Author Topic: MPE technical question  (Read 1017 times)

Offline Starforce2

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MPE technical question
« on: January 29, 2012, 11:44:19 PM »
I am having issues with a model beign essentially un-hardpointable. Things never end up where they should. This includes phasers firing from the proper position, but being targetable to and xyz of something close to 0,0,0. Nacelles are doing it too. Some things on the ship are fine.


I am wondering, when you use the pick tool to pick the location of and item, you get 2 sets of numbers on the bottom of the mpe One is not labeled, and that seems to coincide with the xyz the property picks up when you hit "get position" to set that objects location. The other is another set labeled "normal" and seems to be a different number (usualy slightly)

Anyone know what this means?
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Offline BCAriakas

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Re: MPE technical question
« Reply #1 on: January 30, 2012, 01:17:43 AM »
quote from the MPE readme file:

Here is a brief summary of what each mode in the editor does:

Pan tool will allow you to pan the camera when dragging in the view.
Orbit tool will swing the camera around a point in front of it.
Zoom tool will move the camera forward and backwards.
Selection tool will pick the model leaf that you click on in the scene graph representation. Not really useful for editing ships, this is here as more of an aid to checking models.
Locate tool will store the coordinates of the point you click on, in the bottom part of the toolbar. This is useful for editing systems, so you can specify where they are attached easily. This also stores the normal of the point.
Rotate tool will rotate the camera when you drag in the view.


It describes the selection tool as mostly being for checking models. You probably already knew that. Anyway, I use the locate tool instead and never have any problems. The left set of numbers are the only ones I see as being relevant. No idea what the ones stored as the "normal of the point" do.

Not sure if this is any help, but it's all I can think to tell ya. Good luck. :)

Offline Starforce2

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Re: MPE technical question
« Reply #2 on: January 30, 2012, 10:52:51 AM »
yea I am getting alot of zero's in the other set of numbers and in areas of the ship that, while the mpe thinks a torpedo tube or something is there, ingame it places it at 0,0,0. Which is annoying. other ships don't seem to do that or atleast not nearly as much and I am wondering if it's a mesh issue causing it.
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Offline tiqhud

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Re: MPE technical question
« Reply #3 on: January 30, 2012, 01:46:26 PM »
Hmm, it could be a mesh issue, but first check your scale [0.01]. Does the ship look OK in Nifscope [if you got], I have not ever had this issue, but I will see if it occurs sometime on me and let you know.
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Offline Starforce2

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Re: MPE technical question
« Reply #4 on: January 30, 2012, 10:30:04 PM »
yea the scale is right and I was going to test it on another ship but both suez's are buggered, so I nothing I can quick convert an fca hp for and see if it works so maybe when I give back this luna we can check that, almost done with it.
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Offline Starforce2

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Re: MPE technical question
« Reply #5 on: January 31, 2012, 07:32:09 PM »
ok, when setting the scale in the mpe to .01 like you're supposed to, how does the mpe save this? Within it's own exe, or does it create a preferences file somewhere else on my computer? Perhaps that is corrupted. Course first I need to discover if it's actualy the mpe.
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Offline genty

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Re: MPE technical question
« Reply #6 on: February 01, 2012, 07:09:32 AM »
The setting is stored in the registry as far as I am aware. When you open the ModelPropertyEditor folder there is a reg file to add to the windows registry. Looking at it in edit there is an entry for windows scale.
The location in the registry is
[HKEY_CURRENT_USER\Software\Totally Games\ModelPropertyEditor\Options]
The key is "ModelScale"="0.010000"