Author Topic: Hardpoints editor with model preview.. work in progress!  (Read 20366 times)

Jernej

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Re: Hardpoints editor with model preview.. work in progress!
« Reply #60 on: May 26, 2008, 06:47:41 PM »
I wasn't talking about completeness of python language and and syntax.. more about integration into other programs, but this has passed now, i'm working on something else, i will probably be able to show you progress on the new stuff pretty soon.
 

Offline LJ

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Re: Hardpoints editor with model preview.. work in progress!
« Reply #61 on: May 27, 2008, 04:57:03 PM »
Sorry for the late comment (had exams recently lol).  The screenshots look really nice dude!  AFIK you are the first developer to write a NIF importer on these forums!  Congrats :-)

I can code Delphi and would really like to have a look at your file parser if you are still considering opening the source. :-)

All the best

-LJ

Offline MLeo

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Re: Hardpoints editor with model preview.. work in progress!
« Reply #62 on: May 27, 2008, 05:10:16 PM »
Sorry for the late comment (had exams recently lol).  The screenshots look really nice dude!  AFIK you are the first developer to write a NIF importer on these forums!  Congrats :-)

I can code Delphi and would really like to have a look at your file parser if you are still considering opening the source. :-)

All the best

-LJ
Look at the previous page. ;)
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Jernej

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Re: Hardpoints editor with model preview.. work in progress!
« Reply #63 on: May 27, 2008, 05:28:26 PM »
Sorry for the late comment (had exams recently lol).  The screenshots look really nice dude!  AFIK you are the first developer to write a NIF importer on these forums!  Congrats :-)

I can code Delphi and would really like to have a look at your file parser if you are still considering opening the source. :-)

All the best

-LJ

 
The source was posted in one of my previous posts.
 

Offline Barihawk

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Re: Hardpoints editor with model preview.. work in progress!
« Reply #64 on: May 27, 2008, 05:29:55 PM »

Hopefully this is a start of a nice little new hardpoint editor with ship rendering support, so you guys can stop guessing coordinates and end up releasing ships with torpedo tubes inside the engineering hull and other similar mishaps.. with a bit help of NifSkope and good old hex editor i made this model loader in a day, it supports most of bridge commander models already, and supporting special chunks in nif files won't be a problem. i will add a texture loader later today, and hopefully i can also add some sort of python hardpoint importer and exporter to complete it.
 

Big stretch, but I don't suppose you could find a way to make a hardpoint editor (hell, even just a viewer) for models in Star Trek: Legacy? That would make simple for a lot of us, as we've been having to guess on hardpoints for over two years now.

Jernej

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Re: Hardpoints editor with model preview.. work in progress!
« Reply #65 on: May 27, 2008, 05:48:58 PM »
Big stretch, but I don't suppose you could find a way to make a hardpoint editor (hell, even just a viewer) for models in Star Trek: Legacy? That would make simple for a lot of us, as we've been having to guess on hardpoints for over two years now.

 
I thought people gave up on modding that.. so called "game".. but if the model format is documented i could just write a model loader so you could see the ship in 3d and grab coords of its surface, that's not much work..
 

Offline Barihawk

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Re: Hardpoints editor with model preview.. work in progress!
« Reply #66 on: May 27, 2008, 05:51:33 PM »
That's all we need.

And hey, we have four total conversions still going strong, and we've made huge progress in the realms of AI, weapon sprites, combat behaviors and interfaces.

So if you feel like making one, we'd be very grateful.

EDIT: reread your statement. Is there a way to make a hardpoint editor? The hardpoints are the main reason we need the program. Mad Doc gave each ship great hardpoints at their disposal, but absolutely no tool to tell us which ones they are.

Offline LJ

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Re: Hardpoints editor with model preview.. work in progress!
« Reply #67 on: May 27, 2008, 07:06:07 PM »
The source was posted in one of my previous posts.

Cheers  :mrgreen:  Very nice code dude.

Jernej

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Re: Hardpoints editor with model preview.. work in progress!
« Reply #68 on: May 30, 2008, 07:25:13 PM »
A small preview of what i am turning the "was supposed to be a hardpoint editor" into:
 

 

 

Offline FekLeyr Targ

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Re: Hardpoints editor with model preview.. work in progress!
« Reply #69 on: May 31, 2008, 03:26:11 PM »
Is it supposed to be some sort of scale comparitor?
TaH pagh, Tah be.

Offline Darkthunder

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Re: Hardpoints editor with model preview.. work in progress!
« Reply #70 on: May 31, 2008, 06:38:27 PM »
A suggestion would be to get in contact with Nanobyte. He's working on his own game engine, which will be used for the "Star Trek: Excalibur" project, among other things. More compatent programmers, i'm sure are always welcome. You can either pm him here, or on the NanoFX homepage.

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Jernej

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Re: Hardpoints editor with model preview.. work in progress!
« Reply #71 on: May 31, 2008, 08:19:12 PM »
A suggestion would be to get in contact with Nanobyte. He's working on his own game engine, which will be used for the "Star Trek: Excalibur" project, among other things. More compatent programmers, i'm sure are always welcome. You can either pm him here, or on the NanoFX homepage.

http://www.nanofx.org

 
I'm aware of that and already talked to some people working on his project, this project is completely different, i'm purely into high-fps "loads of ships blow up" kind of game (imagine sacrifice of angels with each ship one player), where nanofx is into nice next gen graphics and story (Excalibur), plus my programming work is done completely different to theirs, while i assume they use C# (.net), i'm doing things my way (Delphi x86).
 
Quote from: FekLeyr Targ
Is it supposed to be some sort of scale comparitor?

 
Err.. no.. it's a game engine..
 

Offline Barihawk

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Re: Hardpoints editor with model preview.. work in progress!
« Reply #72 on: May 31, 2008, 08:22:10 PM »
So I guess the MPE for Legacy is out the window at this point?

Jernej

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Re: Hardpoints editor with model preview.. work in progress!
« Reply #73 on: May 31, 2008, 08:26:11 PM »
So I guess the MPE for Legacy is out the window at this point?

 
Depends on the complexity of the model format.. i never even got a look at legacy files, i don't own a copy of the game either, so it is a bit hard for me to gain any info on the game.. i'll try downloading some ship mods and look around, if it isn't too complex i might be able to do something, but no promises..
 

Offline Barihawk

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Re: Hardpoints editor with model preview.. work in progress!
« Reply #74 on: May 31, 2008, 08:40:48 PM »
Anything would be better than what we have, which is nothing... :(

Jernej

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Re: Hardpoints editor with model preview.. work in progress!
« Reply #75 on: June 01, 2008, 11:15:39 AM »
Anything would be better than what we have, which is nothing... :(

 
The data structure looks insane.. what do you use to import & export models aniway?
 

Offline Voyager16

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Re: Hardpoints editor with model preview.. work in progress!
« Reply #76 on: June 01, 2008, 11:53:50 AM »
Ahh yes, an model viewer for Legacy, sure would make things lots easier.

Offline Barihawk

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Re: Hardpoints editor with model preview.. work in progress!
« Reply #77 on: June 01, 2008, 11:56:10 AM »
Anything would be better than what we have, which is nothing... :(

 
The data structure looks insane.. what do you use to import & export models aniway?
 

Milkshape with some wacky plugin by Moonraker.

Offline MLeo

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Re: Hardpoints editor with model preview.. work in progress!
« Reply #78 on: June 01, 2008, 02:30:41 PM »
It tought it was just "plain" SOD and other Armada data structures?
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

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Jernej

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Re: Hardpoints editor with model preview.. work in progress!
« Reply #79 on: June 01, 2008, 07:49:06 PM »
Legacy format looks freaking weird, i could try contacting the author of the exporter if he can give me some cluse, but it definetly looks like a lot more work (a week?) than BC's nif (few hours) was.
 
Some new progress, about graphics: please excuse the aggressive distance visibility culling and badly textured planet (and the complete lack of stars.. ) :)
 

 
I will try making a new topic about the game later.