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Old 22nd Oct 03, 6:58 AM   # 1
pipakin
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Shiny v0.81a (NOT BROKEN NEED .NET FRAMEWORK!!!) HardPoint Editor Wth GUI!

Re-tooled in VB.NET

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

Much prettier

Works now too

HardEd.exe
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?


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

Last edited by pipakin : 27th Oct 03 at 1:30 PM.
 
Old 22nd Oct 03, 7:13 AM   # 2
Fallen_angel
Guest
 

sorry, but the file is not on the server. I can' t dl it!
 
Old 22nd Oct 03, 7:15 AM   # 3
Belial
Guest
 

same here. :claw:
 
Old 22nd Oct 03, 7:19 AM   # 4
pipakin
Guest
 

LOL, sorry

put it in the wrong dir

fixed now
 
Old 22nd Oct 03, 7:28 AM   # 5
pipakin
Guest
 

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
 
Old 22nd Oct 03, 8:35 AM   # 6
Multiplicity
Guest
 

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.

Last edited by Multiplicity : 22nd Oct 03 at 8:44 AM.
 
Old 22nd Oct 03, 8:38 AM   # 7
pipakin
Guest
 

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



-Philip "Pip" Kin
 
Old 22nd Oct 03, 8:46 AM   # 8
Pesmontis
Guest
 

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.

Last edited by Pesmontis : 22nd Oct 03 at 9:05 AM.
 
Old 22nd Oct 03, 9:05 AM   # 9
pipakin
Guest
 

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.

Last edited by pipakin : 22nd Oct 03 at 9:40 AM.
 
Old 22nd Oct 03, 1:24 PM   # 10
Bakuras
Guest
 

Doesn't run for me
 
Old 22nd Oct 03, 2:47 PM   # 11
starfuryzeta
Guest
 

I seem to be missing quite a few .dll files to get this to run.
 
Old 22nd Oct 03, 3:01 PM   # 12
Multiplicity
Guest
 

re-read the first post in this thread.

specifically everything after "edit:"

you can use the command line version for now.
 
Old 22nd Oct 03, 7:31 PM   # 13
pipakin
Guest
 

Fixed it, try it now


*bump*
 
Old 22nd Oct 03, 7:58 PM   # 14
Trent28
Member
 
Join Date: Sep 2003

nope, still have the same message.
Trent28 is offline  
Old 22nd Oct 03, 8:00 PM   # 15
pipakin
Guest
 

ACK!

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


I hate MSVC...
 
Old 22nd Oct 03, 8:01 PM   # 16
Trent28
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Join Date: Sep 2003

Ack :gonemad:

Last edited by Trent28 : 22nd Oct 03 at 8:04 PM.
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Old 22nd Oct 03, 8:03 PM   # 17
pipakin
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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
 
Old 22nd Oct 03, 8:05 PM   # 18
Trent28
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Join Date: Sep 2003

yay *waits*
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Old 22nd Oct 03, 8:40 PM   # 19
starfleet
Guest
 

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
 
Old 22nd Oct 03, 8:55 PM   # 20
Multiplicity
Guest
 

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.
 
Old 22nd Oct 03, 8:56 PM   # 21
pipakin
Guest
 

Ok, got it. Even added little + and - signs next to entries

should work for everyone now as i've built it inn RELEASE mode
 
Old 22nd Oct 03, 9:00 PM   # 22
Multiplicity
Guest
 

heheh, its running now.

thanks, pipakin.

but, time to pass out.
 
Old 22nd Oct 03, 9:25 PM   # 23
starfleet
Guest
 

take it delete is ment to be greyed out atm on all .hods?
 
Old 22nd Oct 03, 10:42 PM   # 24
bobthedog
Guest
 

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:

Last edited by bobthedog : 22nd Oct 03 at 10:59 PM.
 
Old 23rd Oct 03, 3:05 AM   # 25
Greggy
Guest
 

I've got a problem with saved through GUI editor hods - crashes the game, while old text version works fine +(((
 
Old 23rd Oct 03, 5:08 AM   # 26
Pesmontis
Guest
 

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.
 
Old 23rd Oct 03, 9:35 AM   # 27
pipakin
Guest
 

Greggy: Dang....Hmmm, lemme re-work the saving code....perhaps the data is getting messed up...what changes did you make?

-Philip "Pip" Kin
 
Old 24th Oct 03, 3:10 AM   # 28
Greggy
Guest
 

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
 
Old 24th Oct 03, 7:04 AM   # 29
malcom2073
Guest
 

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
 
Old 24th Oct 03, 9:27 AM   # 30
pipakin
Guest
 

ok, I'm re-writing the GUI version as we speak.
 
Old 24th Oct 03, 10:01 AM   # 31
Ranger
Guest
 

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?
 
Old 24th Oct 03, 10:19 AM   # 32
pipakin
Guest
 

LOL bug. rewriting it right now
 
Old 24th Oct 03, 10:20 AM   # 33
Ranger
Guest
 

Great. I'll just wait for the new version, then.
 
Old 24th Oct 03, 11:06 AM   # 34
Zang
Guest
 

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.
 
Old 24th Oct 03, 11:22 AM   # 35
pipakin
Guest
 

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/showthr...15&pagenumber=3

this page for instructions on point stuff (it's a tutorial for the command line version)
 
Old 24th Oct 03, 11:40 AM   # 36
Zang
Guest
 

Will the Maya PLE work with this?
 
Old 24th Oct 03, 1:23 PM   # 37
pipakin
Guest
 

dunno
 
Old 24th Oct 03, 4:09 PM   # 38
thesamonthemoon
Guest
 

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?
 
Old 24th Oct 03, 4:33 PM   # 39
airguitargiles
Guest
 

i get that too
 
Old 24th Oct 03, 4:34 PM   # 40
Belial
Guest
 

i get the same error, arg!:meh:
 
Old 24th Oct 03, 5:35 PM   # 41
thesamonthemoon
Guest
 

:rage:

Nice to know I'm not alone...

:claw:

Last edited by thesamonthemoon : 24th Oct 03 at 5:39 PM.
 
Old 24th Oct 03, 5:44 PM   # 42
pipakin
Guest
 

SON OF A #@^%#^@#*
 
Old 24th Oct 03, 6:01 PM   # 43
thesamonthemoon
Guest
 

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.
 
Old 24th Oct 03, 6:46 PM   # 44
pipakin
Guest
 

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
 
Old 24th Oct 03, 7:02 PM   # 45
thesamonthemoon
Guest
 

Excellent... DL in progress...

Thanks.

Add---

DL complete...

And it works perfectly!

Thanks again.


Last edited by thesamonthemoon : 24th Oct 03 at 7:12 PM.
 
Old 24th Oct 03, 7:28 PM Forum Rules   # 46
Bonnet
werst spella evar
 
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Join Date: Dec 2002
Location: mile high

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?
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Old 25th Oct 03, 12:44 AM   # 47
starfleet
Guest
 

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
 
Old 25th Oct 03, 4:19 AM   # 48
starfleet
Guest
 

nm pip i did the 23.1 mb download
 
Old 25th Oct 03, 2:42 PM   # 49
pipakin
Guest
 

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
 
Old 25th Oct 03, 3:16 PM   # 50
thesamonthemoon
Guest
 

Not yet. Ill get to work on a ship with .HOD edited with this prog, and post my results.
 
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