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Hardpoint Editor Available!!!

  1. #1
    pipakin
    Guest

    Hardpoint Editor Available!!!

    Well well well...


    I wrote a hardpoint editor. It's not particularly pretty or easy to use, but here it is

    HManager.exe

    So, you'll be wondering how to use it, yes?

    ok, it's command line only, no pretty GUIs here. to extract a hierarchy file from the HOD file just type:

    HManager -r yourhodfile.hod somefile.hier

    where yourhodfile is the name of some HOD file you are editing, and somefile is the name of the text file to output

    then, to import that data back into a hod file:

    HManager -w yourhodfile.hod somefile.hier newhodfile.hod

    where yourhodfile is some HOD file you are editing, somefile is your hierarchy file, and newhodfile is the file to output.

    Note: the input and output filenames must be different.

    Now, I only tested this with bentus and the hiigaran interceptor, but both worked. I hope this works for you, but you may need to re-compile for whatever platform you are using, so here is the source code. Not pretty, I know, but useable.

    Happy modding, and direct any bug reports to this thread (be sure to include any relavant info i.e. system, processor, the hier file you are working with...etc...)

    EDIT: You can now dump the docking data by using this command:

    HManager -rd yourhodfile.hod somefile.dock


    EDIT: You can now re-import the docking data by using this command:

    HManager -wd yourhodfile.hod somefile.dock newhodfile.hod


    EDIT: The Program can now import/export MRKR chunks

    HManager -rm yourhodfile.hod somefile.mark

    HManager -wm yourhodfile.hod somefile.mark newhodfile.hod

    -Philip "Pip" Kin
    Last edited by pipakin; 23rd Oct 03 at 10:54 PM.

  2. #2
    pipakin
    Guest

    HIER file format

    <Number of Entries>
    <Entry Name>
    <Parent Name ("none" for Root)>
    <Offset from parent>
    <Orientation>
    <Scale>
    <Shear???>
    <Unknown (always -872349439)>
    ...

  3. #3
    pipakin
    Guest
    Example: my WIP "bentus.hier"

    2
    Root
    none
    0.000000 0.000000 0.000000
    0.000000 0.000000 0.000000
    1.000000 1.000000 1.000000
    0.000000 0.000000 0.000000
    -872349439
    Phil_Position
    Root
    0.000000 0.000000 0.000000
    0.000000 0.000000 0.000000
    1.000000 1.000000 1.000000
    0.000000 0.000000 0.000000
    -872349439

  4. #4
    pipakin
    Guest

    Bentus fights back!

    Hard to see, but he's firing a torpedo...YAY!!!!
    (from 0,0,0.....ugh, I need to work on the positioning )


  5. #5
    I am a sun God Ammon Ra's Avatar
    Join Date
    Mar 2002
    Location
    Europe.
    OMFG!!!
    :wow: <-says it all, and this thread is better placed in the advanced forum.

    till it's a one Hell of a jump; direction mods

    Now you just to create a GUI

  6. #6
    starfleet
    Guest
    Nice work Pip now i can try and get the missiles to launch from the CENTER of my ships, even though *winces* it's gonna up the size of my mod something extrodanary, but never the less THANK YOU!!!!

  7. #7
    pipakin
    Guest
    Eh, GUIS are overated

    but seriously, I only made it to fill a gap that existed until the advanced tools from Delphy or Relic come out

    Plus I'm working on Bentus


    -Philip "Pip" Kin

  8. #8
    I am a sun God Ammon Ra's Avatar
    Join Date
    Mar 2002
    Location
    Europe.
    Well, lets get delphy Et. Co. working on this ASAP! if they're not already doing so

  9. #9
    pipakin
    Guest
    Oh, I belive they already are, I got most of my format info from the debug tab of the HOD Viewer...LOL

    EDIT:

    If anyone makes any new hardpoints/adds weapons to a ship, post some screenies here, I wanna see em.



    EDIT#2:

    Actually a GUI may not be far away. I'm working on a program I'm tenatively naming HW2IDE, where you can edit all the scripts/hardpoints/other info in one place. It won't include modelling or anything, but it may still be useful for us die-hard coders

    Last edited by pipakin; 22nd Oct 03 at 1:29 AM.

  10. #10
    starfleet
    Guest
    Btw for those who convert and want to work out in another app where things have to go..

    using DE, to convert to lw i have worked out this part.. in lightwave after you convert they equal as follows

    Code:
    EngineNozzle1
    Root
    x- axis         z axis         y axis
    -1.334036 -0.374619 -8.343287
    0.000000 3.141593 0.000000
    1.000000 1.000000 1.000000
    0.000000 0.000000 0.000000
    though maybe pip can help here.. that entry is as far as i know an engine nozel, the second group of numbers work in numbers from 0 - 3.6? or 0 - 360?

    just thought i'd post that so people can work out in a 3d app where they want to put something

    edit: ohh and that's in meters on the first numbers.
    Last edited by starfleet; 22nd Oct 03 at 1:38 AM.

  11. #11
    pipakin
    Guest
    Actually, I have no idea. I haven't tinkered with it very much myself, I was just happy that it finally worked

    If you figure out specifically, let me know

    Yes, that is the entry for an Engine Nozzle

    Weapon and other hardpoints end with _Position
    also, weapons typically have a _Rest, _Direction, and _Muzzle

    Not sure what all of those are meant for, I'm as new at editing this info as you, I just built the tool that LETS you edit it

    -Philip "Pip" Kin

    EDIT: ok, so the Offset values (the first group of three) are in meters, and the second probably go from 0-3.6, but I'll tinker with an Ion Cannon, as it's easy to see which way it's pointing
    Last edited by pipakin; 22nd Oct 03 at 1:43 AM.

  12. #12
    starfleet
    Guest
    lol editing now i'll let you know once i play with that section (gonna need it now gonna add in side launching torps on the Heavy Destroyer)

    edit: btw any one want to contact me i'm on aim or yim atm

    aim: christainjval
    yim: robgraham_au

  13. #13
    pipakin
    Guest
    When you get 'em workin' post some screenies

    "And the villigers rejoiced..."

    "yay....."


  14. #14
    I wish I knew what you guys were talking about.....my head hurts now....

  15. #15
    pipakin
    Guest
    Don't worry, I plan on making a much more user freindly version soon, prolly be ready by this evening (assuming I don't go to a bar...coding drunk is haaarrrrddddd).

  16. #16
    starfleet
    Guest
    JP: Hardpoints are these things

    StartShipWeaponConfig(NewShipType,"Hgn_VulcanKineticTurret","Weapon_TurretTop","Fire_Top")

    etc on modules etc etc

    we can now add them.. i'm adding where the missiles launch on my interceptors in now.

  17. #17
    I know what they are.....just the converting and such was what I don't understand.....and Starfleet....you have a PM

    Pipakin....figure out that Marine Frigate/ion beam/long range taking over a ship....beast weaon yet?

  18. #18
    pipakin
    Guest
    Hmmm, was workin' on this, but I tried a few things and none have worked out so far...I'll let you know if I uncover anything useable

    EDIT: I think the trick may lie in a AddWeaponResult variant....I'm searching for what the arguments might be...

    but it seems that a ship has to dock in order to capture another ship...I'm just not sure

    EDIT#2: Hey starfleet, once you get a reasonable hardpoint going, can you post the .hier file here so others can use it as a reference? I know people are going to ask for one, and I'm working on something totally unrelated to this right now.
    Last edited by pipakin; 22nd Oct 03 at 1:55 AM.

  19. #19
    starfleet
    Guest
    Yeah.. atm i keep getting crash to desktop on the universe load, so i'm gonna restore from my last .zip seems i've editted a few things and that may be the cause.

  20. #20
    pipakin
    Guest
    Usually (I've found at least) if there is a problem with the HOD files it crashes at DustCloudGroups (Right before the loading screen goes away). So hopefully it wasn't my tool killin' you there

  21. #21
    starfleet
    Guest
    Pimp check this for me really fast

    10
    Root
    none
    0.000000 0.000000 0.000000
    0.000000 0.000000 0.000000
    1.000000 1.000000 1.000000
    0.000000 0.000000 0.000000
    -872349439
    Weapon_M1
    Root
    -3.666000 -1.174600 -3.666000
    0.000000 0.000000 0.000000
    1.000000 1.000000 1.000000
    0.000000 0.000000 0.000000
    -872349439
    Weapon_M2
    Root
    3.666000 -1.174600 -3.666000
    0.000000 0.000000 0.000000
    1.000000 1.000000 1.000000
    0.000000 0.000000 0.000000
    -872349439
    EngineNozzle1
    Root
    -1.334036 -0.374619 -8.343287
    0.000000 3.141593 0.000000
    1.000000 1.000000 1.000000
    0.000000 0.000000 0.000000
    -872349439
    EngineNozzle2
    Root
    1.334247 -0.374619 -8.343287
    0.000000 3.141593 0.000000
    1.000000 1.000000 1.000000
    0.000000 0.000000 0.000000
    -872349439
    Weapon_FrontGun_Position
    Root
    0.577608 -0.606758 7.028312
    0.000000 0.000000 0.000000
    1.000000 1.000000 1.000000
    0.000000 0.000000 0.000000
    -872349439
    Weapon_FrontGun_Muzzle
    Weapon_FrontGun_Position
    0.000000 0.000000 0.000000
    0.000000 0.000000 0.000000
    1.000000 1.000000 1.000000
    0.000000 0.000000 0.000000
    -872349439
    Weapon_FrontGun_Rest
    Weapon_FrontGun_Position
    0.000000 0.000000 4.803081
    0.000000 0.000000 0.000000
    1.000000 1.000000 1.000000
    0.000000 0.000000 0.000000
    -872349439
    Weapon_FrontGun_Direction
    Weapon_FrontGun_Position
    0.000000 3.679605 0.091561
    0.000000 0.000000 0.000000
    1.000000 1.000000 1.000000
    0.000000 0.000000 0.000000
    -872349439
    EngineNozzle3
    Root
    -0.050440 -0.419020 -8.370760
    0.000000 3.141593 0.000000
    1.000000 1.000000 1.000000
    0.000000 0.000000 0.000000
    -872349439

    as far as i can tell that part is correct yes?

  22. #22
    pipakin
    Guest
    Seems correct, one thing to mention is my program is a bit finicky when it comes to whitespace. make sure there are no newlines at the beginnig of the file, and only one space between the values that are on the same line.

    Looks good, does my program run without locking up? (if so, it has to be correct )

  23. #23
    starfleet
    Guest
    pip even.. has to be something from that.. if i remove the new interceptor file revert to normal it works, if i add and then add the new hard point it doesn't..

  24. #24
    pipakin
    Guest
    Also, you HAVE to write the data back to the HOD file in order to use it in-game

    ie:

    HManager -w hgn_interceptor.HOD intie.hier new_hgn_interceptor.HOD

    and then copy the new one over the old one.

    pain in the arse?

    I know.

    It'll be easier in the next release I promise
    Last edited by pipakin; 22nd Oct 03 at 2:11 AM.

  25. #25
    pipakin
    Guest
    Oh, crap, one thing, you need to change
    Weapon_M1 to Weapon_M1_Position
    and
    Weapon_M2 to Weapon_M2_Position

    the Engine appends that to any hardpoint assgnments in the lua file

  26. #26
    starfleet
    Guest
    yeah done that lol.. didn't know the second thing let me try it

    -Rob

  27. #27
    pipakin
    Guest
    Alrighty let me know what happens

  28. #28
    starfleet
    Guest
    Woot worked, will have a SS in a few (have to build the fighter production bay and the interceptors and then HOPEFULLY it works )

  29. #29
    pipakin
    Guest
    YAY!

    Glad it worked for ya

    Don't you love being a guinea pig?

    :jk:
    Last edited by pipakin; 22nd Oct 03 at 2:24 AM.

  30. #30
    pipakin
    Guest
    Ok, Well, I'm headed home so I'll be on later if you need any more info, just leave a note here on PM me

    Happy Modding!

    -Philip "Pip" Kin

  31. #31
    starfleet
    Guest


    Not the best shot but it shows the missiles no longer launching form the center, if we can ever work out how to add new mesh's i'd most likely model an actual missile launcher there (maybe i will make it a module that sits there or something so you have to build it *shrugs)), anyway here is how you do it. for the interceptor

    1. Take the .hod file from the straight .big file, move it some place easy to find and put Pip's tool in there (hgn_interceptor.hod)
    2. open your command prompt window and move to the directory where the file's are.
    3. type hmanager -w hng_interceptor.hod hgn_interceptor.heir
    4. Open the hgn_interceptor.heir file in a notepad, you will notice that it has a bunch of info at the top you will notice is has 8 change this to 10.
    5. Now if you have a 3d program this becomes easy otherwise you will need to guess (which isn't easy) basically open the compleate .hod objs into your 3d program do NOT rotate the file!!!! now using points (in lightwave) or verts (in 3dmax) or what ever allows you to make a single point in your 3d app, work out where you want the object, remember that the x,y,z does not work exactly like that when you put it into the heir file, instead you have to refure to the info on the first page... got where you want the object in? in this case we'll use the wings..
    6. Ok back to the Heir file, we need to add in those new launching points so what we do is first go to the end of the file. on a new line add this
    Code:
    Weapon_M1_Position
    what is this? it's the Name for weapons this MUST be position (as you might have worked out i found out the hard way )
    next you want to tell it what object it's referancing from in this case it's the ROOT object. so on the next line we add
    Code:
    ROOT
    Ok now we have to tell the object where abouts from that one it's sitting, it's the first lot of numbers you see in all the others, in this case on the next line add this
    Code:
    -3.666000 -1.174600 -3.666000
    the next line is what direction it's facing i'm still playing with this once I have some hard info i'll let you know but we want it facing forward so we just put
    Code:
    0.000000 0.000000 0.000000
    The next line is easy again it's just
    Code:
    1.000000 1.000000 1.000000
    this seems fairly universal in most of the hods.
    the next line is
    Code:
    0.000000 0.000000 0.000000
    and finally that garbage line of
    Code:
    -872349439
    Please remember you need 6 VALUES in each line wiht out it it crashes. ok so you should now have

    Code:
    Weapon_M1_Position
    Root
    -3.666000 -1.174600 -3.666000
    0.000000 0.000000 0.000000
    1.000000 1.000000 1.000000
    0.000000 0.000000 0.000000
    -872349439
    for the other sides launcher we just have to change one value and the name so it should now look like this

    Code:
    Weapon_M2_Position
    Root
    3.666000 -1.174600 -3.666000
    0.000000 0.000000 0.000000
    1.000000 1.000000 1.000000
    0.000000 0.000000 0.000000
    -872349439
    now save that file.. done? Good. Go back to the command prompt this time you type this

    hmanager -w h
    gn_interceptor.hod hgn_interceptor.heir hgn_interceptor1.hod

    you should now have a new .hod file called surprisingly hgn_interceptor1.hod move this file to your ships/hgn_interceptor/ directory rename it to hgn_interceptor.hod

    now we have to change the main file in my case i have missile launchers on my ship and the supporting files there but you could add machine guns etc etc to the wings, what you need to do is add the hardpoints in just like normal ie.
    Code:
    StartShipWeaponConfig(NewShipType,"Ftr_IntMissileLauncher","Weapon_M1","FireM")
    StartShipWeaponConfig(NewShipType,"Ftr_IntMissileLauncher","Weapon_M2","FireM")
    StartShipWeaponConfig(NewShipType,"Hgn_KineticAutoGun","Weapon_FrontGun","Fire")
    As you can see the missiles launch from the new hardpoints.. have fun.

  32. #32
    :loco:

  33. #33
    I am a sun God Ammon Ra's Avatar
    Join Date
    Mar 2002
    Location
    Europe.
    ??? loco? that seems quite easy inprinciple

    Yes in princilpe

  34. #34
    Khaos
    Guest
    Oh, oh, oh...two words...Chimera Station...oh yea baby!

    Gotta go to school though, I'll start work on that when I get home

    Might have to reinstall 3d MAX so I can get those point locations.

  35. #35
    I put the wrong smile face.....i meant to do the one with the buggy eyes....


    this one
    :gonemad:

    because after reading what he did.....i went mad....sorry for the confusion

  36. #36
    starfleet
    Guest
    destoryer doesn't seem to like it i added all the nessacary hp's to add a new turrent in and nothing appears when you tell it to put the turrent there.. HOD loads, .ship file loads no turrent in the position though (tried to add one further back) a missile launcher i added to fire out the side worked thou............. it fires and fire and fires lol. any idea why turrents might not appear?

  37. #37
    Pesmontis
    Guest
    I'm astonished !

    This hierarchy editing works VERY flexible, so Pipakin, I think you opened a big gate there :-)

    With respect to turrets I'd say they're more like meshes which would need to be added to the HOD as well, Starfleet. With your explanation on missile points I can only but start right off having missiles on my intie too, yeah ! ;-)
    Last edited by Pesmontis; 22nd Oct 03 at 6:11 AM.

  38. #38
    pipakin
    Guest
    Actually, I think turrets may also require those sub objects I was talking about. Take a look at existing ones and you'll get my drift.

    Like this

    Root
    --TurretPoint_Position
    ----TurretPoint_Direction
    ----TurretPoint_Rest
    ----TurretPoint_Muzzle

    not sure what those objects are, just that most existing weapon systems have them

  39. #39
    pipakin
    Guest
    I THINK the _Rest entry is for the direction of the turret when at....rest?

    perhaps the _Muzzle is the location for the bullets?
    and the _Direction....crap, i dunno, seems to me it would be the same as _Rest...sigh...

  40. #40
    Pesmontis
    Guest
    I'd say 'Muzzle' is the position where the 'fire-effect' originates, i.e. at the end of a barrel. Look at it as one mesh (the 'fire-effect' mesh) being connected to another (i.e. the 'barrel', or usually a 'Latitude' mesh).

    So it's 'fire-efect' -> 'Muzzle-point' -> 'Latitude-mesh' -> 'Turret-main-object-position' -> ship-mesh ('Root'-mesh).

    There's more to it, but that would make it confusing.

  41. #41
    pipakin
    Guest
    Good Point. I haven't really had a chance to fiddle with it yet...wrote the editor and can't use it cuz I'm too busy...

    EDIT: (starfleet's been putting my program through the ringers though, apparently it wasn't as hard to use as I thought it would be, considering I wrote it for my own use only)

    -Philip "Pip" Kin
    Last edited by pipakin; 22nd Oct 03 at 8:41 AM.

  42. #42
    ZephyrSB
    Guest
    Just a quick note on the directions after about 2mins of fiddling with this great app

    The directions look suspiciously like they are in radians. For those of you who have never heard of these (ie anyone who isn't a maths/physics freak like me), radians are like degrees, but a full circle (360 degrees) is equivalent to 2*PI (about 6.28). The number in most engine nozzles (pointing out the back) is 3.142, which is of course PI, and the same as 180 degrees in the radian system. Convert from degrees to radians by multiplying by 2*PI and dividing by 360, or multiply by 360 and divide by 2*PI to go the other way.

    Now I've got that off my chest, I'll go back to fiddling

  43. #43
    pipakin
    Guest
    Nice!

    so, the numbers so far

    offset[3] in meters
    orientation[3] in radians
    scale[3] ummm self-explanatory
    shear?[3] no freakin' clue, somebaody tinker with this please
    BTW I only use the description "Shear?" because that's how it was described in HOD Viewer's debug tab...
    unknown (actually this is a 3 byte string typically 01 01 01) ignore it for now.

    :hide:

    -Philip "Pip" Kin
    Last edited by pipakin; 22nd Oct 03 at 10:02 AM.

  44. #44
    pipakin
    Guest
    So my next idea is to allow for importation of object positions from a 3d file... like something you export out of Maya or 3dsmax. Would save people having to stare at floating-point numbers

  45. #45
    Tagar
    Guest
    Quite interesting

  46. #46
    pipakin
    Guest
    Just Wait till I post the modified Bentus...

    3 Ion Cannons (front facing)
    6 Energy Turrets (Sides)
    2 Heavy Cluster Torpedo Launchers (From inside)

    not to mention I'm working on a way to de-code the docking info...
    I WILL HAVE SHIPS LAUNCHING FROM BENTUS!

    mwah hah hah!

    LOL

    anyways,

    -Philip "Pip" Kin

  47. #47
    Naquaii
    Guest
    And we'd be able to make complete docking paths for the keeper... My progenitor mod would feel so nice...
    Please hurry! :bandit:

  48. #48
    okashi
    Guest
    Uhh just a note on turrets. I think you can just add a subsystem slot in the .hod and then add a turret subsystem on that slot in the .shp file. That way you dont have to fiddle with all those weapon specific values in the .hod file. Im gonna try this out as soon as I can get my hands on a 3d program....

  49. #49
    Tagar
    Guest
    what would be nice..... Trade ships Warping in the middle of bentus and fly out of it

    Tho i am against having torpedoes on Bentus.

    It feals so............ Low tech for being them :devil:

  50. #50
    okashi
    Guest
    Yippi I managed to add a kineticturret on a bc! No screens though, no place to host.

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