.Form1.MenuItem2_Click(Object sender, EventArgs e)
at System.Windows.Forms.MenuItem.OnClick(EventArgs e)
at System.Windows.Forms.MenuItemData.Execute()
at System.Windows.Forms.Command.Invoke()
at System.Windows.Forms.Control.WmCommand(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///c:/windows/microsoft.net/framework/v1.1.4322/mscorlib.dll
----------------------------------------
WindowsApplication1
Assembly Version: 1.0.1394.30574
Win32 Version: 1.0.1394.30574
CodeBase: file:///C:/Documents%20and%20Settings/Stan/Desktop/HardEd.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///c:/windows/assembly/gac/system.windows.forms/1.0.5000.0__b77a5c561934e089/system.windows.forms.dll
----------------------------------------
System
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///c:/windows/assembly/gac/system/1.0.5000.0__b77a5c561934e089/system.dll
----------------------------------------
System.Drawing
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///c:/windows/assembly/gac/system.drawing/1.0.5000.0__b03f5f7f11d50a3a/system.drawing.dll
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 7.0.5000.0
Win32 Version: 7.10.3052.4
CodeBase: file:///c:/windows/assembly/gac/microsoft.visualbasic/7.0.5000.0__b03f5f7f11d50a3a/microsoft.visualbasic.dll
----------------------------------------

************** JIT Debugging **************
To enable just in time (JIT) debugging, the config file for this
application or machine (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the machine
rather than being handled by this dialog.

pipakin
27th Oct 03, 12:22 PM
Ok, now a few other questions:

Which .HOD file are you attempting to open?
Which .HOD extractor are you using?

-Philip "Pip" Kin

Multiplicity
27th Oct 03, 12:43 PM
Confirmed working.

I added a large (ion) turret on top of the interceptor (I used lightwave for the xyz, however), which shot missiles.

heheh, that was amusing... flying turrets..

pipakin
27th Oct 03, 12:46 PM
LOL

I love it :)

Did you add the turret model?

-Philip "Pip" Kin

Multiplicity
27th Oct 03, 12:47 PM
what do you mean,, did I add the turret model?

edit: I'll try positioning the turret on top of the interceptor using the position picker, in a min

pipakin
27th Oct 03, 12:52 PM
As in, the turret is a subsystem? or did you just add a hardpoint and see missiles comming from nowhere?

somebody was asking me the other day how to get visible turrets onto a ship (which I think is only possible with OBJ importation). I'm tired though, so I'm not making much sense :)

-Philip "Pip" Kin

starfuryzeta
27th Oct 03, 12:58 PM
Originally posted by pipakin
BTW, you can now click the preview to ecdit points!!!!

Directions:

select a position node
hit "t"
click where you want it
hit ok

YAY!

-Philip "Pip" Kin

Pip, You rock! Thank you for the point picker! :banana:

Might there be any way in the future to zoom in on the wireframes?

Multiplicity
27th Oct 03, 1:01 PM
ok I successfully .. placed .. the turret using your position picker, except, the interceptor ended up being inside the turret, although from the picture, where it showed the x, it seemed high enough above the interceptor, for the turret not to engulf it.

ok.. second try and the same thing, Y coordinate was far above the interceptor, that shouldn't of happened.
Using lightwave I was successful not having the turret engulf the interceptor.

as for the turrets being added as a subsystem: yes, they were, and they were 100% visible too. totally fine.
*
*
*
edit: ok, n/m I got the turret to not engulf the interceptor using the position picker.
*
*
*

pipakin
27th Oct 03, 1:04 PM
Cool, yeah, I never said the point-picker was all that acurate :)

BTW you should know that the front view is upside down. I.E. if you want the turret on top of the interceptor, it should be BELOW the wireframe in the image :)

Just a suggestion :)

-Philip "Pip" Kin

EDIT: Zooming isn'nt implemented yet, but I it will be possible later. I'm sort of half-a$$ed working on this now because I'm starting my attack on the BURN/GLOW/NAVL/COLD sections of the HOD for the command line tool.

:hide:

pipakin
27th Oct 03, 1:29 PM
Okie dokie, flipped 'em over, and adjusted the point vals to match. Should be a little more intuitive now. :)

Multiplicity
27th Oct 03, 1:42 PM
ha ha, yeah

starfuryzeta
27th Oct 03, 3:27 PM
Thanks again Pip. Here's a lil monster I made this afternoon.

http://home.comcast.net/~starfuryzeta/homeworld2/ss00023.jpg

http://home.comcast.net/~starfuryzeta/homeworld2/ss00024.jpg

pipakin
27th Oct 03, 3:43 PM
WHOA...Heavy firepower :)

:wow:

Like it

-Philip "Pip" Kin

BentusiTrader
27th Oct 03, 5:07 PM
Please excuse my stupidity, but I've been trying to learn about .lua's, .HOD's (why is that always capitalized?), hardpoints, and all that junk just from the forum so if this question is moronic just ignore it:

So, since we don't yet have an object importer (which I assume is a plug-in for programs like Maya and Lightwave that allows you to import/export HOD's) the only way that we can add turrets or any other kind of thing to existing ship models is by adding hardpoints and then modifying their .HOD's (or is it .lua? Oh well...) to allow them to build a subsystem like an ion turret?

Thanks!

Multiplicity
27th Oct 03, 5:15 PM
take a look at this: http://forums.relicnews.com/showthread.php?s=&threadid=20048

we're able to extract various data/info from the HOD files, but the main thing (I think) we (the general public majority) do not yet have the ability to get new models into the game, this looks to be no longer an .. 'issue' rather soon.

"So, since we don't yet have an object importer (which I assume is a plug-in for programs like Maya and Lightwave that allows you to import/export HOD's)"

All Maya version's (I think, excluding PLE) have the ability to import the OBJ(object) files that we are able to extract (from HOD files).
Lightwave is able to also, and so is 3D Studio Max.

HOD file contains the models, the models textures, and other data.

BentusiTrader
27th Oct 03, 5:18 PM
Thanks again! You guys have the patience of Job...

starfuryzeta
27th Oct 03, 5:19 PM
Right, that's what I did. I copied the code from the hgn_battlecruiser.hod for the Ion cannons, then put it into my test file, the transport. Then, I modified the .ship file to add a subsystem for the ion cannons, just like the hgn_battlecruiser.ship.

Took a bit to get the XYZ coordinates just right, but Pip's GUI editor's point facility made it all possible!

fluffypuppy
8th Nov 03, 9:23 AM
hi. i just posted in yout other hardpoint thread, but thought this thread might be better. here's what i posted...

Hi. i'm using your GUI hardpoint editor v.o.81a

firstly, thank you sooo much for making this! now, i'm a little in the dark and have some questions.

my immediate question is about scaling. seems like a no-brainer, but after i change the values and save them to the .hod file and load a game with that affected ship... i notice no change... or maybe there's some limit to the size? i tried a factor of 4,8,10,9, and 7. the model does not change.

i'm guessing that by chaning the scale at: root\data\scale i can change the scale of a ship. am i wrong? how do i change the scale of a ship?

i do not have maya or any 3D editing software, i do have the relic tools, (which is how i extracted the .hod files.

IskatuMesk
8th Nov 03, 3:25 PM
Erm. This looks like a good tool, but with no documentation or idea how to use it, I guess I'll have to wait until it's more complete and with a model viewer so you can select an area to place a gun ;) I suck at math so gg.

Also, can this rescale ships? If so, how? How in the devil do I work this!?

pipakin
9th Nov 03, 9:28 AM
No dice on rescaling....ironically, I don't think the "scale" value does anything at all.

If you wanna pick a position, click on the "Position" Node and hit "t"

Sorry 'bout the lack of documentation, I'm incorporating all this functionality into HODEd, which should be ready in a week or so (with documentation)

-Philip "Pip" Kin

Skeeter
10th Nov 03, 1:53 AM
Just woundeing.

To get the stuff in the right position can u use hwse mex section and do a mex for it. Obviously u wont use it but the co'ordinates would be useful wouldnt they? or are the useless?

Like put a gun on in hwse and then write the co'ords down and then do what u do in this tool of pipikins and then should it work?

Greggy
11th Nov 03, 6:59 AM
well looks like I found a bug:
EngineNozzle harpoints in HardEd don't have children, but in Spooky's HW2 Hod viewer they have, e.g.:
EngineNozzle1
- EngineShape1
- EngineBurn1

can this be fixed, please ?

pipakin
11th Nov 03, 9:36 AM
Greggy, HOD viewer grabs those from other sections of the HOD file. Technically thos aren't hardpoints at all.

Greggy
12th Nov 03, 12:47 AM
uh, didn't know that....
but still, can editing of those be done in HardEd? If no, then probably adding engines to ships can be a pain in the arse....:bow:

pipakin
12th Nov 03, 12:52 AM
just wait for HODEd....almost done.

It does all this stuff

and more. :)

starfleet
12th Nov 03, 1:39 AM
Pip's working his butt off lets be paitent we've waited this long no word from relic if we'll get the newer version of there tools (if not we'll start bothering pip to come up with level editors and god knows what next <ducks and runs> )

The big thing is that you can't code things in an instant I talk to pip/phil n ask him in hopes that maybe he's just finished it but at the same time <shrugs> i've waited and i'll continue to wait..

What we have to look forward to is.

1. The Ability to Create entirely NEW hod files from scratch.
2. The Ability to Graphically edit hardpoint information
3. The Ability to Put Textures in and know they will show up.
4. The Ability to Create Docking Paths, Nav lights, Damage Points etc
5. Create Exciting new things.


I know i'm willing to wait with fingers crossed.. n once again hope i become one of the lab rats it's tested on even if it's just me modifying existing models to see how well it works.

FluxX
12th Nov 03, 7:00 AM
You do good work Pip! I hope you get well soon (I heard you were not well?)

And all the other proggrammers here! :up: :up: :up:

You are what turns our sketches and drawings into real (well all most....) things...

I will continue modding what I can, building a pot of ships and wait patiently for the next stage....

Epsilon 5
14th Nov 03, 11:08 PM
all good work, i just don't understand exactly how you add a turret on a ship (frigate style - not a subsystem). anyone can enlighten me?

FinalCat
15th Nov 03, 9:59 AM
Unless you have maya3 thats fairly imposible at the moment (as far as i know) because there is not currently a methord to add the new models needed for a new hod-contained turret. At the moment you can only edit the exsisting ones with the comunity tools.

pipakin
15th Nov 03, 7:12 PM
hmmmmm.....soon

Bonnet
15th Nov 03, 10:36 PM
I keep getting the folowing error, when i try to run the program

The ordinal 5076 could not be located in the dynamic library MFC42.dll

pipakin
15th Nov 03, 11:20 PM
whoa.....ever seen that before....you have the .NET framework installed?

Bonnet
16th Nov 03, 12:02 AM
Yep, and its the devolpers verzion too.

Dead Furby
16th Nov 03, 2:52 AM
hi all
this tool is cool especially the T button and the grid to pick a point

and heres a little suggestion for the pointpicker:
-leftclick choses position
-mousewheel or 2 buttons (like Q/W) zoomes in/out
-midle mousebutton pressed+ mouse move = moving view (when zoomed) (or cursor buttons)
-right mousebutton makes a point (greedn dot? with a little line from the red position dot to the green one?) where the DIRECTION points to (from the POSITION to the direction point)

hmm have a little prob to add a up facing gunhardpoint (like the carrier ones) on the topmiddle of the resource controller...
ill try some things out and when i cant get it working ill post again...

Dead Furby
16th Nov 03, 4:14 AM
ok opened the recourcecontroller.hod and added a new child to the children group with the name Weapon_HullDefense9_Position

picked a position at
position:
-0.4074157
20.31997
8.750358
(are 7 numbers needed? tryed
0
20
10
too but didnt work too)
the axes seem to be
-x = left
x = right
-y = down
y = up
-z = back
z = front

i wrote at ORIENTATION:
0
1.570796 (90*2*PI/360 read it somewhere that that math is needed there)
0
when i am correct it should be 90 degrees up (y)

added
1
1
1
to scale too

tryed to add childrens there too but with and without i got an error when i tryed to save it (as hgn_resourcecontroller.hod but tryed other names too still error):



HardED v0.81A
An unhandled exeption occurred in your application. If you click
Continue, the application will ignore this error and attempt to continue.
If you click Quit, the application will be shut down immediately.

Object reference not set to an instance of an object.
DETAILS, CONTINUE, QUIT (boxes)

DETAILS:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at WindowsApplication1.Hier.GetSizeandCount(Int32& count, HierEntry& h)
at WindowsApplication1.Hier.GetSizeandCount(Int32& count, HierEntry& h)
at WindowsApplication1.Hier.UpdateLensAndCount(Hierarchy& h)
at WindowsApplication1.Hier.WriteData(Hierarchy& h, String fname)
at WindowsApplication1.Form1.MenuItem3_Click(Object sender, EventArgs e)
at System.Windows.Forms.MenuItem.OnClick(EventArgs e)
at System.Windows.Forms.MenuItemData.Execute()
at System.Windows.Forms.Command.Invoke()
at System.Windows.Forms.Control.WmCommand(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///c:/windows/microsoft.net/framework/v1.1.4322/mscorlib.dll
----------------------------------------
WindowsApplication1
Assembly Version: 1.0.1395.26778
Win32 Version: 1.0.1395.26778
CodeBase: file:///C:/EIGENE%20DATEIEN/HOMEWORLD%202%20MODING/HARDED.EXE
----------------------------------------
System.Windows.Forms
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///c:/windows/assembly/gac/system.windows.forms/1.0.5000.0__b77a5c561934e089/system.windows.forms.dll
----------------------------------------
System
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///c:/windows/assembly/gac/system/1.0.5000.0__b77a5c561934e089/system.dll
----------------------------------------
System.Drawing
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///c:/windows/assembly/gac/system.drawing/1.0.5000.0__b03f5f7f11d50a3a/system.drawing.dll
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 7.0.5000.0
Win32 Version: 7.10.3052.4
CodeBase: file:///c:/windows/assembly/gac/microsoft.visualbasic/7.0.5000.0__b03f5f7f11d50a3a/microsoft.visualbasic.dll
----------------------------------------

************** JIT Debugging **************
To enable just in time (JIT) debugging, the config file for this
application or machine (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the machine
rather than being handled by this dialog.



any ideas what going wrong there?

Dead Furby
16th Nov 03, 5:00 AM
awww
now it works
could add a weapon to a destroyer and to the resourcecontroller

but still i have some probs with the DIRECTION
its not shooting there where i think it would...

pipakin
16th Nov 03, 9:33 AM
for direction, read the rdn docs.

It's all 'splained there.

-Philip "Pip" Kin

Dead Furby
16th Nov 03, 12:26 PM
YEAH
thx for the info
i finaly got the weapon fireing where i planed it to
got the info from the relic tools/documents/HW2_ArtPipeline at page 11
now its soo simpel to make a weapon once you understand what the numbers mean hehe
_position = rotationbase
_rest = forward direction from the _position (i.e. x=4 would be 4 units right of the _position = the "gun" looks right)
_direction = the way from the _position to UP
_muzzle = the place where the muzzleflash appears (from the _position)
_latitude = the barrel rotation point (not used atm i think because we cant add turrets atm)

Bonnet
16th Nov 03, 12:55 PM
Yeah, that is for the turrets.
Here is the quote form the documentation.
<Relic Entertainment> Homeworld 2 RDN – HW2_ArtPipeline.doc 10/27/2003 3:09 PM

1. _Position is the general rotation point of the gun 2. _Direction is the up vector for a turret 3. _Rest is the forward vector for a turret 4. _Latitude is the swivel point for a barrel 5. _Muzzle is the end of the barrel. 3.3 Two barreled guns Guns with two barrels are defined by having one master barrel and one slave barrel. Basically you copy the joint hierarchy and add ‘Slave’ before the _Position, _Rest, etc. So in the example figure above, the name of the slave barrel would be Weapon_TurretTopSlave. The game automatically searches for weapon names with ‘Slave’ attached to it, so you only need to define them in Maya. Have a look at the Hgn_AssaultCorvette to see how two barreled guns are set up.

And i looked aroudn and it appers to be my copy of MFC42d that is causing the problem, is there any chance someone with a workign copy will send me theres (it is in \windows\system)

Dead Furby
17th Nov 03, 5:56 AM
another suggestion:
copy and paste children (+everything inside)

(would ssave some time when creating alot weaponshardpoints 8-) )

Trent28
17th Nov 03, 5:32 PM
Is there an easy way to make turrets, cause its pretty complicated selecting all of the _muzzle, _direction, _vector, _latitude on the tiny wireframe view.

Demon_Eyes
24th Nov 03, 11:13 AM
hey pip, not to sound like an idiot (i'm not I SWEAR!!) but is this stuff built into the HODed? if not will it be? just wondering...

Knare
24th Nov 03, 4:18 PM
Pip, can your hard-point editor be used on all ships?

pipakin
24th Nov 03, 4:21 PM
Man this thread is old....lol

Yes, this functionality WILL be added to hoded, but I'm having finals and term papers right now...

-Philip "Pip" Kin

fluffypuppy
16th Dec 03, 9:13 AM
hey there pip.

got a question for you. a friend is using a HOD file that i made for him. he wanted a few hardpoints added for weapon placement. i did that. made 4 new hardpoints. we've been working on this for a couple days now but he keeps getting the following error message from the game:

Cannot find the Weapon_PTL_Position joint in weapon hgn_ioncannon on ship/subsystem HGN_ARRAYFRIGATE

what does it mean? where is the problem? what have we over-looked?

his ship file reads as...

StartShipWeaponConfig(NewShipType,"hgn_ioncannon","Weapon_PTL","Fire_PTL")
StartShipWeaponConfig(NewShipType,"hgn_ioncannon","Weapon_PTR","Fire_PTR")
StartShipWeaponConfig(NewShipType,"hgn_ioncannon","Weapon_PBL","Fire_PBL")
StartShipWeaponConfig(NewShipType,"hgn_ioncannon","Weapon_PBR","Fire_PBR")

(and yes, he has defined the events)

i also added muzzle, direction, and rest to each weapon point


edit: i found this guy's thread regarding the same question, it's at: http://forums.relicnews.com/showthread.php?s=&threadid=22212&highlight=Cannot+AND+find+AND+Weapon

rc2080
16th Dec 03, 11:47 AM
in the hod file, did you name the hardpoint Weapon_PTL_Position? as opposed to just Weapon_PTL

fluffypuppy
16th Dec 03, 12:05 PM
yes. do you have any idea what the error message means?

edit: had another thought. the new hardpoint entrees by default come at the end of the list of joints. after navlights. is there an order? does it need them up near the other weapons?

BIG EDIT!!! nevermind, i figured it out... can you say "weapom"? yeah, friggin typo.

Tel'Quessir
16th Dec 03, 6:23 PM
*growl* Where is my CD with the NET framework. Still in Australia being filled with all the patches I need. :P :)

fluffypuppy
16th Dec 03, 7:20 PM
you can download it... microsoft windows update.

Tel'Quessir
16th Dec 03, 7:23 PM
Try shuttling that thing in 1.44mb floppies - I have no home internet and this is how I upload my mods :)

Alex Drake
16th Dec 03, 7:55 PM
now THATS a damn shame.

Tel'Quessir
16th Dec 03, 11:27 PM
Yep, pretty high tech eh? :) Thankfully the mod doesn't exceed 2mb :)

Alex Drake
17th Dec 03, 8:08 PM
FYI; An HOD viewer that displays hardpoints (perhaps as dots) with orientation lines/arcs is very necessary right now, as you must boot hw to see if your changes work and/or are facing the right way. This doesn't really need to be integrated with the editor, but it IS needed badly.

fluffypuppy
18th Dec 03, 7:49 AM
or you could make friends with someone who has a 3D proggy ;) and ask them where points are on certain models. :/

the orientaion is pretty straight-forward though. ... more or less. it runs in this order, x,y,z. x is port-starboard axis, y is up-down axis, z is the bow-stern axis. so if you want something facing forward, (rest) the z variable could be any positive number. (0,0,5)

although some of the variables (direction) are strange and might require fields that look something like this: 0,5,-1.421085E-14 (if you look at the ion cannon frigate). i don't really understand why it works that way.... or how.

Alex Drake
18th Dec 03, 8:31 AM
thats not quite the problem. orientation and placement are perfectly straightforward in the prog, its simply that placement with respect to the actual ship's mesh cannot be judged until you boot HW2 itself. Such a prog existed for HW1, I'm merely pointing out that its needed in HW2 as well.

fluffypuppy
18th Dec 03, 1:22 PM
yeah, i gathered as much. i was kind of hinting that people such as myself could help out in the meantime by providing joint coordinates ...cuz we use 3D software which makes locating those joints easy. infact, for those who really need to do this:

download wings3D for free. http://wings.sourceforge.net/

then, get HODViewer, (to extract models as "obj" files). import the model into wings and click on either the face or vertex that you want. take note of its x,y,z position (displayed near the menu bar at the top). there's your joint.

you don't need to know how to do anything in the 3D proram. just left-click an area to select it. "spacebar" to de-select.

EDIT: alex, or am i completely not understanding you? are you saying that placement on the mesh and placement in-game are different things?

Alex Drake
18th Dec 03, 7:10 PM
I really meant that placement is one issue and orientation is another, its literally impossible to check orientation of a node vs the mesh itself. For instance, I could place node meant to be a gun facing away from the mesh's "hull" at a 90 degree angle, but unless the ship is a box, its impossible to make that kind of calculation for the direction the node is facing without repeatedly testing in HW2. Thats the point I was trying to make really, that the process is clunky and inefficient (and more easilly remedied than other problems as the prog in question would only need to be a viewer rather than a compiler).

Darkfyre
27th Dec 03, 9:35 AM
Hey Pip, dunno if this has been answered but tryin to make a .HOD and when I save I get this;

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at WindowsApplication1.Hier.GetSizeandCount(Int32& count, HierEntry& h)
at WindowsApplication1.Hier.GetSizeandCount(Int32& count, HierEntry& h)
at WindowsApplication1.Hier.UpdateLensAndCount(Hierarchy& h)
at WindowsApplication1.Hier.WriteData(Hierarchy& h, String fname)
at WindowsApplication1.Form1.MenuItem3_Click(Object sender, EventArgs e)
at System.Windows.Forms.MenuItem.OnClick(EventArgs e)
at System.Windows.Forms.MenuItemData.Execute()
at System.Windows.Forms.Command.Invoke()
at System.Windows.Forms.Control.WmCommand(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///c:/windows/microsoft.net/framework/v1.1.4322/mscorlib.dll
----------------------------------------
WindowsApplication1
Assembly Version: 1.0.1395.26778
Win32 Version: 1.0.1395.26778
CodeBase: file:///D:/ZIP%20FILES/STRATEGY/HOMEWORLD%202/HARDED/HARDED.EXE
----------------------------------------
System.Windows.Forms
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///c:/windows/assembly/gac/system.windows.forms/1.0.5000.0__b77a5c561934e089/system.windows.forms.dll
----------------------------------------
System
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///c:/windows/assembly/gac/system/1.0.5000.0__b77a5c561934e089/system.dll
----------------------------------------
System.Drawing
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///c:/windows/assembly/gac/system.drawing/1.0.5000.0__b03f5f7f11d50a3a/system.drawing.dll
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 7.0.5000.0
Win32 Version: 7.10.3052.4
CodeBase: file:///c:/windows/assembly/gac/microsoft.visualbasic/7.0.5000.0__b03f5f7f11d50a3a/microsoft.visualbasic.dll
----------------------------------------

************** JIT Debugging **************
To enable just in time (JIT) debugging, the config file for this
application or machine (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the machine
rather than being handled by this dialog.

What does that lot mean? And how do I fix it?

Darkfyre

Darkfyre
27th Dec 03, 11:00 AM
Odd, the thing's workin now, must be somewhat touche in some areas.

It's workin an savin, though it crashed a few times, note to self, save after each change. Though I still want to know what the heck was going on there.

Edit: Looks like it crashes when I copy and paste hardpoint names, then alter them. Very strange, check please Pip.

fluffypuppy
29th Dec 03, 1:25 PM
uh... i was using this program before and had no troubles... but i just tried opening a file. no go. i DID recently update homeworld as well as RDN tools, but how could that make this suddenly not work? here's what i got: (i have no idea how to read it) :(

************** Exception Text **************
System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
at Microsoft.VisualBasic.FileSystem.FileGet(Int32 FileNumber, Int32& Value, Int64 RecordNumber)
at WindowsApplication1.Hier.ReadLong(Int32 i)
at WindowsApplication1.BMSH.GetShipMeshData(Int32 f)
at WindowsApplication1.Hier.ReadHier(String fname)
at WindowsApplication1.Form1.MenuItem2_Click(Object sender, EventArgs e)
at System.Windows.Forms.MenuItem.OnClick(EventArgs e)
at System.Windows.Forms.MenuItemData.Execute()
at System.Windows.Forms.Command.Invoke()
at System.Windows.Forms.Control.WmCommand(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///c:/windows/microsoft.net/framework/v1.1.4322/mscorlib.dll
----------------------------------------
WindowsApplication1
Assembly Version: 1.0.1395.26778
Win32 Version: 1.0.1395.26778
CodeBase: file:///C:/Program%20Files/dowloaders/homeworld/HardEdcopy/HardEd.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///c:/windows/assembly/gac/system.windows.forms/1.0.5000.0__b77a5c561934e089/system.windows.forms.dll
----------------------------------------
System
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///c:/windows/assembly/gac/system/1.0.5000.0__b77a5c561934e089/system.dll
----------------------------------------
System.Drawing
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///c:/windows/assembly/gac/system.drawing/1.0.5000.0__b03f5f7f11d50a3a/system.drawing.dll
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 7.0.5000.0
Win32 Version: 7.10.3052.4
CodeBase: file:///c:/windows/assembly/gac/microsoft.visualbasic/7.0.5000.0__b03f5f7f11d50a3a/microsoft.visualbasic.dll
----------------------------------------

:monkey: EDIT: see... if i weren't so damn impatient, i would have taken the time to place the file in the ship folder... was running it from a separate folder outside of HW2. :dunce: :slow: :dunce:

varis
12th Feb 04, 2:27 PM
Can hardpoint editing result in random ingame crashes? I am having these since (I think) I edited the Command station .hod to have 10 more hardpoints, I used HManager and HardEd for this task. Usually the game crashes in the very first minutes when some modules are built on the station or it gets researched or something like that. There are no error messages in the hw2.log, like you'd see when your hardpoints are misnamed etc.

If the crashes are indeed caused by the hardpoint editing, I see 2 possible sub-causes: it might be something that HardEd or HManager does wrong, or then I screwed up something myself. I'll still need to isolate the problem so I know what exactly causes it, but it's a bit time consuming, since the crash doesn't occur every time you play.

Anybody with similar experiences?

Avatar Terminus
13th Mar 04, 10:26 PM
i have just dled 1.1 net framework... still not linking?

Why not just host on someplace accessible by all browsers?

Tel'Quessir
14th Mar 04, 7:21 PM
I really meant that placement is one issue and orientation is another, its literally impossible to check orientation of a node vs the mesh itself. For instance, I could place node meant to be a gun facing away from the mesh's "hull" at a 90 degree angle, but unless the ship is a box, its impossible to make that kind of calculation for the direction the node is facing without repeatedly testing in HW2. Thats the point I was trying to make really, that the process is clunky and inefficient (and more easilly remedied than other problems as the prog in question would only need to be a viewer rather than a compiler).



However most vessels of HW2 have convieniently oriented angles, some triangulation of the base and direction parameters provide the necessary orientation.

I tend to prefer a 0-100 scale.

Positioning, however, is quite tedious, especially to align hardpoints and the like with the ship's texture for believability.

Usually done step by step, loading/exiting HW2 multiple times until the positioning is satisfactory.

Since there's no other alternative to this utility if there's no Maya, I've no complaints, works well enough.

Ghent
15th Mar 04, 11:48 AM
clue: people HATE downloading extra .dll and .net framework and whatever else needed to make a tool like this run. Include the necessary support files with your tool download or else re-write your code to negate the need for them entirely.

Otherwise, nice idea.

scitzo-sniper
16th Mar 04, 7:19 PM
Cant DL it.....and i have the .net framework...:bricks:

Avatar Terminus
17th Mar 04, 10:54 AM
Anybody have a copy of this they'd like to host somewhere not on where Pipakin's got it? somewhere that works?

tel?

Homer Jr.
18th Mar 04, 6:42 PM
Can anyone else get this out for those of us who dont have .NET frameworK?

WhiteGulls
21st Mar 04, 7:40 AM
Umm..? I'd like another option for hosting, please. This one isn't being accessable. Is it the .net stuff everyone is talking about?

Avatar Terminus
21st Mar 04, 10:38 PM
the pipakin's editor thread near this has a working link.

Talonpest
25th Mar 04, 9:13 PM
Can someone either post a working link (I can't find the thread you mentioned) or email the editor to dstaple(at)pacbell(dot)net?

Tel'Quessir
25th Mar 04, 10:08 PM
No one is hosting? If so I shall upload a copy either tomorrow at dawn or next Monday.

Talonpest
25th Mar 04, 10:11 PM
Great! Thanks

exsulis
31st Mar 04, 9:21 AM
try here: http://student2www.fullcoll.edu/00192502/harded.zip

1ce9politic
31st Mar 04, 3:45 PM
what is .net framework? is this y i cant get to so many of the sites ppeople put up for mods?

Talonpest
31st Mar 04, 5:54 PM
Thank you Exsulis!

AHeff
6th Apr 04, 3:12 PM
I got the HardEd.exe from that link exsulis, but it keeps saying that it has failed to initialize properly

maxdamage
6th Apr 04, 4:59 PM
I can't download both the .exe and .zip because I get the message that the file isn't on the server?

maxdamage.

exsulis
8th Apr 04, 9:24 AM
I checked my copy of it that I have hosted, and it works on my PC. I do not know what might be differnet between our PCs.

Homer Jr.
8th Apr 04, 9:40 AM
I get the same error as AHeff

TheUnforgiven
8th Apr 04, 1:59 PM
I cant even download it..Someone help :P

maxdamage
12th Apr 04, 2:08 PM
Try this url:
http://student2www.fullcoll.edu/00192502/harded.zip


maxdamage.

TheUnforgiven
13th Apr 04, 12:01 AM
Works..But only 12kb?

exsulis
13th Apr 04, 4:12 PM
Yes, it is only 12kb compressed

Homer Jr.
13th Apr 04, 5:04 PM
So, has anyone figured out what to do when you get the error message 'The application failed to initialize properly (0zc0000135). Click on OK to terminate the application'???

I know others have had this problem, but I haven't seen it resolved yet.

lurkily
22nd May 04, 3:39 PM
Isn't this what causes this error?



EDIT : MUST HAVE .NET FRAMEWORK 1.1 FOR THIS TO WORK!!!!!!!!!!!!!!!!!!!!!!!

...

EDIT #7: You need the .Net framework, then it works. I fixed the name-saving bug, and allowed editing of values by hitting the "e" key (made it much easier :)). Version is now 0.5a



When first downloading these tools, it pays to read what the author has to say about them.

Try getting it here: http://msdn.microsoft.com/netframework/technologyinfo/howtoget/default.aspx

Ishantil
27th Sep 04, 8:04 AM
I've been having a lot of problems with this as well.

So far, it's been a great product. But there seems to be some inconsistant performance.

I've been messing with the Hiigaran Destroyer .HOD file. Moving stuff around, etc. Nothing that is not possible in game.

As Fluffypuppy mentioned, I get some consistant crashes with the same error he is getting (noted on page 10). It randomly crashes when I try to save the file. Whether over an old one, or a new one, or using the compete save defaults, ie use "doc1" with no extension.

As for corruption, I have a modified .hod that works in game. I open it up, and save it again with the HardEd program while making NO CHANGES at all. I then place it in the appropriate folder and it crashes the game every time. I've narrowed it down completely. I've got a fully working game, add this modded file, and it crashes. Add the old on before saving it again, and it works perfectly.

I'm going to try to do all my mods from the original .HOD file at once. It may be due to using a modified file, then making mods to it, then saving, and having it corrupt it. Not sure.

Anyone have any ideas on this?

P.S. For some reason, whenever my friend (who's a professional programmer) was in the room, it wouldn't crash. Heheh.

chamichu
11th Oct 04, 5:18 PM
I really wish the GUI version of this is up >_> i can't visualize junk

maxdamage
12th Oct 04, 1:50 PM
I really wish the GUI version of this is up >_> i can't visualize junk

Just give up as it is pointless as the only proper way to get shps,etc..in-game is to have Maya 3D.I would like to get Maya but it will not work on Win 98 SE as it has been designed not to,even the PLE won't work in Win 98SE.Can Alias Wavefront be sued because of it?They are forcing you to upgrade to a OS that cost more and is buggy and make Microsoft more of a monopoly! :(

maxdamage

The_Frag_MaN
13th Oct 04, 6:42 AM
Where is the GUI version?

Ishantil
13th Oct 04, 12:17 PM
I think he means the "Graphical" version. There is a version that is command line only. Which I assume is what he is referring to.

Recently, I've been having much better luck with this program. I'm not sure what the original problem was, but it seems to have stabilized.

Cheers,

[G]
7th Jan 05, 10:16 PM
The download links don't work anymore.

AceRimmer
7th Jan 05, 10:30 PM
:bump:

It's not a good idea to do this, I hope you now know.

Try the Homeworld2 wiki, it will have the progs you need.

[G]
25th Jan 05, 12:50 AM
That's the point - none of the hardpoint program links work at the wiki page. I've got a copy of HardEd now, but the problem is other people won't be able to get at it.

Snuff
25th Jan 05, 11:23 AM
Yes they can.

I'll post the link where I found it for Us at PDS.

The HardEd (http://hw.serv.idv.tw/download/modkit_hw2.htm)

Now, this was actually pretty hard to find and I think that the server is somewhere in Asia as after I cruised around it I came across a homepage that was distinctly oriental in nature.
BUT, the HardEd link itself was in English so you should not have a hard time finding it.

If all else fails, We at Penguin-Mayhem/PDS have a copy.

John Sheridan
8th Jun 05, 8:22 AM
I can host this on my website, since it's such a small program. I just have to make sure I have the most recent version. Is v0.81a the newest? If it isn't can someone please send me whatever is the newest version? I'll PM with my e-mail.

Once I do put it online it will be available here: http://www.asylumavatars.net/hw2e/downloads.php

I know that reviving dead threads is bad, but I figured since the wiki sends everyone to this thread, I should post this here.