Page 2 of 4 FirstFirst 1234 LastLast
Results 51 to 100 of 171

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

  1. #51
    pipakin
    Guest
    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

  2. #52
    Multiplicity
    Guest
    -- 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.
    Last edited by Multiplicity; 25th Oct 03 at 11:54 PM.

  3. #53
    pipakin
    Guest
    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

  4. #54
    pipakin
    Guest
    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

  5. #55
    Multiplicity
    Guest
    "P.S. Don't be too hard on the GUI editor. I wrote that version in 2 hrs"

    ha ha ha, *smiles* *nods*

  6. #56
    pipakin
    Guest
    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

  7. #57
    pipakin
    Guest
    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


    -Philip "Pip" Kin

  8. #58
    Multiplicity
    Guest
    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)
    Last edited by Multiplicity; 26th Oct 03 at 4:51 PM.

  9. #59
    pipakin
    Guest
    grrr....ok, I'll take a look. You may have to wait an hr or two for me to post the updated ver though.

  10. #60
    Multiplicity
    Guest
    "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.
    Last edited by Multiplicity; 26th Oct 03 at 5:02 PM.

  11. #61
    pipakin
    Guest
    Well, that's part of the gui version.

    -Philip "Pip" Kin

  12. #62
    pipakin
    Guest
    and now here's the new version!!!! (0.7a)

    Yippie!

    -Philip "Pip" Kin

    PS: *bump*

  13. #63
    Slamoid
    Guest
    As one dear, dear favor...

    .OBJ OBJECT IMPORTING!!

    DEAR GOD PLEASE!!



    Thank you.:hide:

  14. #64
    pipakin
    Guest
    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

  15. #65
    pipakin
    Guest
    Ok, that's all the updates for today, now I have to go feed my complaining belly.

    Happy modding!!

    -Philip "Pip" Kin

  16. #66
    Slamoid
    Guest
    Pip... I love you.

    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:

  17. #67
    Multiplicity
    Guest
    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.
    Last edited by Multiplicity; 26th Oct 03 at 10:54 PM.

  18. #68
    Slamoid
    Guest
    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:

  19. #69
    thesamonthemoon
    Guest
    Sure, the .NET framework version 1.1 is here. 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
    Last edited by thesamonthemoon; 27th Oct 03 at 12:26 AM.

  20. #70
    pipakin
    Guest
    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.
    Last edited by pipakin; 27th Oct 03 at 9:54 AM.

  21. #71
    pipakin
    Guest
    Fixed *bump*

  22. #72
    Slamoid
    Guest
    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:

  23. #73
    pipakin
    Guest
    What error do you get specifically?

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

  24. #74
    pipakin
    Guest
    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

  25. #75
    pipakin
    Guest
    Fixed small positioning bug.

  26. #76
    pipakin
    Guest
    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.

  27. #77
    Slamoid
    Guest
    Here's the detail tab on the error the Framework gives me:

    Code:
    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.

  28. #78
    pipakin
    Guest
    Ok, now a few other questions:

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

    -Philip "Pip" Kin

  29. #79
    Multiplicity
    Guest
    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..
    Last edited by Multiplicity; 27th Oct 03 at 1:46 PM.

  30. #80
    pipakin
    Guest
    LOL

    I love it

    Did you add the turret model?

    -Philip "Pip" Kin

  31. #81
    Multiplicity
    Guest
    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

  32. #82
    pipakin
    Guest
    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

  33. #83
    starfuryzeta
    Guest
    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!

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

  34. #84
    Multiplicity
    Guest
    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.
    *
    *
    *
    Last edited by Multiplicity; 27th Oct 03 at 2:13 PM.

  35. #85
    pipakin
    Guest
    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:
    Last edited by pipakin; 27th Oct 03 at 2:09 PM.

  36. #86
    pipakin
    Guest
    Okie dokie, flipped 'em over, and adjusted the point vals to match. Should be a little more intuitive now.

  37. #87
    Multiplicity
    Guest
    ha ha, yeah

  38. #88
    starfuryzeta
    Guest

  39. #89
    pipakin
    Guest
    WHOA...Heavy firepower

    :wow:

    Like it

    -Philip "Pip" Kin

  40. #90
    BentusiTrader
    Guest
    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!

  41. #91
    Multiplicity
    Guest
    take a look at this: http://forums.relicnews.com/showthre...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.
    Last edited by Multiplicity; 27th Oct 03 at 6:23 PM.

  42. #92
    BentusiTrader
    Guest
    Thanks again! You guys have the patience of Job...

  43. #93
    starfuryzeta
    Guest
    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!

  44. #94
    fluffypuppy
    Guest
    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.

  45. #95
    IskatuMesk
    Guest
    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!?

  46. #96
    pipakin
    Guest
    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

  47. #97
    Skeeter
    Guest
    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?

  48. #98
    Greggy
    Guest
    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 ?

  49. #99
    pipakin
    Guest
    Greggy, HOD viewer grabs those from other sections of the HOD file. Technically thos aren't hardpoints at all.

  50. #100
    Greggy
    Guest
    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:

Page 2 of 4 FirstFirst 1234 LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •