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Cold Fusion HOD Editor v4.0.2.4 released!

  1. #1

    Cold Fusion HOD Editor v4.0.2.4 released!

    Cold Fusion HOD Editor is a HOD file editor for Homeworld2, which allows you to edit all types of HOD files, that contain ships, backgrounds and UI meshes.
    Cold Fusion HOD Editor also allows simultaneous editing of MAD files, which contain animation data.

    You'll need the latest redistributable of DirectX.
    You'll also need .NET framework 3.5

    Link:
    https://docs.google.com/open?id=0B9-...kZCLXA0LXNyMFU

    Source Code:
    https://docs.google.com/open?id=0B9-...FZJMlY5Qnh3Uk0

    Enjoy!
    Last edited by 4E534B; 11th Jun 12 at 11:48 PM.

  2. #2
    Cool, does this include the tangent calculation code I added to the last version I released?

    I also don't suppose you could add parallax mapping in the preview? either that or the ability to switch a surface between the different defined texture channels?


    HW2:B5TC Team Member (Effects and Game Scripting), HW2 Shader Designer, CFHodEd Maintainer, Nuclear Physicist

  3. #3
    Member ajlsunrise's Avatar
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    Hmmm... interesting... I'll have to take a peek at it when I have the time.
    Would you be interested in looking at some code I developed (VB6) that will export the HOD as a DirectX file?

  4. #4
    @CnlPepper:
    No. As I said, this is still less than half finished. I'll add it (with due credit, ofcourse).
    I also intend to work in all other changes that you made as well.

    Adding parallax mapping preview would be possible, but what shader (name) do you use in HW2? Basically, some of the most used HW2 shaders are mapped to CFHE's own shaders (e.g. a HW2 'ship' shader, is mapped to PS1.4 shader in CFHE, which allows for team stripe colour, specular, glow effects (see Tools->Options to change team\stripe colours and badge texture.). So if you map parallax to ship shader, then I'll have to make some alternate arragnements, otherwise adding parallax mapping preview should be possible.

    @ajlsunrise:
    Ofcourse.

  5. #5
    Member MatthCoFreak's Avatar
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    I'm having this error when I try to run it :
    Code:
    System.IO.FileNotFoundException: Impossible de charger le fichier ou l'assembly 'Microsoft.DirectX, Version=1.0.2902.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35' ou une de ses dépendances. Le fichier spécifié est introuvable.
    Nom du fichier*: 'Microsoft.DirectX, Version=1.0.2902.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35'
       à D3DHelper.D3DHelper.InitializeD3DHelper()
       à CFHodEd.My.MyApplication.InitializeComponents()
       à CFHodEd.My.MyApplication.MyApplication_Startup(Object sender, StartupEventArgs e)
       à Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.OnStartup(StartupEventArgs eventArgs)
       à Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.DoApplicationModel()
    What version of DirectX do you need ? Please tell me it's not DX10, that would be ridiculously stupid. Many of us, if not most, run Win XP.
    Lead developer of the Homeworld: Blue Planet TC.
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    To all newbies : remember to use S110's clean data.
    Latest version of CFHodEd.

  6. #6
    DirectX 9.0c

    August 2007? I think.
    Try this link: http://www.microsoft.com/downloads/d...displaylang=en

    But I'd recommend the latest one. If you do not want to download the whole thing, why not try web installer? It will download only the components that need to be updated. For web installer, use this link: http://www.microsoft.com/downloads/d...displaylang=en

    The whole idea behind this was to make it compatible with ALL machines.

  7. #7
    Great step in the right direction!

    I'll be interested to try this out when I get the chance.
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  8. #8
    Member MatthCoFreak's Avatar
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    That fixed it. I could have sworn I had the most recent DX installed...
    Anyway, looks quite good. I like the possibility to preview team colors and badges on the fly, as well as (at last) previewing the LODs, and changing all the Hierarchy hardpoints by hand without having to open the preview window for each change. This is gonna save a LOOOOOOOOT of time.

    The only problem is that given the ship is rendered at all times, everything you might want to run along with it is going quite slow - same problem happened with the previous versions when previewing, and could be easily solved by closing the preview window. Any chance of implementing a fps limiter or something ?

  9. #9
    Isn't 60 frames/second limited already?

    I run Visual Studio 2008 with CFHodEd while debugging, no offence meant, but I never experienced any lag. I only experienced lag when frame rate shot up to 500+, but now it is limited by your screen's refresh rate.

    EDIT: What processor do you use? The machine I tested it on has a Mobile Core i3 processor (@ 2.13 GHz)
    Note that CFHodEd now uses atleast two threads, also AFAIK, there is additional one thread running behind the scenes in .NET applications. If you open a texture preview or mesh transformer window, that's one more thread, so CFHodEd can use as many as 4 threads at any particular instant. A single core, single threaded uniprocessor can affect performance.

  10. #10
    True, on actual cfhod version, preview take down a bunch of perf on my computer.

  11. #11
    Member Carl's Avatar
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    I'm running a Phenom I 9500 and the old vershion gives me major lagginess when the preview is open.

    A couple of idea's to check out:

    1. Quite a few people probably aren't running close to good current hardware. I'm running an old, old, old 8800. Others are probably running not much better than that.

    2. my old system with a radeon 9800 Pro nmever had any lag even with huge models. But in turn none of the m,arkers would show up. So i'd go through the code and check that the markers aren't somehow creating a massive amount of lag, eithier processor or image related.

    3. 60FPS is probably too high. I'd set the limit down some more. It's not like we have constantly moving graphics.
    I don't know what i'm talking about, ignore me.

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  12. #12
    I'm running a Phenom I 9500 and the old vershion gives me major lagginess when the preview is open.
    That doesn't make any sense to me. I developed the older version on a Pentium 4, 2.4GHz, and a nVidia FX5200 graphic card. Never had any lag. I never knew that the old version caused lag.

    As for reducing FPS further, I'll see if DirectX has something inbuilt. If I add frame rate throttling code it woudn't be as accurate as that which is built in DirectX and could lead to a frame rate that is lesser than what should be.

  13. #13
    Member Carl's Avatar
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    That doesn't make any sense to me. I developed the older version on a Pentium 4, 2.4GHz, and a nVidia FX5200 graphic card. Never had any lag. I never knew that the old version caused lag.
    Only with the preivew window open and only on large ships, (MS/SHipyard/BC). I can send you the .hod file of one of my modified BC's which is an example of a very laggy ship, (it has a whole bunch of extra meshes/textures added over the norm). Note i don't get lag in the preivew window. Only if i try to do somthing else with it open.

  14. #14
    Yes I'd like to see your ship.

    Tell me what other programs are running (include programs running in the background as well, disk defragmenter, if any, and anything else). Also, mention how much RAM you have, and how much of it is free.

  15. #15
    Member Carl's Avatar
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    Right give me a bit to upload the files as i want to anwser your other questions quickly.

    I have 3GB of ram avalibile for use, (my 8800 steals a GB with it's turbo-cache function), I can't really say how much i have free as i never checked, (though i strongly suspect that is the issue), but in terms of other programs running;

    Ushualy IE with 3-4 tabs open, mostly on relicnews.

    I'll somtimes have Works word processor open, and allways have MSN and AVG up. Pretty much everything else is opened and closed on demand. Though whilst modding i'll generally have several my computer windows open in various parts of my mod folders.

    I'm running vista.

    Now give me a minute to deal with my thread over in the workshop and i'll upload those files somwhere.

  16. #16
    Member Dark Sentinel's Avatar
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    I'd suggest to make possible to 'disable' the preview window. It's not needed all the time, for example, when you add textures and compound materials.
    Also, it's a little bit slow, CFHodEd 3 needed 5 seconds lo run and load a hod, CFHodEd 4 needs at least 20.
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  17. #17
    Member Carl's Avatar
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    http://www.filefront.com/16861281/Ships.exe

    There we go. It's a self extracting rar archive for you.

    My suggestion: make it possible to pan the view. Right now all you can do is drag the ship off centre and it can make it very hard to view things from certain angles. If I could pan the view about I’d find positioning stuff MUCH easier.

  18. #18
    @Carl:
    That doesn't sound like a heavy load...

    Wait a sec -- stock HW2 ships?

    There is NO lag here.

    To pan the view, do one of following:
    - press left and right mouse buttons together and drag, -or-
    - press middle mouse button and drag.

    @Dark Sentinel:
    That's a good idea, what will be there when rendering is disabled?

    I think the first load requires that much time. Aren't subsequent loads faster? Or it takes that much every time?

  19. #19
    Member Dark Sentinel's Avatar
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    Just a dark screen... or... don't know, "Here could be you advertisment"...
    Upd:
    It requires 10 sec to start anytime and 15...45 sec to load a Hod.
    Last edited by Dark Sentinel; 25th Jun 10 at 5:20 AM.

  20. #20
    Me, even with just like attackdroid hod by exemple. It is smooth untill i only run cfhod. But when i open milkshape, even on a empty project, the entire computer is like 1 sec lag and fps.

  21. #21
    Member Carl's Avatar
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    @Carl:
    That doesn't sound like a heavy load...

    Wait a sec -- stock HW2 ships?

    There is NO lag here.

    To pan the view, do one of following:
    - press left and right mouse buttons together and drag, -or-
    - press middle mouse button and drag.
    They have had several extra's added to them.

    Regarding the panning. I don't know if it's just me but that doesn’t work correctly.

    What I get is the ship ONLY dragging in one direction and it does so by moving the ship relative to the centre of the preview environment, rather than moving the camera centre. So when I try and twist the ship round to look at the same spot from a different angle the ship ends up a 100 meters or more behind the camera, or a couple of hundred metres away from the maximum zoom point if it goes the other direction. In the case of the BC I have to drag so far off centre to see the front stuff from some angles that the light source no longer illuminates things, making it even harder. I want the panning to move the camera, not the sip about, (as it does with zoom and rotation).

  22. #22
    It doesn't drag in one direction... to pan, say to move the camera target to the ship's back, first, look at the ship from the top, then pan towards the ship's end. After that, rotate the camera. When you rotate the camera, you'll notice that now it's centered at the ship's back.
    Camera pan causes the camera to be moved perpendicular to the vector joining camera position and camera target (origin unless changed by camera pan). I think that is correct.
    In the old version, though, it used to move the ship and not the camera. But in the new version, it moves the camera (and light attached to it), and not the ship.

  23. #23
    Member Carl's Avatar
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    Ahh, right, well i'm still using the old tangent vershion, (i haven't tried this yet), so it was sort of a requested feature. But if you've allready done it.

    Big Thumbs up.

  24. #24
    WHAT!!! I though you were using the new one.
    Anyways, do try the new one and tell me what you think of it.

  25. #25
    Member Carl's Avatar
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    WHAT!!! I though you were using the new one.
    Anyways, do try the new one and tell me what you think of it.
    Sorry, thought i'd been clear.

    Don't worry i intend to give it a whirl in the not too distant future, just as soon as i have more model editing to do, the advantage of proper panning is going to be a godsend.

  26. #26
    Code:
    System.BadImageFormatException:  is not a valid Win32 application. (Exception from HRESULT: 0x800700C1)
       at D3DHelper.D3DHelper.InitializeD3DHelper()
       at CFHodEd.My.MyApplication.InitializeComponents()
       at CFHodEd.My.MyApplication.MyApplication_Startup(Object sender, StartupEventArgs e)
       at Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.OnStartup(StartupEventArgs eventArgs)
       at Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.DoApplicationModel()
    I'm on Windows7, and used the DirectX web updater linked above to make sure I was all up to date.

    I would like to say that it is very, very nice to see you back and kicking. So far all the changes mentioned are great. Some thoughts:

    Is the ship preview window still vertically flipped? In 3 the left side of the ship is displayed as the right, and so forth.

    Is it possible to preview background hods and starfeilds?

    A feature I would greatly desire is the ability to preview a dock path, that is see all the points in a path at once and have lines visibly drawn between them. That would make dockpath editing much easier, in my opinion.

    Thank you for all the indispensable tools you have made over the years.
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    Open to new members

  27. #27
    awesome work 4E534B. C&C incoming!
    will this be fully compatible with ATI cards? as 3.x had trouble with that... (as i have already said), as far as i tested v4 it works....

    on the lag topic, i didnt had any problem at all, neither v3.x or v4. it takes smth like 3 sec to load balcora gate hod file with v3.x and v4. but previews are faster in v4 than in v3.x.

    not sure if i like the joint being rendered through all ship geom... mb needs a option for that.

    id like to see the preview window being used for the texture preview if you select it in the texture menu. and possible to only view a certain channel: R/G/B/A (not sure if more are possible, dont think so)

    also the in/out zooming with the RMB is way too sensitive, while the middle mouse button drag isnt sensitive enough. i like the sensitivity of the standard orbit.

    more types of light, like fully lit, default, barely lit, red/blue/green light etc.

    a default badge, the CFhodED icon ofc

    its very irritating that you cant tick a checkbox without selecting it first...

    better tool tips. for example a tooltip saying the normally used mat params:
    $diffuse
    $glow
    $normal (not vanilla HW2, but used a lot anyway)
    Forever never comes around
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  28. #28
    I have added support for engine shapes, engine glows and engine burns, and tested them in-game too. You can now import ships without navlights, markers, dockpaths and normal maps in Homeworld2. Link has not been changed.

    @Siber: Are you using 64-bit windows 7? I never tested on 64 bit, but I think .NET applications work on both 32-bit and 64-bit without any modification.

    The ship preview is still flipped. DirectX uses a left-handed co-ordinate system, and you're talking about the right-handed co-ordinate system. I'll see what I can do.

    It was possible to view background HODs and star fields in the older version, I guess, but if there was a problem, I don't think it would be there in this version when I add it (you can see background HODs, though. Only starfields cannot be seen or edited or saved). You see, this is a complete re-write from scratch... made up everything in v4 without refering to v3 and older versions. So externally this may appear like v3, but internally, almost everything is changed.

    I'll add dockpaths when I add support for dockpaths.

    @sudazima:
    Yes this is fully compatible with ATI cards. I tested this on an ATI 4670. I'll soon test it on onboard ATI 4200 series.

    I'll add more types of lights in upcoming versions, as you said.

    About the checkbox, I doubt I can do something. They are standard .NET controls.

    EDIT:
    You're probably running a 64-bit OS. It will not work on a 64 bit OS. I'll modify build settings, and post it. Then, tell me whether it works or not.
    Last edited by 4E534B; 25th Jun 10 at 11:45 PM.

  29. #29
    About the checkbox, I doubt I can do something. They are standard .NET controls.
    blegh.

    related to that is an option to tick a box and have all children of it be ticked aswell. also a collapse/expand all button

  30. #30
    Oh hey, hod preview works on background meshes in 3.x. I never noticed that, probably because theres no button for it in the background meshes section. Though it doesn't display quite the same as in game, but hey.

    I am using 64 bit, yes. Might trying to compile it myself with visual studio express be a worthwhile and illuminating step?

    Also, do you have any plans to revisit some of your other, less mature tools in this fashion? The current state of NisEd and MadEd are moderate roadblocks to certain kinds of modding.

    And while you're at it, I'd like a pony too.

    Edit: Just caught your edit. I will stand by.

  31. #31
    Try this:
    http://www.4shared.com/file/q8jPeAuC/CFHodEdv4.html

    If it works I'll replace the main link with this tomorrow.

    @sudazima:
    Good idea. I'll do it in the next update.

    @Siber:
    The problem is with the fact that the Managed DirectX assemblies (DLLs) are 32-bit. Compiling on a 64-bit machine woudn't improve it.

    I'm really, really running out of time, but I'd like to improve MadEd and NisEd (actually, you see 6 DLLs with CFHodEd, right, I'm hoping to make MadEd and NisEd use these DLLs, if I get the time),

    And while you're at it, I'd like a pony too.
    Umm, what?
    Last edited by 4E534B; 26th Jun 10 at 1:28 AM.

  32. #32
    The pony comment is meant to signify that I recognize I might be being a bit outlandish in my demands. Like a little child demanding a pony. Sorry for any confusion.

    That link totally works, and totally kicks ass. I haven't tested with setting up and saving out new hods yet, but I like what I see a lot.

  33. #33
    So it doesn't throw that error... Good thing it worked. The other things should work I guess.

    @sudazima:
    If your're talking about joints (the tree view), then right click on any item to open a context menu, which has those options (check\uncheck all children, and the item itself), along with expand and collapse commands.

  34. #34
    more feedback:

    have render joints on by default.

    if you select a mat and change from color to texture and back the tex is unbound, should be to have the same tex as previously.

    undo doesnt seem to do anything :s

    cant resize the non-preview window (left side windows).

    what is Culture=neutral in the config file? the . or , seperator?

    separate default dirs for opening .hod files and others like the .st shader files.

    better/separate menu for reassigning mats to geom.

    the re-normal button doesnt seem to do anything.

    the transform menu shouldnt be a new window but just change the leftside menu and the preview window.

    transform hod options.

    not sure how hard it is to have an option to display UVs over the texture preview, that be nice too.

  35. #35
    I attempted to import an OBJ file into a hod.

    This happened.

  36. #36
    That happens in the debug version only, when it detects an invalid vertex\UV\normal reference. It should be safe to click ignore. The release versions will not perform these checks.

    @sudazima:
    Undo hasn't been implemented yet.

    The re-normal button re-calculates the normals of the selected item. Incase your mesh already has normals, the change may not be visible. But if you import a mesh and lighting effects are not rendered properly, one can re-normal the mesh and changes can be seen.

    Transform HOD option will be added soon.

    EDIT:
    Added a window to edit light properties.
    Also, now, whenever the CFHodEd window is not active, frame rate drops to 15 frames/second.

    You can now download the updated version. Link has not been changed.

    EDIT:
    Added support for nav-lights.

    You can now download the updated version. Link has not been changed. Also, the source code has been updated.
    Last edited by 4E534B; 26th Jun 10 at 10:26 AM.

  37. #37
    im digging the light/spec mapping, but it seems to de/saturate when not/viewing at an angle... will normal/paralax mapping be included? that really be cool.

    light values for ambiance and diff go from 0-1 while spec goes from 0-255 right....?

    cant open multiple hod files at the same time like in v3.x

    drag goes the wrong way i think. v3.x had it right in my view, v4 is vice versa.

    reimport option on textures would be nice, since the import path is known.

    right click menu for navlights and geom windows.

    when loading mat params from shader files:
    the current params should be kept if they are in that shader.
    the params not listed should be.

    add versions perhaps.... its all 4.0.0.0 atm. i always find it usefull to know which version i/others have.

  38. #38
    Something I noticed, glow mapping doesn't seem to work, or works very weakly. If this is in fact already implemented, perhaps itis an artifact of HW2 wanting halftoned maps, with 127 green being full glow. Otherwise, the ship preview is fantastically close to in-game.

    Pipedream time! Would it be feasible to have the program load a HW2 shader directory and replace its shaders with the ones it finds there? If that is possible, it'd allow for easy adapting to the different versions of shaders that different mods use.

  39. #39
    Member Battlecry's Avatar
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    One small issue I've run into so far; when I set CFHod 4.0 as the default program for opening HOD files, it does not open the selected HOD file, instead it loads a blank template and I have to manually select the file location/HOD to load. (unlike in CFHod v3)

  40. #40
    @sudazima:
    Specular is also 0 to 1. 10 means that specular will have 10x more effect than diffuse lighting. In HW2, specular lights are half of diffuse lights (which means specular lights in CFHE are 20x "brighter"). This is done to help those who make textures, to verify that glow maps are behaving properly. I'll try to add normal\parallax shaders, once I add support for calculating tangents.

    To rename shader used, you do not need to use import. Instead, use the rename button (to the right of shader name)

    To open multiple files, you'll have to run multiple instances of CFHE. But note that the cut\copy\paste function will not work across two different instances of CFHE.

    Originally, I had intended to release a fully functional version of CFHE, but to ease bug finding, I released it half-finished in the hope of locating bugs more quickly. When I add tangent support, I'll make it v4.1. Until then, it'll stay v4 update x.

    @Siber:
    I have made *EXACT* translations of HW2's shaders (atleast it's identical to the shaders in tthe fp_arb folder). I believe ships should look identical, both in game and in CFHE. But if you're really really sure that glow maps are not working properly, then I'll modify them.

    Also, it's not possible to use HW2's shaders because they're fragment programs, used in OpenGL, not DirectX. Besides, we don't need to use those shaders, I've translated most used ones, like ship, thruster (go to engine glow section to adjust the ship's "thruster power" and see the effect of texture blending), badge, matte, mattealpha (try opening meg_bentusruined and see the alpha effects), and megalith.

    @Battlecry:
    Will be implemented and added in the next version.

  41. #41
    Member MelvinVM's Avatar
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    There seems to be a light issue for me.

    Using a old HOD tool my ships look just fine, however when I use this program (latest) the ships come out black.

  42. #42
    Can you post a screenshot? Do other things like navlights, joints render? Can the textures be seen in texture preview window? (or the mesh transformer window shows anything?) Does it happen with all (including HW2 stock) HODs? Also, which graphic card are you using?

    EDIT:
    Added support for editing markers.
    Modified shaders to make glow effects more noticeable.
    Added a new display mode -- wireframe overlay.
    Disabled lighting for wireframe mode so that it appears fully lit.
    Added command line support. Any command line is assumed to be a filename and is opened.
    Fixed a bug in NavLight section.

    The program and source have been updated.
    Last edited by 4E534B; 27th Jun 10 at 5:30 AM.

  43. #43
    in CFHE i find the megalith shader is 'best', but since im using custom shaders, the ingame 'best' shader is matte. which is ofc ugly in CFHE =\
    check this: http://img64.imageshack.us/img64/5171/31342664.jpg very naice!
    however: http://img514.imageshack.us/img514/2...ererrorsv4.jpg has some wierd spec lighting issues. also even on 1,1,1 spec option it seem to be a lot more than vanilla HW2...

    custom/saveable lights would be nice, otherwise you have to fiddle with the light panel the whole time...

    backups saved in an a seperate dir, and only when you save a hod does it make a _backup (with an optional limit ofc).

    amount of tris displayed on screen option.

    EDIT: ups thx fixed
    Last edited by sudazima; 27th Jun 10 at 12:20 PM.

  44. #44
    You posted the same link twice, so we can only see the one image.
    Babylon 5: War Without End Official Site.

    "I keep telling you people that it's only a build animation, NOT a hyperspace animation." - Me, about the Babylon 5 mod hyperspace build animation.

  45. #45
    You're using v4 Update 3. Try downloading v4 Update 4 and then tell me how it looks. I had modified megalith, ship, thruster and badge shaders in this version.
    Remember that specular too is in range 0-1. It was set to 10 only for testing.

  46. #46
    4E534B, the modified shaders I created completely replace the original shader set. Perhaps an option to switch between the two sets would be a good solution. I'm not sure how the directx shader system works so this may be off the plot but, could you not leave the shader definitions external to CFHodEd? i.e. like HW2 where the shaders are "compiled" at runtime from the separate files containing ARB assembly. I could then make a modified set for people who are using my shaders.

    Out of interest do you work on some aspect of 3D modelling/game production commercially? You seem to be very quick at building these tools!

  47. #47
    YES!!! I believe it is possible to switchover to the internal parallax ship shader. I can add code to see if the mesh has tangents and binormals. If it has, I'll make it switchover to the corresponding parallax shaders. There's a little flip-side though, possibily, asteroids may use them...

    I guess I could have the shaders outside, but doing so would reduce CFHodEd's reliability. It's not impossible, though. And that would ease my work too (no need to use the above method, which I just mentioned). People wanting to use parallax shaders could copy over the parallax shaders.

    EDIT:
    I've added dockpaths and level lights to this version.

    The links for source and exe are same.

    EDIT2:
    I've:
    - added support for viewing star fields (editing them is still not possible as of yet).
    - added tangent calculations (use re-tangent button for a specific LOD, mesh, or the whole HOD (in the tools menu)).
    - added support for loading external shaders.
    For this, you need to have a folder called "shaders" in the directory where CFHodEd is present. If, for example, you want to override the "ship" shader, then, to override the vertex shader (aka vertex program), place a file called "ship.vs" in the shaders folder, and, to override the pixel shader (aka fragment program), place a file called "ship.ps" in the shaders folder. The folder should have no other files. The shader versions supported are 1.1 through 3.0.

    The links for source and exe are same.
    Last edited by 4E534B; 29th Jun 10 at 10:36 AM.

  48. #48
    wow. These kinds of changes deserve bumps and not edits. I was watching for it to pop to the top again, hoping for dockpaths and such, and here it was, lurking.

    Great updates! In editing today I noticed the realtime updating of material changes in the re-material interface, that is extremely welcome. At this point I think V4 is ready to completely supplant V3 for ship editing for me.

    Some thoughts:

    The position marker for dock paths seems entirely unlight, so you can only see it if it's in front of something. That's... not really ideal. Would it be possible to choose a model(or hod!) to display for the marker? This might help a lot with setting up certain kinds of paths.

    It'd be nice to be able to undo renormalization if it's pressed accidentally. I put a fair amount of time in getting edge hardnesses right before importing to hod, and renormalizing irrevokably nukes that.

  49. #49
    Are you saying that the cone that's displayed is not lit? Or do you mean that it should be rendered above everything else (like joints)? In any case, first, I'd like you to try "wireframe overlay" mode (right click anywhere where you see the HOD, i.e. on the right side display window, then select wireframe overlay). If that doesn't help, then I'll try to make the change you requested.

    Undoing renormalization means making a copy of the mesh, before renormalizing. This could be done if you're renormalizing the LOD only, but for the whole ship mesh, it would have no meaning (because it would not be possible for the user to see effect on each and every LOD, since this would be implemented by a message box, like accept changes, and when a message box is displayed, you cannot do anything else).

    If you may have noticed, CFHodEd takes a lot of memory if you have been making large changes for quite a while (note that this not a problem with CFHodEd, actually, it's not to call it a problem, because, it's the memory management system of .NET (managed) languages, the garbage collector). I'm thinking of not implementing an undo feature, that would need making copies of the HOD to track changes, and would bump up memory requirements even more. I'm afraid it might worsen some existing problems.

    As for the updates:
    - I guess realtime updating the materials was necessary so that you know which material goes where incase it doesn't pickup names from the OBJ; and it's useful, provided, you can set a suitable angle where you can see all parts of the mesh.
    - In a similar fashion, if you rename a shader, say, ship to mattealpha, the changes are again realtime. Try it, even on a stock HW2 ship, you'll see the parts of texture blended with team colour "disappear".
    In fact, I tried to make most of the changes have an effect immediately.

  50. #50
    This really sounds impressive! I haven't tried using it yet for fear corrupting my hods but quite honestly this is amazing work!

    Has anyone had any issues using the hods from the new version ingame? If not I'll defnintly be dling this tonight!

    As for your memory problem, I really don't think an undo is that necessary. v3's undo was a bit buggy anyways. I never used it, just quit and reloaded the hod if I messed up. If you save frequently enough, undo should not be an issue.

    As for normalizing and undoing it, you can always reimport the meshes so I think that's a bit of a non-issue.

    Edit: format

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