Topic: "SFCIII Editor" utility WIP  (Read 64877 times)

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Offline Greenvalv

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"SFCIII Editor" utility WIP
« on: February 14, 2008, 11:29:35 pm »
I believe I have learned enough about programming that I am confident enough to have begun work on a utility that would create specs for a ship in SFC3... the first version will be very basic and possibly difficult for new modders, but after I become more acquainted with programming, the utility should come out very nicely (such as being able to go into the specs and modify existing ships' specs and whatnot)...

More updates to come as I progress...
« Last Edit: June 21, 2008, 12:34:56 am by Greenvalv »

Offline Greenvalv

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Re: Work on "Specs Creator" utility has begun...
« Reply #1 on: February 15, 2008, 12:04:09 am »
I think I'll have it start with default settings from the stock ships to give you a starting point to work with... this will probably be best designated by the Class such as FF, DD, or DN... the arcs in the DefaultCore and the officers in the DefaultLoadOut are going to be tough, but I think I can apply listing or arraying to these...

Offline Centurus

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Re: Work on "Specs Creator" utility has begun...
« Reply #2 on: February 15, 2008, 09:52:52 am »
If you need any beta testing done, I'll be happy to help.  :-D
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Offline Greenvalv

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Re: Work on "Specs Creator" utility has begun...
« Reply #3 on: February 18, 2008, 09:11:19 pm »
Update: I've nearly completed the DefaultCore class. It will hold average stock settings for each class of ship in the game (i.e. FF, DD, CL, etc.) that you can switch between and work off of.

Setting of hp arcs will be via pressing image buttons and not imputing the values directly (too many errors could result).

Everything in the DefaultCore will be modifiable; however, in the DefaultLoadOut, officer skills will most likely not be addressable in the first release.

Pending: If I can work it, you will be able to open the .gf file and be able to manipulate the HP positions and be able to directly select one and set its weapon and arc. Or I'll just leave the HP position manipulating to D'deridex's fine hp editor... it's up in the air for now...

Offline Greenvalv

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Re: Work on "Specs Creator" utility has begun...
« Reply #4 on: February 18, 2008, 11:24:09 pm »
Mentionable: As of 11:22 PM CST, the DefaultCore class has spit out a correct DefaultCore line for a stock shuttle... now to go though the tedious writing of the stock settings for the other ships. :banghead:

Offline Klingon Fanatic

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Re: Work on "Specs Creator" utility has begun...
« Reply #5 on: February 22, 2008, 08:48:50 pm »
This is exciting news!

Thank you for starting this.

I'd play SFC3 if there was a way to modify it to TMP era stats and this utility of yours might make that dream a possibility.

Qapla'

KF
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Offline Centurus

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Re: Work on "Specs Creator" utility has begun...
« Reply #6 on: February 22, 2008, 09:33:47 pm »
This is exciting news!

Thank you for starting this.

I'd play SFC3 if there was a way to modify it to TMP era stats and this utility of yours might make that dream a possibility.

Qapla'

KF

GAW mod.  There is even the Final Frontier mod which has nothing but TOS ships.
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Offline Greenvalv

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Re: Work on "Specs Creator" utility has begun...
« Reply #7 on: February 22, 2008, 10:01:39 pm »
:banghead:
 
I accidentally reversed the algorithm for initializing the controlling class... ended up banging my head for a half hour before I saw what I did wrong.... programming is fun...  :D

Offline Greenvalv

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Re: Work on "Specs Creator" utility has begun...
« Reply #8 on: February 29, 2008, 10:42:59 pm »
Heh, this is fortunate... this week's programming lab is about opening and manipulating text files... this will help greatly with the feature of accessing the specs and inserting custom ships...

Offline Centurus

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Re: Work on "Specs Creator" utility has begun...
« Reply #9 on: February 29, 2008, 11:15:43 pm »
Heh, this is fortunate... this week's programming lab is about opening and manipulating text files... this will help greatly with the feature of accessing the specs and inserting custom ships...

No doubt.  This utility is definately going to be great when finished.
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Offline Greenvalv

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Re: Work on "Specs Creator" utility has begun...
« Reply #10 on: May 30, 2008, 03:51:29 am »
Here's a rough draft of the UI... comments welcome...
 

 
Now to get some shut-eye... *stumbles to bed*
« Last Edit: June 16, 2008, 10:53:06 pm by Greenvalv »

Offline Centurus

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Re: Work on "Specs Creator" utility has begun...
« Reply #11 on: May 30, 2008, 05:28:21 pm »
Looks good.  I would need a manual or set of instructions, but then again I always need that kinda stuff when using utilities such as this.
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Offline AlchemistiD

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Re: Work on "Specs Creator" utility has begun...
« Reply #12 on: May 30, 2008, 06:43:22 pm »
That looks awesome Greenvalv.  It might be missing a couple things, I'm not sure.  But off the top of my head all I think it needs is a display showing the various arcs.  Looks way cleaner than Shipedit.

Offline Greenvalv

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Re: Work on "Specs Creator" utility has begun...
« Reply #13 on: May 30, 2008, 08:11:42 pm »
Yeah, Imma hit up those arcs from the arc chart... I am now writing the class that will read the specs, this is going to be T.E.D.I.O.U.S...

Offline Greenvalv

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Re: "Specs Creator" utility WIP
« Reply #14 on: May 30, 2008, 10:43:37 pm »
*Stands up proudly on a soap box*

Gentlemen... it can now modify weapon properties such as mass, damage, race affiliation, etc; mass will be counted as you add weapons to your ship.  8)

*Steps down*

Offline Centurus

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Re: "Specs Creator" utility WIP
« Reply #15 on: May 31, 2008, 04:07:12 am »
*Stands up proudly on a soap box*

Gentlemen... it can now modify weapon properties such as mass, damage, race affiliation, etc; mass will be counted as you add weapons to your ship.  8)

*Steps down*

*takes the soap box and places it in a chair at a dinner table, then sits at the other chair, lights 2 candles, has romantic music playing, and pours the soap box some wine*

I hope you don't mind me being forward, but I've never seen a box as clean and beautiful as you.

 :D
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Offline Greenvalv

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Re: "Specs Creator" utility WIP
« Reply #16 on: May 31, 2008, 09:39:46 pm »
*gives an odd look at Centurus*
 
Uhuh...
 
It now will be able to read from all the other CommonSettings items that can be placed on a ship...
 
Note: I found an error I can't overcome and the user will have to edit it manually for the program to function properly... in the WeaponItems.gf, the Tachyon Pulse Energy read out is "Energy =8.0" when it should be "Energy = 8.0"... this causes an error that is too much trouble to compensate for, anyone that uses this program will have to make that correction.  I'll see about having a popup window come up and dictate what to do if the error is there, unless someone who knows Java can give me a tip to easily account for that as I'm trying to grab a "double" when the "=" there touching it will screw it all up...

Offline Centurus

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Re: "Specs Creator" utility WIP
« Reply #17 on: May 31, 2008, 10:59:47 pm »
*gives an odd look at Centurus*
 
Uhuh...
 

*takes a bow*  What can I say, it's a talent.   8)
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Offline Centurus

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Re: "Specs Creator" utility WIP
« Reply #18 on: May 31, 2008, 11:00:37 pm »
As for the error that the program has, how does one go about doing a manual correction?
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Offline Greenvalv

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Re: "Specs Creator" utility WIP
« Reply #19 on: June 01, 2008, 09:02:16 am »
By adding a space behind the "=" to change "Energy =8.0" to "Energy = 8.0"

Offline Centurus

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Re: "Specs Creator" utility WIP
« Reply #20 on: June 01, 2008, 01:02:07 pm »
By adding a space behind the "=" to change "Energy =8.0" to "Energy = 8.0"

In the utility itself?
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Offline Greenvalv

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Re: "Specs Creator" utility WIP
« Reply #21 on: June 01, 2008, 02:05:18 pm »
No, in the WeaponItems.gf file...

Offline Greenvalv

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Re: "Specs Creator" utility WIP
« Reply #22 on: June 01, 2008, 09:28:39 pm »
HA, fixed it... no manual fix needed...

Offline Greenvalv

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Re: "Specs Creator" utility WIP
« Reply #23 on: June 02, 2008, 07:00:28 pm »
Yahoo!  She now reads the DefaultCore flawlessly...

Offline Centurus

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Re: "Specs Creator" utility WIP
« Reply #24 on: June 02, 2008, 07:30:26 pm »
 :singing: :singing: :drinkinsong: :drinkinsong: :rockinband: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy:
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Offline Fedman NCC-3758

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Re: Work on "Specs Creator" utility has begun...
« Reply #25 on: June 02, 2008, 07:41:15 pm »
Update: I've nearly completed the DefaultCore class. It will hold average stock settings for each class of ship in the game (i.e. FF, DD, CL, etc.) that you can switch between and work off of.

Setting of hp arcs will be via pressing image buttons and not imputing the values directly (too many errors could result).

Everything in the DefaultCore will be modifiable; however, in the DefaultLoadOut, officer skills will most likely not be addressable in the first release.

Pending: If I can work it, you will be able to open the .gf file and be able to manipulate the HP positions and be able to directly select one and set its weapon and arc. Or I'll just leave the HP position manipulating to D'deridex's fine hp editor... it's up in the air for now...


I've changed weapon arcs , DefaultCore and LoadOut specs with Word Pad for years with no problem.


However, I will be eagerly looking forward to your creation.   


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 O're Columbia's true sons let it wave.
May the wreaths they have won never wither,
 Nor it's stars cease to shine on the brave.

Offline Centurus

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Re: "Specs Creator" utility WIP
« Reply #26 on: June 02, 2008, 07:49:23 pm »
So have alot of us over the years, and pretty much all of us have been wanting a utility to make our modding easier, and thanks to Greenvalv, that day will soon come. 

:-D
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Offline Greenvalv

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Re: "Specs Creator" utility WIP
« Reply #27 on: June 04, 2008, 04:10:51 am »
*walks in*
 
Presenting, my experimentation of a stand-alone HP Placer (Mind you, only half-done)...
 
« Last Edit: June 16, 2008, 10:54:01 pm by Greenvalv »

Offline Fedman NCC-3758

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Re: "Specs Creator" utility WIP
« Reply #28 on: June 04, 2008, 05:42:51 pm »


Looks great.


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Offline Centurus

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Re: "Specs Creator" utility WIP
« Reply #29 on: June 04, 2008, 08:16:38 pm »
*walks in*
 
Presenting, my experimentation of a stand-alone HP Placer (Mind you, only half-done)...
 



I just creamed my pants.  Where can I send you the bill?
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Offline Greenvalv

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Re: "Specs Creator" utility WIP
« Reply #30 on: June 04, 2008, 09:52:58 pm »
How about now:
 

 
She can now grab a .mod, look for the gf and image files and display accordingly... tomorrow, I shall attempt to get her to save custom positions without ruining the glows.  :point:
 
Note: heh, I still need to fix the TI's engine and impulse image icons... hehehe...
« Last Edit: June 16, 2008, 10:55:31 pm by Greenvalv »

Offline Greenvalv

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Re: "Specs Creator" utility WIP
« Reply #31 on: June 09, 2008, 03:08:10 pm »
Made it purtier:
 

 
Needed to do that so as to have more of a gap between the spare hp's and the hp placement part.  Now, I can implement the save feature...
« Last Edit: June 16, 2008, 10:56:09 pm by Greenvalv »

Offline Greenvalv

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Re: "Specs Creator" utility WIP
« Reply #32 on: June 09, 2008, 09:08:16 pm »
...
 
The GF file apparently has an odd format that MS Word picks up but Wordpad doesn't... every item is on a separate line, but in WordPad, everything is on the same line... for example...
 
in WordPad:
 
[Specularity] Power=64 Red=32 Green=32
 
in MS Word:
 
[Specularity]
Power=64
Red=32
Green=32

it's odd, and after I save something from my HP Placer, D'Deridex's hp placer is no longer able to read from it... any ideas?

Offline Greenvalv

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Re: "Specs Creator" utility WIP
« Reply #33 on: June 09, 2008, 09:24:36 pm »
HAhahahahahahah... D'deridex cheated... his program's output just terminates the lines... each hp item appears on a new line even in WordPad...
 
VLPower1=424,128
VLPower2=424,165
VLPower3=424,201
VLBridge1=378,136
 
He must have found a loophole... Imma try this...
 
Edit:  Ha, it works...

Offline Fedman NCC-3758

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Re: "Specs Creator" utility WIP
« Reply #34 on: June 09, 2008, 10:48:44 pm »



You da man.


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Offline Greenvalv

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Re: "Specs Creator" utility WIP
« Reply #35 on: June 09, 2008, 11:16:09 pm »

Offline PigUp

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Re: "Specs Creator" utility WIP
« Reply #36 on: June 12, 2008, 06:27:04 pm »
If the file extension part of the filename (.mod) is written in all caps the utility won't load it. Not a big deal, but you never know, it may lead to a clue to about something else.

And a big hello to everyone, I rediscovered two of the first SFC games I had laying around a few months back and haven't stopped playing since. I bought OP a while ago ($20 bucks on amazon... kind of over priced but it was definitely worth it). Just started to play SFC3 and I have been pleasantly surprised (found it real cheap at http://free-game-downloads.mosw.com/). Anyways, I am glad someone has the dedication for making this spec modifying utility for such a old game. SFC3's way of doing everything is vastly different than the others, very noob unfriendly. So again thanks for doing this Greenvalv  :notworthy:.

Offline Greenvalv

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Re: "Specs Creator" utility WIP
« Reply #37 on: June 12, 2008, 09:27:00 pm »
If the file extension part of the filename (.mod) is written in all caps the utility won't load it. Not a big deal, but you never know, it may lead to a clue to about something else.
hmmm..... I'll .toLowerCase() the whole darn pathname... MUAhAhAAhAhAha
 
Edit:  phail... sovereign.MOD does not have the same name as Sovereign.gf (the capital S)... *goes back to the drawing board*
 
Edit2: I believe I may see a screwballed way of coutering this...
 
Anyways, I am glad someone has the dedication for making this spec modifying utility for such a old game.
I made a vow to myself years ago to do this... and I never thought I'd have such fun doing it...  8)


« Last Edit: June 12, 2008, 09:58:37 pm by Greenvalv »

Offline Greenvalv

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Re: "Specs Creator" utility WIP
« Reply #38 on: June 12, 2008, 11:12:14 pm »
Alrighty, screwballed works... thanks for pointing out that fatal error.  ;D
 
v0.9.5 Beta released: ftp://www.dynaverse.net/sfc3/Utilities/HP%20Placer%20v0.9.5.rar
 
Post any other bugs found in this thread...

Offline Greenvalv

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Re: "Specs Creator" utility WIP
« Reply #39 on: June 13, 2008, 10:22:09 pm »
Screwballed works again, she can now minimize without the HP's screwing up... of course, the weird approach I took eliminates the minimize button in the titlebar, but what the hey, it looks alright :P (You'd have to click the tab on the bottom taskbar to minimize/maximize) .
 
Unless anyone else can point out another problem, I think I can release version 1.0.  Post opinions, complaints, anything!
« Last Edit: June 13, 2008, 10:59:30 pm by Greenvalv »

Offline PigUp

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Re: "Specs Creator" utility WIP
« Reply #40 on: June 14, 2008, 08:38:33 am »
You can not load planets, if you try to you will simply see the ship you were editing before or a blank screen (if you just started the program up).  I have no idea what happens if you start editing at that point, is it saving changes to the planet or the ship you loaded before? Including the model name in the title bar would be helpful in that regard and for those of us who want to make a lot of variants. Also, loading a planet seems to prevent the path from saving.

Offline Greenvalv

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Re: "Specs Creator" utility WIP
« Reply #41 on: June 14, 2008, 08:50:08 am »
Well, I'll be darned... the planets lack VL bitmaps and GF files... I didn't think I'd have to compensate for missing files... *goes to beat his head against a brick wall*

Offline Greenvalv

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Re: "Specs Creator" utility WIP
« Reply #42 on: June 14, 2008, 12:40:47 pm »

 
If the VL or TI images are missing, those placeholder pics show up... and if there is no gf file to be found, one is created... lemme polish the code and I'll have v0.9.7 up in a bit...
 
Note:  The reason why it wouldn't load anything is because I had things chainlinked together... if one part failed, the whole thing haulted... that is fixed now...
« Last Edit: June 16, 2008, 10:56:55 pm by Greenvalv »

Offline Greenvalv

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Re: "Specs Creator" utility WIP
« Reply #43 on: June 15, 2008, 05:25:41 pm »
Sorry it took me so long, found an inconsistency in some GF files that I had to compensate for...
 
v0.9.7 Beta: ftp://www.dynaverse.net/sfc3/Utilities/HP%20Placer%20v0.9.7.rar
 
Other bugs fixed: The window can now be minimized without the HP positions going screwy
                         You can now select a _brk MOD file instead of the normal MOD file, and the program will continue to function properly

Offline Greenvalv

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Re: "Specs Creator" utility WIP
« Reply #44 on: June 16, 2008, 12:46:01 pm »
Heh, does anyone remember this old bugger: http://xhalon.tripod.com/

Offline Centurus

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Re: "Specs Creator" utility WIP
« Reply #45 on: June 16, 2008, 03:52:32 pm »
Heh, does anyone remember this old bugger: http://xhalon.tripod.com/


I do.  I was always hoping that the utility would have been completed, but after a couple years, pretty much gave up.

In fact, when you started this project, I remembered that beta CoreEdit utility.
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Offline Greenvalv

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Re: "Specs Creator" utility WIP
« Reply #46 on: June 16, 2008, 10:41:40 pm »
I'm going to wait two or three more days, if ya'll don't find anything else wrong with the beta, I'll release v1.0 of the HP Placer.
 
Sneak peak of the Ship Refit util:
 

 
I'll try to make it as functionally close to the in-game refit screen as possible; as you can probably see a similarity in the layout...
 
Note: I think I'll have a panel to the right that pops up for arc assignment... or have that on a different screen to uncrowd things.
« Last Edit: June 16, 2008, 10:57:35 pm by Greenvalv »

Offline Tus-XC

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Re: "Specs Creator" utility WIP
« Reply #47 on: June 16, 2008, 10:57:05 pm »
I don't know if its to late in your process... but i was thinking that you could add something to show what color your specularity was...   a little box that varies colors as you vary the specularity numbers (not sure how it would handle power... but color would be the easier one to show).

Oh and thanks for doing this... your probably fixing the only reason i don't export models to sfc3... its a hassle to spec ships.

Though I do have one question... is it possible to import layouts so that you could modify them for another ship?
Rob

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Offline Greenvalv

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Re: "Specs Creator" utility WIP
« Reply #48 on: June 16, 2008, 10:59:25 pm »
Specularity, as in glows?  This editor isn't going to touch that criteria if that's what you mean (Not enough experience on my part).

Offline Tus-XC

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Re: "Specs Creator" utility WIP
« Reply #49 on: June 16, 2008, 11:02:40 pm »
Specularity, as in glows?  This editor isn't going to touch that criteria if that's what you mean (Not enough experience on my part).

No, there is an editor for the glows (though its crappy).  Specularity as in shineyness, which is a manually set value.
Rob

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Offline Greenvalv

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Re: "Specs Creator" utility WIP
« Reply #50 on: June 16, 2008, 11:07:46 pm »
 :huh: There's a shineyness setting?  Where the heck have I been?  8)
 
What does this setting do exactly?

Offline Tus-XC

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Re: "Specs Creator" utility WIP
« Reply #51 on: June 16, 2008, 11:23:25 pm »
well its this thing from a few parts back...

[Specularity]
Power=64
Red=32
Green=32


now that i think about the other utility controls it to... so its not really neccessary for you to mess with it  :D  (you can see how long its been since i've put a ship into sfc3 lol)... btw does your utility let you import other ship layouts?

O and thanks again for doing this :)
Rob

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Offline Greenvalv

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Re: "Specs Creator" utility WIP
« Reply #52 on: June 16, 2008, 11:24:56 pm »
Other ship layouts meaning?

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Re: "Specs Creator" utility WIP
« Reply #53 on: June 16, 2008, 11:43:41 pm »
Other ship layouts meaning?

Say I wanted to import the sovie info to use as a basis for another models specs (to be modified of course)... can that be done?
Rob

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Offline Greenvalv

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Re: "Specs Creator" utility WIP
« Reply #54 on: June 17, 2008, 12:02:11 am »
Say I wanted to import the sovie info to use as a basis for another models specs (to be modified of course)... can that be done?
Oh yeah, It will...  ;)

Offline Centurus

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Re: "Specs Creator" utility WIP
« Reply #55 on: June 17, 2008, 02:35:40 am »
Greenvalv thinks of everything.  Looks like you'll need to design a special Fed ship for him TUS.   :)
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Re: "Specs Creator" utility WIP
« Reply #56 on: June 17, 2008, 05:24:52 pm »
Note: If anyone has any suggestions/requests, feel free to post them and I'll see if I can integrate it into the program (Make sure they're feasible ideas, no mesh editing or the like). 8)

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Re: "Specs Creator" utility WIP
« Reply #57 on: June 17, 2008, 07:03:34 pm »


Note: If anyone has any suggestions/requests, feel free to post them and I'll see if I can integrate it into the program (Make sure they're feasible ideas, no mesh editing or the like). 8)

Got one for ya ............ how about making the primary and heavy weapons different shades of the same color.   The heavies being a darker shade of course.  8)

Thanks.

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Re: "Specs Creator" utility WIP
« Reply #58 on: June 17, 2008, 07:42:00 pm »
Got one for ya ............ how about making the primary and heavy weapons different shades of the same color.   The heavies being a darker shade of course.  8)
For the HP Placer?  Naw, any HP can be used interchangeably between the primaries and heavies... I always found that annoying about D'deridex's HP Placer... to each their own preference I guess...

Offline Tus-XC

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Re: "Specs Creator" utility WIP
« Reply #59 on: June 17, 2008, 08:00:15 pm »
Got one for ya ............ how about making the primary and heavy weapons different shades of the same color.   The heavies being a darker shade of course.  8)
For the HP Placer?  Naw, any HP can be used interchangeably between the primaries and heavies... I always found that annoying about D'deridex's HP Placer... to each their own preference I guess...

Aren't those accessible image files? if thats right, fedman you could alter those to you fancy ;)
Rob

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Re: "Specs Creator" utility WIP
« Reply #60 on: June 17, 2008, 08:07:06 pm »



Got one for ya ............ how about making the primary and heavy weapons different shades of the same color.   The heavies being a darker shade of course.  8)
For the HP Placer?  Naw, any HP can be used interchangeably between the primaries and heavies... I always found that annoying about D'deridex's HP Placer... to each their own preference I guess...

Aren't those accessible image files? if thats right, fedman you could alter those to you fancy ;)



Thanks 006       ;)


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Re: "Specs Creator" utility WIP
« Reply #61 on: June 18, 2008, 10:14:59 pm »
Bleh, an error occurred when reading the Planet Terran file in the HP Placer causing an infinite loop... 'tis fixed now...

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Re: "Specs Creator" utility WIP
« Reply #62 on: June 19, 2008, 12:03:54 am »
Bleh, an error occurred when reading the Planet Terran file in the HP Placer causing an infinite loop... 'tis fixed now...

infinite loop... sounds like fun ;)
Rob

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Offline PigUp

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Re: "Specs Creator" utility WIP
« Reply #63 on: June 19, 2008, 11:45:34 pm »
I hope you get the specs creator out soon, I'm confused as hell. I did everything I was supposed to do (made sure DefaultCore and DefaultLoadOut matched up), yet the ship I added caused my DN's to disappear :help:. Is there some kind of limit to the number of ships per class that I missed reading somewhere (if there is you might need to include a pop up warning in the utility)? Though that might not be it at all because the really strange thing is I was adding a CA not a DN.

Edit: Seems I didn't look hard enough, only two ships are missing, a BC and a DN. Oh and this is with the RExpansion MiniDW mod in case that matters.

Edit2: Using this model (Akira MkII from http://www.battleclinic.com/docks/dock.php?r=federation&page=3) it seems the HP placer isn't showing the correct placement of HP's. Having left the HP's at their default position, according to the HP placer they are on parallel aft sides (I assigned HP16 to a arc of 0_240 and HP19 to 120_360), in game HP19 has moved right in front of HP16. However it could be the model or my own mistake (most likely), but you may want to check it out before you release version 1.
« Last Edit: June 20, 2008, 01:48:53 pm by PigUp »

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Re: "Specs Creator" utility WIP
« Reply #64 on: June 20, 2008, 01:58:32 pm »
Try opening it in D'deridex's hp placer and see if the problem persists... and if you could, show pics of the ship in the HP Placer and in-game... the info may prove valuable...
 
Edit:  And does the InvalidShips list say anything?
 
Edit2: Just added the Akira MkII, the HP19 isn't added to the TI by default... had to add it myself.  You did mean that the hp moved in front of the other on the TI screen, right?
« Last Edit: June 20, 2008, 02:52:05 pm by Greenvalv »

Offline PigUp

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Re: "Specs Creator" utility WIP
« Reply #65 on: June 20, 2008, 04:04:19 pm »
Crap... My brain jumped ahead and perm deleted the file (blasted shift+del shortcut, I use it to much) before I read your post, no way to reproduce what happened. I tried using the model again without any modifications (just copy and pasting Akira with name change only) it works fine, the HP's are correct in the ingame menus and while playing. And on top of that, your HP placer and D'deridex's sync up. I did something along the line somewhere in making this ship that caused everything to go to hell, I just can't figure out what it was. The lines in both DefaultCore and DefaultLoadout matched as well as they do with the test I just mentioned. Ah well... as for InvalidShips, AkiraMkII wasn't there, but a crap load of other ships were. And because I just love using shift+del, that is gone too... :iamwithstupid:

P.S. If you want I will try to make the ship over again with the same specs as best as I can remember.

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Re: "Specs Creator" utility WIP
« Reply #66 on: June 20, 2008, 05:15:10 pm »
Nah, no need... tested it myself, must have been something with the specs (as it usually is, ask me how I know :P )
 
Note: I just rewrote the way things are displayed... the HP Placer works even better now *kisses JLayeredPane*... minimize/resize the window without any problems (still keeping the resize function disabled as there's no point to resizing)...  jerry rigging it by using JDialogs is thrown out the window now...  since I didn't alter any of the base code and only modified the GUI, she still functions in the same manner.
 
If you guys give your approval , I shall release version 1.0!

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Re: "SFCIII Editor" utility WIP
« Reply #67 on: June 21, 2008, 01:44:43 pm »
To ensure no more bugs as I am a perfectionist, here is v0.9.8 Beta of the HP Placer: ftp://www.dynaverse.net/sfc3/Utilities/HP%20Placer%20v0.9.8.rar

Offline Centurus

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Re: "SFCIII Editor" utility WIP
« Reply #68 on: June 21, 2008, 05:42:13 pm »
Apparently the utility doesn't access the existing hardpoint placement information for ships already working in game.

I pulled up my Anubis and the hardpoints I had originally made for her aren't showing up.  The VL and TI images show up without any problems, but the hardpoint placements have all been reset. 

Also, I thought this utility would also create the specs for the defaultcore and default loadout files?  At least that was the first impression I got when you started this utility.

Other than that, she seems alright.  I'll try later on with another ship and making a new hardpoint layout.  Got just the ship in mind too.
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Offline Greenvalv

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Re: "SFCIII Editor" utility WIP
« Reply #69 on: June 21, 2008, 07:18:43 pm »
Apparently the utility doesn't access the existing hardpoint placement information for ships already working in game.
What the bloody heck... she was working just fine, which ships exactly are giving the problems?
 
I hate bugs... ack...

I pulled up my Anubis and the hardpoints I had originally made for her aren't showing up.  The VL and TI images show up without any problems, but the hardpoint placements have all been reset.
Post the gf file so I can debug the proggy...
 
Edit:  And screenshots of the program in action... the thing is working fine for me... have you ever manually altered the HPs?  I've found that throws off the formatting... perhaps I need to compensate for that as well... BLOODY HECK!!!  :banghead:

Also, I thought this utility would also create the specs for the defaultcore and default loadout files?  At least that was the first impression I got when you started this utility.
This particular program is my take on D'deridex's HP Placer... I built it separately from the main program in order to better test it, as is being proved right now... *^%^$

Offline Centurus

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Re: "SFCIII Editor" utility WIP
« Reply #70 on: June 21, 2008, 07:40:43 pm »
Apparently the utility doesn't access the existing hardpoint placement information for ships already working in game.
What the bloody heck... she was working just fine, which ships exactly are giving the problems?
 
I hate bugs... ack...

I pulled up my Anubis and the hardpoints I had originally made for her aren't showing up.  The VL and TI images show up without any problems, but the hardpoint placements have all been reset.
Post the gf file so I can debug the proggy...
 
Edit:  And screenshots of the program in action... the thing is working fine for me... have you ever manually altered the HPs?  I've found that throws off the formatting... perhaps I need to compensate for that as well... BLOODY HECK!!!  :banghead:

Also, I thought this utility would also create the specs for the defaultcore and default loadout files?  At least that was the first impression I got when you started this utility.
This particular program is my take on D'deridex's HP Placer... I built it separately from the main program in order to better test it, as is being proved right now... *^%^$

I'm using your utility to access the ships I already have installed in my test install of SFC3.  The only models that seem to give the problem are those that weren't stock to begin with.  Any ships I've added, such as the ones I've either kitbashed or made specs for use in SFC3, and even WZ's ships, load up with no existing hardpoint information.

I don't know what you mean about manually altering the hardpoints.  I've hardpointed all the models themselves in 3DS Max, and then used D'deridex's HP Editor to set up the VL and TI screens for use in game.

Attached are screenshots of 4 of the ships, and the GF files for each ship screenshotted..  Practically every non-stock ship I have installed in the game is suffering from this same situation.
The pen is truly mightier than the sword.  And considerably easier to write with.

Offline Greenvalv

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Re: "SFCIII Editor" utility WIP
« Reply #71 on: June 21, 2008, 07:49:07 pm »
Aw, that's nice....
 
[Specularity]

Power=64

Red=32

Green=32

Blue=32

Alpha=32

[HardPoints]

VLHull4=425,184

[GlowGroups]

[HardPoints]

VLPower1=177,120
VLPower2=177,208
VLPower3=73,104
VLBridge1=401,104
VLHull1=73,216
 
The repetition of "[HardPoints]" is what's throwing it off... I have that as the starter word, and it only looks for it once, then moves on... eesh, back to debugging...
 

 
Now that Galaxy EVO's just sexy...  8)
« Last Edit: June 21, 2008, 08:03:11 pm by Greenvalv »

Offline Centurus

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Re: "SFCIII Editor" utility WIP
« Reply #72 on: June 21, 2008, 07:52:46 pm »
She's got 17 type 11f phasers and 7 quantum torpedoes.  In an unmodded 534b install of the game, she really doesn't shine.  In a major mod where everything's been altered, she could potentially be a ship even battle hardened pilots would be afraid of.

LC sure did great work on her.

The pen is truly mightier than the sword.  And considerably easier to write with.

Offline Centurus

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Re: "SFCIII Editor" utility WIP
« Reply #73 on: June 21, 2008, 07:55:14 pm »
And aren't ya glad ya have the next ruler of Hell and the self proclaimed D.net Constitution Whore around to help ya out??

:-D

*smacks himself with a rubber chicken and turns himself into Cousin Ernie from I Love Lucy, and grabs a guitar and has his rubber chickens grab some instruments and sings "Y'all Come!"
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Re: "SFCIII Editor" utility WIP
« Reply #74 on: June 21, 2008, 08:03:43 pm »
Wait a second... VLHull4=425,184   :huh:  er, there is no Hull4... how'd that get there?

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Re: "SFCIII Editor" utility WIP
« Reply #75 on: June 21, 2008, 08:17:09 pm »
Wait a second... VLHull4=425,184   :huh:  er, there is no Hull4... how'd that get there?

On which ship?
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Re: "SFCIII Editor" utility WIP
« Reply #76 on: June 21, 2008, 10:38:22 pm »
Hopefully the last beta v0.9.9 of the HP Placer: ftp://www.dynaverse.net/sfc3/Utilities/HP%20Placer%20v0.9.9.rar
 

Offline PigUp

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Re: "SFCIII Editor" utility WIP
« Reply #77 on: June 25, 2008, 12:58:04 pm »
I created a TI and VL image for a model which did not have them. At first they didn't show up in the HP placer, I thought it was because the size was off, so I resized both pics. I loaded it up again and still nothing, so I randomly placed HPs on it and saved it. Opened it one more time and it worked. Several tests later I figured it out. If there is no gf file, the HP placer will display the images. However, the second time you load it up the pics don't show. The reason being is that the HP placer creates a gf file for you and if you place no hardpoints on it, then nothing is saved to the gf file. A blank gf file causes the pics not to be shown, opening the gf file and typing in "[HardPoints]" (without quotes of course) and saving the gf file makes the pics show up in the HP placer (or placing HPs using the HP placer and saving, either way works).
« Last Edit: June 25, 2008, 02:04:36 pm by PigUp »

Offline Greenvalv

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Re: "SFCIII Editor" utility WIP
« Reply #78 on: June 25, 2008, 05:58:55 pm »
The reason being is that the HP placer creates a gf file for you and if you place no hardpoints on it, then nothing is saved to the gf file. A blank gf file causes the pics not to be shown, opening the gf file and typing in "[HardPoints]" (without quotes of course) and saving the gf file makes the pics show up in the HP placer (or placing HPs using the HP placer and saving, either way works).
Good observation... I'll have v1.0.0 write "[HardPoints]" to the newly created GF file regardless of whether you add HP's or not...
 
Note:  Work on the Utility as a whole will resume after the semester is over (Or if I ever get any free time which is unlikely).  However, I will debug the HP Placer as bugs are found.  Don't worry fellas, I ain't gonna abandon this project, it's mah baby.  8)
 
Note2:  I think I'll rewrite my Customization Guide after I finish this project.  I looked through it the other day, and all but the SFC3Files links were dead.  Shame, those were good sites too.   :'(
 
Edit: Ok, instead of writing "[HardPoints]" to it, the Utility will now behave if given a blank GF file...
« Last Edit: June 26, 2008, 02:49:56 pm by Greenvalv »

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Re: "SFCIII Editor" utility WIP
« Reply #79 on: June 26, 2008, 03:03:44 pm »
Got one for ya ............ how about making the primary and heavy weapons different shades of the same color.   The heavies being a darker shade of course.  8)

Thanks.
I will implement this in the Editor as a whole... after reading the DefaultCore, the Utility will know which are primary and heavy and will color the HP's accordingly...

Offline JeffKnight

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Re: "SFCIII Editor" utility WIP
« Reply #80 on: June 27, 2008, 08:11:47 pm »
really looking forward to this...  it would make my work on Unity 6 much easier and might motivate me to actually work on it for more than 30 mins a week (anymore and I start seeing the defaultcore in my dreams)

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Re: "SFCIII Editor" utility WIP
« Reply #81 on: July 05, 2008, 04:54:00 pm »
Messed around with the Specs Editor UI some more:
 

 
As you can see, the arc button at the bottom right of the VL screen has been pressed displaying the arcs for the activated HP's.  At the bottom right is a variant selector.  Once you've found the loadout you want to edit, you would press the "Refit Variant" button to display the refit window:
 

 
Nothing else works yet (e.g. the "Common Settings" tab)... just showing ya'll a part of the overall look and feel of the util which is subject to change.

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Re: "SFCIII Editor" utility WIP
« Reply #82 on: July 05, 2008, 08:14:46 pm »
Hopefully the last beta v0.9.9 of the HP Placer: ftp://www.dynaverse.net/sfc3/Utilities/HP%20Placer%20v0.9.9.rar
 




::Raises hand::

Needs direction to that  ship for download.   Danke.


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Re: "SFCIII Editor" utility WIP
« Reply #83 on: July 05, 2008, 08:24:29 pm »

Offline Fedman NCC-3758

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Re: "SFCIII Editor" utility WIP
« Reply #84 on: July 05, 2008, 08:46:45 pm »


Danke.


Again.

The Star Spangled Banner bring hither,
 O're Columbia's true sons let it wave.
May the wreaths they have won never wither,
 Nor it's stars cease to shine on the brave.

Offline Centurus

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Re: "SFCIII Editor" utility WIP
« Reply #85 on: July 06, 2008, 12:04:13 am »
Fedman, keep in mind that ship was meant for a stock 534B install, so if you're gonna install it in a mod, it'll probably need some spec readjustment.
The pen is truly mightier than the sword.  And considerably easier to write with.

Offline Spartan-039

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Re: "SFCIII Editor" utility WIP
« Reply #86 on: July 06, 2008, 12:12:41 pm »
Looking good, would be cool if there was a way to modify the game to all Halo ships in the game, but I've never seen a mod for SFC III that allows you to use both Covenant and Human ships, but probably just a pipe dream. *has a lightbulb pop over his head* I've got an idea, do any of ya'll want to try to make a Halo mod?
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Re: "SFCIII Editor" utility WIP
« Reply #87 on: July 06, 2008, 02:36:35 pm »
Looking good, would be cool if there was a way to modify the game to all Halo ships in the game, but I've never seen a mod for SFC III that allows you to use both Covenant and Human ships, but probably just a pipe dream. *has a lightbulb pop over his head* I've got an idea, do any of ya'll want to try to make a Halo mod?
*looks at his utility*   *looks at the game*  it can (or will) be done, I has the technologies...  :D

Offline Greenvalv

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Re: "SFCIII Editor" utility WIP
« Reply #88 on: August 04, 2008, 06:40:33 pm »
Semester's over!!  Here's version 1.0 of the HP Placer: http://starfleetcommand3.filefront.com/file/SFCIII_HardPoint_Placer;92754
 
Resumed work on the Specs Editor...

Offline Greenvalv

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Re: "SFCIII Editor" utility WIP
« Reply #89 on: August 08, 2008, 12:18:27 am »
A little update on the Editor:
 

 
First of all, I've eliminated the Enabled/Disabled fields.  I'm figuring a better way to go about enabling things and leaving background programming to enable/disable certain things (i.e. leaving a Bridge or hull HP in the not-placed zone will automatically disable it, but all Power HPs must be enabled, something with the way the DefaultCore is written forces this).
 
Second, got all the arcs up there and a "Disable HardPoint" button which would discard any arc on a weapon HP and leave it blank (Or at least it will :P ).
 
Ah, got 2 more weeks of nothing to do but mash on the keyboard before the next semester begins...

Offline PigUp

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Re: "SFCIII Editor" utility WIP
« Reply #90 on: August 08, 2008, 08:42:37 am »
Looks great. Only two things I would like to see added, maybe you already thought of them.

1. Add a Mine Arc. In mods like MiniDW some ships have a HP specifically for the antimatter mines, its arc is usually 0_0 so it can't be used for anything else other than the antimatter mine weapon.

2. Range checker. ShipEdit's range checker kept you from entering too high a number, or invalid character, for certain fields (like putting 14 or A in drone control for OP). The point was to prevent crashing. I don't know any specific limits for SFC3 off the top of my head, but you may want to think about it.

Offline Centurus

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Re: "SFCIII Editor" utility WIP
« Reply #91 on: August 08, 2008, 09:13:35 am »
I don't think there are such limitations in SFC3 when it comes to a range checker.  At least I've never seen anything that would require such a feature for a utility in all the times I've speced ships for SFC3.
The pen is truly mightier than the sword.  And considerably easier to write with.

Offline Greenvalv

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Re: "SFCIII Editor" utility WIP
« Reply #92 on: August 08, 2008, 11:34:28 am »
1. Add a Mine Arc. In mods like MiniDW some ships have a HP specifically for the antimatter mines, its arc is usually 0_0 so it can't be used for anything else other than the antimatter mine weapon.
Maybe I'll add a textfield so one can manually edit the arc...

2. Range checker. ShipEdit's range checker kept you from entering too high a number, or invalid character, for certain fields (like putting 14 or A in drone control for OP). The point was to prevent crashing. I don't know any specific limits for SFC3 off the top of my head, but you may want to think about it.
I should check that out, thanks...

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Re: "SFCIII Editor" utility WIP
« Reply #93 on: August 08, 2008, 05:41:34 pm »
A little help here fellas, does this look good (The weapon HPs)?
 

 
Makes things easier, but I don't want to produce something that looks like garbage...
 
Edit:  Might have just thought of something better, hang on...

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"Refit Items" Editor WIP
« Reply #94 on: August 13, 2008, 09:17:46 pm »
*walks in*
 
Got a little frustrated with the Editor and decided to take a break (side-track) and do like I did with the HP Placer by designing a "Refit Items" editor:


 
With this you will be able to modify the CommonSettings that are specific to refitting a ship.
 
As you can see, I've added a comments text area to give a description about some text field or drop box you clicked.  As of right now, it can open and read all the refit items and item rules in the CommonSettings.  I just need to finish all the comments and implement the save feature.

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Re: "SFCIII Editor" utility WIP
« Reply #95 on: August 14, 2008, 05:43:17 am »
*drools*
The pen is truly mightier than the sword.  And considerably easier to write with.

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Re: "SFCIII Editor" utility WIP
« Reply #96 on: August 14, 2008, 09:32:12 am »
Sweet. On my wish list for a feature I hope is added is multipliers for pretty much everything. Because if you change one item's attribute it could effect the others. Say you increased the energy costs for all weapons (which is a task in and of itself to manually change), you would need to increase the power each warp core produces. Or say you wanted to decrease the hull cost for all ships because you increased the cost of all items.

Anyways, enough of my shameless plugging ;), keep up the great work Greenvalv :rwoot:

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Re: "SFCIII Editor" utility WIP
« Reply #97 on: August 14, 2008, 01:38:48 pm »
Sweet. On my wish list for a feature I hope is added is multipliers for pretty much everything. Because if you change one item's attribute it could effect the others. Say you increased the energy costs for all weapons (which is a task in and of itself to manually change), you would need to increase the power each warp core produces.
I can see this... and this is good *prepares to add an "Options" section*

Or say you wanted to decrease the hull cost for all ships because you increased the cost of all items.
This'll have to wait 'til I implement it into the editor as a whole.
 
Any more ideas, just post em...  8)

Offline Centurus

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Re: "SFCIII Editor" utility WIP
« Reply #98 on: August 14, 2008, 02:03:12 pm »
How about having Tom Jones' song She's A Lady playing through the editor as you work on your ships.  ;D
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Refit Items Editor BETA Released!
« Reply #99 on: August 18, 2008, 09:51:52 pm »
OPEN BETA!!! http://starfleetcommand3.filefront.com/file/SFCIII_Refit_Items_Editor_BETA;93162
 
This version (0.9.5) is a straight up editor... no fancy-smancy extras... just wanting to see if anyone can find any bugs and whatnot with the basics before I go adding special features... please click everything! alot of stuff will have comments associated with it, so have fun... I've tested it and the game runs without any problems...  NOW FIND THEM BUGS!!!

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New HP Placer (1.2.8)
« Reply #100 on: August 20, 2008, 05:06:51 pm »
http://starfleetcommand3.filefront.com/file/;93211
 
New features:
 
HardPoints can now be moved according to grid size. Sizes are: Normal (1 Pixel), 5 Pixels, 10 Pixels, and 15 Pixels

"Restore Layout" in "Options menu" moves all HardPoints back to their intial load positions

"Crosshairs" can be toggled to allow precision HardPoint placement
 

 

 

 
Mind you, this version is tentative... so if you have any suggestions for new (reasonable) features *looks at F9thCenturus*... or changes to the current ones, feel free to comment.

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Re: "SFCIII Editor" utility WIP
« Reply #101 on: August 20, 2008, 07:04:34 pm »
What's so unreasonable about having She's A Lady playing while you're refitting a ship?

 ;D
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Re: "SFCIII Editor" utility WIP
« Reply #102 on: August 20, 2008, 07:49:42 pm »
Man my new job has kept me busy, I've barely been able to test the Item Editor much. So far the only thing to report on that is that after I used it once, and I did not save after messing around. I played a round and in the "after battle report" it said I had taken 300 something internal damage :huh:. It hasn't happened since, and I do have several weapons that have decimals in their damage value, so I assume it was 30.0 damage.

Anywho, for the HP Placer I suggest a Snap to Column and Snap to Row feature. Notice in the Defiant pic that weapon hp's 3, 19, and 18, power hp 1, bridge hp 1, and hull hp 1 are all lined up on the same row. If you wanted more hp's to line up the same way then this would save time on those ships with a lot of hp's, especially on the tiny TI image where you have very little space to work with and the slightest tap with the mouse can screw you up. Snap to Row would highlight a row (right click maybe?) and then all subsequent hp's you place will automatically move up or down to the row selected (left or right for columns) until you turn it off or use Snap to Column.

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Re: "SFCIII Editor" utility WIP
« Reply #103 on: August 20, 2008, 09:32:40 pm »
Anywho, for the HP Placer I suggest a Snap to Column and Snap to Row feature. Notice in the Defiant pic that weapon hp's 3, 19, and 18, power hp 1, bridge hp 1, and hull hp 1 are all lined up on the same row. If you wanted more hp's to line up the same way then this would save time on those ships with a lot of hp's, especially on the tiny TI image where you have very little space to work with and the slightest tap with the mouse can screw you up. Snap to Row would highlight a row (right click maybe?) and then all subsequent hp's you place will automatically move up or down to the row selected (left or right for columns) until you turn it off or use Snap to Column.
I'd love to, and believe me, I triiieeedddd my darndest to implement that very thing.... but it phailed and looked ugly every time...
 
Edit: ZOMG, I got a new idea/approach... *scurries*

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Re: "SFCIII Editor" utility WIP
« Reply #104 on: August 21, 2008, 07:01:13 am »
I used to know an imp that loved to scurry.  Wish I could have scurried her, if ya know what I mean.

 :D

But yea, having some sort of a snap or toggle feature that would allow uniform placement of hardpoints across the interface would be great, similar to the old HP placement editor that D'Derdiex (sp?) made, but a little bit better.  Something that can allow you to move the hardpoints a little and still have them align up.

That make any sense?
The pen is truly mightier than the sword.  And considerably easier to write with.

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Re: "SFCIII Editor" utility WIP
« Reply #105 on: August 21, 2008, 09:53:37 am »
But yea, having some sort of a snap or toggle feature that would allow uniform placement of hardpoints across the interface would be great, similar to the old HP placement editor that D'Derdiex (sp?) made, but a little bit better.  Something that can allow you to move the hardpoints a little and still have them align up.

That make any sense?
Well, the grid feature does that, but it's usually... off-center of what you want.  What I'm thinkin' right now is the ability to mark a line and somehow be able to tell other specific HP's to snap to that line whether it be horizontal, vertical, or even both.  Perhaps I will have my first experience with right click menus... time's runnin' short though, semester begins Monday, and I have a heavy demanding programming class... won't have any time for my babies, er, utilities...  :'(

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HP Placer "Snap to Column/Row" Feature
« Reply #106 on: August 22, 2008, 12:27:25 am »
*cough*
 

 
That what you had in mind?

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Re: "SFCIII Editor" utility WIP
« Reply #107 on: August 22, 2008, 08:12:32 pm »
Updated it again, this time when you snap a HardPoint to a Column/Row, it will set the crosshairs on the lead HP to show the snapped HP lining up:
 

 
Better yet, I'm going to make it to where when you set a HP as lead, the crosshairs will always be on it unless you move another HP around, then the crosshairs will align with the moving HP.

Offline GQMarkDawg

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Re: "SFCIII Editor" utility WIP
« Reply #108 on: August 27, 2008, 01:12:41 am »
Great work mate I love the Idea of being able to edit this so easy like this I have spent so many hours modding this game and If I had tools like that it could have cut the time in half.

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Re: "SFCIII Editor" utility WIP
« Reply #109 on: September 20, 2008, 11:54:47 pm »
Well, it's gonna have to wait til after the first week of December... this semester is the toughest by far...

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Re: "SFCIII Editor" utility WIP
« Reply #110 on: January 01, 2009, 04:23:12 pm »
*walks in*
 
Got some free time...
 
*looks at his old source code*
 
*screams at the top of his lungs about the sexual orientation of Java*
 
My God... taking a data structures class has made this code look like trash... I need to rewrite alot of it...

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Re: "SFCIII Editor" utility WIP
« Reply #111 on: January 01, 2009, 06:20:43 pm »
*walks in*
 
Got some free time...
 
*looks at his old source code*
 
*screams at the top of his lungs about the sexual orientation of Java*
 
My God... taking a data structures class has made this code look like trash... I need to rewrite alot of it...

LOL, I understand that, the more you learn the more you see you wrote crap code.  I went back through my code from 17 years ago when I was a student, man, it isn't bad, but you can see how I progressed as the classes went on. (and how I regressed since I have been out).
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Re: "SFCIII Editor" utility WIP
« Reply #112 on: January 01, 2009, 07:32:05 pm »
Well this is fun... .JAR files refuse to run under Vista... no wonder some people have trouble with my programs... maybe I should rewrite it in C...

Offline GFLMyComputerMan

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Re: "SFCIII Editor" utility WIP
« Reply #113 on: January 08, 2009, 09:17:43 am »
Hello Greenvalv,

The utility looks great and I can't wait to try it out. 
Where are going to school?  I noticed you had said you just took Data Structures....I'm taking that class right now at Drexel University lol.

Kind of a funny thing...I had thought of writing a similar utility....looks like you beat me to the punch ;).

Good work! 

MyComputerMan

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Re: "SFCIII Editor" utility WIP
« Reply #114 on: January 09, 2009, 02:43:57 pm »
Where are going to school?  I noticed you had said you just took Data Structures....I'm taking that class right now at Drexel University lol.
University of New Orleans, first three classes use Java... it's hard to look at these procedural languages when my mind is object-oriented.  :banghead:

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Re: "SFCIII Editor" utility WIP
« Reply #115 on: February 23, 2009, 05:55:17 pm »
Update:  Mardi Gras vacation and new inner spark for coding has left me rewriting my utils.  Code is looking much nicer now.  Much easier to discern what the heck I was doing...  :crazy2:
 
I'm experimenting with some new ideas... might have a new version of the HP Placer out by the end of the week... with a heck of alot more efficient code to boot (i.e. slightly faster HP layout loads).
 
One of these millennia, I'll get that Spec editor done...  :banghead:

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ATTN: F9thCenturus, PigUp, and other testers for new HP Placer
« Reply #116 on: February 25, 2009, 12:25:56 am »
ftp://www.dynaverse.net/sfc3/Utilities/sfc3_hardpoint_placer_v1.6.7.rar
 
I have finished rewriting the God awful code and have finished implementing and debugging the new features that I've introduced in earlier posts.
 
As PigUp suggested, once you've snapped a HP to the designated guide HP's column or row, it will remain on the column or row and move along it like a rail.  You can even snap multiple HP's to a guide HP.  Moving the guide HP will move the other snapped HP's as well... try it...
 
I've tried to smash as many bugs as I could find... every time I tried a different combination of commands a new bug would rear its ugly head... I think I've found them all, but there's bound to be one hiding somewhere so try a bunch of snaps, locks, and layout loads to see if you can't find any that I missed.
 
Note:  There's a "Help..." item under the "Help" menu that leads to a goofy dialog... I'll get a help HTML page done and have ya'll evaluate it for the final release.  If all goes well, this will be the last time I release a util written in Java.  I'm thinking C, C++, and/or Haskell for any new releases.
 
Make sure to backup your stuff before you have fun as it still is in beta...

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HP Placer Update...
« Reply #117 on: February 27, 2009, 05:18:31 pm »
Update:
 
Bug fixed: An HP that has been restored, removed, or locked to the layout would continue to follow the guide HP's movements-- fixed, HP now stays put.
 
Feature idea:  Having the VL and TI placement fields operate seperately (i.e. setting a new guide HP in the TI field will not cancel out the guide HP in the VL field...
 
Any comments, opinions, or problems with the new HP Placer so far?

Offline GQMarkDawg

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Re: "SFCIII Editor" utility WIP
« Reply #118 on: February 28, 2009, 01:48:26 pm »
I will have to give it a try and let you know

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Re: "SFCIII Editor" utility WIP
« Reply #119 on: May 12, 2009, 03:33:19 pm »
Feature idea:  Having the VL and TI placement fields operate seperately (i.e. setting a new guide HP in the TI field will not cancel out the guide HP in the VL field...
UPDATE: done.. now, to clean up the code; test some more; and write that help file...
 
Edit: Further updates: HardPoint images have been condensed to one file
« Last Edit: May 12, 2009, 03:49:24 pm by Greenvalv »

Offline Greenvalv

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Re: "SFCIII Editor" utility WIP
« Reply #120 on: May 12, 2009, 10:51:12 pm »
Alright gents, this is the final BETA: ftp://www.dynaverse.net/sfc3/Utilities/sfc3_hardpoint_placer_v1.9.5.rar
 
A help file has been included and can be accessed in-program via the Help->Help menu item.  Please test thoroughly as this is most likely the last version before the final Java based release which will be v1.9.9... v2.0 will be in C# and will use the .NET platform.

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Re: "SFCIII Editor" utility WIP
« Reply #121 on: May 20, 2009, 06:49:25 pm »
Update:  TI HardPoint images have been given a facelift as you'll notice in this pic:
 

 
The above is still in Java.  I've rewritten some of the GF file reading code to look and act more professional.  Believe me, I originally was going about it in a ridiculous, redundant manner not realizing the power of INI file formats which the GF file follows.  Code has definitely shrunk in size.
 
Gentlemen, I am getting more and more weary of C# the more I code in it.  I've gotten alot of the code for the HP Placer translated into C#, but,  believe it or not, the experience is lower in quality than the version written in Java.  The hps and crosshairs leave a nasty graphics trail when moved under C#.  I may just continue programming in Java and just find a utility that can convert the executable .JAR files to .EXE format for less confusion.

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Re: "SFCIII Editor" utility WIP
« Reply #122 on: May 20, 2009, 10:18:22 pm »
Alright, got it converted to exe... seems to work alright.
 
Now, since I don't want to up and release this and have it not work as I've made some changes to it since last beta. 'm calling on ya'll to evaluate the last version of my HardPoint placer.

You can download it here -> http://hosted.filefront.com/greenvalv/
(It's the first file: SFCIII HardPoint Placer v1.9.9)

Try to break it; I mean it. Also evaluate the help file which can be accessed in the program via Help->Help... Tell me if it needs something added or reworded.

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Re: "SFCIII Editor" utility WIP
« Reply #123 on: May 21, 2009, 06:14:22 am »
I have been alittle fuzzy on this, only read half heartedly as I don't play SFCIII.  What is the end result of the hardpoint placements?  Is it for the shipedit, changes them in the game UI??
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Offline Greenvalv

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Re: "SFCIII Editor" utility WIP
« Reply #124 on: May 21, 2009, 04:35:44 pm »
Yeah, right now it's just a HP placer... what you edit is how the hardpoints are seen when you view a ship in the vessel library, refit a ship, or for the in-battle tactical layout.  You'll have to manually add the hardpoint in the specs if you want a new one to show up in-game.  When the ship editor is done (one of these millenia), you'll be able to add hardpoints via the utility.

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Re: "SFCIII Editor" utility WIP
« Reply #125 on: May 22, 2009, 10:17:58 am »
hit the filefront download link.  didn't work for me, tried it under IE and Opera (just in case Opera had a conflict, which it seems to have with somethings)
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Offline Greenvalv

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Re: "SFCIII Editor" utility WIP
« Reply #126 on: May 22, 2009, 02:14:09 pm »
Did you hit the "Download Now" link at the right?

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Re: "SFCIII Editor" utility WIP
« Reply #127 on: May 22, 2009, 02:15:39 pm »
Did you hit the "Download Now" link at the right?

no the page never loaded, but it did this time.
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Offline Greenvalv

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Re: "SFCIII Editor" utility WIP
« Reply #128 on: May 22, 2009, 08:18:47 pm »
Did you hit the "Download Now" link at the right?

no the page never loaded, but it did this time.
Yeah, FileFront is having a server transition problem atm.  Mostly sporadic uptime...

Offline Greenvalv

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Re: "SFCIII Editor" utility WIP
« Reply #129 on: May 27, 2009, 11:44:05 am »
Hey, peoples, reports please... I'd like to get this thing out.  How's the help file, is it alright/understandable?

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Re: "SFCIII Editor" utility WIP
« Reply #130 on: June 03, 2009, 05:00:59 pm »
Released: http://starfleetcommand3.filefront.com/file/SFCIII_HardPoint_Placer;100059
 
That's the last version of the HP Placer... enjoy.

Offline GQMarkDawg

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Re: "SFCIII Editor" utility WIP
« Reply #131 on: June 05, 2009, 07:30:01 pm »
what is this other thing I have seen in this tread that mods the Default core I would love to have a tool like that :)

Offline Greenvalv

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Re: "SFCIII Editor" utility WIP
« Reply #132 on: June 06, 2009, 09:06:32 am »
Still working on it... tough complex little thing.

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Re: "SFCIII Editor" utility WIP
« Reply #133 on: June 06, 2009, 09:28:52 am »
That thing would speed up making a mod 10 fold you know that.

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Re: "SFCIII Editor" utility WIP
« Reply #134 on: June 13, 2009, 10:37:35 pm »
UPDATE:  I've just finished rewriting the DefaultCore reader/writer.  Eliminates alot of trailing whitespace; saves a whopping 4 KBs of space!!  :dance:

Offline GFLOiram

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Re: "SFCIII Editor" utility WIP
« Reply #135 on: July 18, 2009, 03:27:07 am »
hi Guys   while you are all waiting for this Utility to be finished  would you like to try out this one    I need report on any bugs
http://www.fileplanet.com/files/200000/202427.shtml
It's not Fancy  but it gets the job done

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Re: "SFCIII Editor" utility WIP
« Reply #136 on: August 05, 2009, 11:30:33 pm »
Oiram you have done a great job with this everyone should try this it Rocks!

Offline GFLOiram

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Re: "SFCIII Editor" utility WIP
« Reply #137 on: August 10, 2009, 06:10:35 am »
this is the new look Editor, added Items editor to it
If you want to try it you can download it from here http://users.bigpond.net.au/Occas/Shipedit.rar




Offline GQMarkDawg

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Re: "SFCIII Editor" utility WIP
« Reply #138 on: August 10, 2009, 03:20:31 pm »
looks sweet although I did like the horizontal layout better the look is swank!

Offline Greenvalv

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Re: "SFCIII Editor" utility WIP
« Reply #139 on: August 11, 2009, 04:35:14 pm »
*looks at the items editor*
 
*looks at his own items editor*
 
Hey heey heeeey... copycat :P

Offline GQMarkDawg

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Re: "SFCIII Editor" utility WIP
« Reply #140 on: August 11, 2009, 08:11:18 pm »
I think it's possible for 2 people to have the same Idea at once.

Offline GFL Offkey

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Re: "SFCIII Editor" utility WIP
« Reply #141 on: August 11, 2009, 08:35:38 pm »
First off Oirams program was from scratch. He added everything in one package and one editor. From hardpoints to adding models to editing core loadout and common settings. There is no other program that incorporates all functions in one. So why not give credit where its due? Is D.net that worried that someone else who tries to helo the community may just make something better? Recognize what hes giving you and not bash someone for trying to help the community. Just get off the high horse. We are all friends here and should treat each other that way.


Offline marstone

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Re: "SFCIII Editor" utility WIP
« Reply #142 on: August 11, 2009, 09:35:56 pm »
First off Oirams program was from scratch. He added everything in one package and one editor. From hardpoints to adding models to editing core loadout and common settings. There is no other program that incorporates all functions in one. So why not give credit where its due? Is D.net that worried that someone else who tries to helo the community may just make something better? Recognize what hes giving you and not bash someone for trying to help the community. Just get off the high horse. We are all friends here and should treat each other that way.

I don't see GreenValve's comment as a High Horse.  He has the tongue out smiley, people have been touchy on the board recently.
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Offline Greenvalv

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Re: "SFCIII Editor" utility WIP
« Reply #143 on: August 11, 2009, 11:41:00 pm »
I think it's possible for 2 people to have the same Idea at once.
First off Oirams program was from scratch. He added everything in one package and one editor. From hardpoints to adding models to editing core loadout and common settings. There is no other program that incorporates all functions in one. So why not give credit where its due? Is D.net that worried that someone else who tries to helo the community may just make something better? Recognize what hes giving you and not bash someone for trying to help the community. Just get off the high horse. We are all friends here and should treat each other that way.

What the hell?  I was being sarcastic (note the friggin' smiley)... I was just pointing out that the layout is quite similar, observe...
 

 
Now, I'm not going to get bent out of shape over this as that would be pathetic.  He did write the code from scratch (he had to, there's no way he could have understood that god-aweful code I wrote for that utility), and, as a fellow programmer, I respect that.  I take this as sort of flattery that I may have been an inspiration in some part, if any.
 
As marstone said, ya'll are getting touchy.
« Last Edit: August 11, 2009, 11:53:57 pm by Greenvalv »

Offline GQMarkDawg

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Re: "SFCIII Editor" utility WIP
« Reply #144 on: August 11, 2009, 11:52:31 pm »
Green my point still stands I bet you both thought of it around the same time.  :angel:

Offline Greenvalv

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Re: "SFCIII Editor" utility WIP
« Reply #145 on: August 11, 2009, 11:55:16 pm »
Green my point still stands I bet you both thought of it around the same time.  :angel:
Alexander Graham Bell beat the other guy to the patent office by 20 minutes.  ;D

Offline Tus-XC

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Re: "SFCIII Editor" utility WIP
« Reply #146 on: August 12, 2009, 12:53:49 am »
First off Oirams program was from scratch. He added everything in one package and one editor. From hardpoints to adding models to editing core loadout and common settings. There is no other program that incorporates all functions in one. So why not give credit where its due? Is D.net that worried that someone else who tries to helo the community may just make something better? Recognize what hes giving you and not bash someone for trying to help the community. Just get off the high horse. We are all friends here and should treat each other that way.

Dude... you need to stop for a second, consider that if a post has two possible meanings, and one pisses you off the poster probably meant the other.  Next time hold your tounge and verify before you decide to make an ass of yourself.
Rob

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Offline GFLOiram

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Re: "SFCIII Editor" utility WIP
« Reply #147 on: August 12, 2009, 05:42:56 am »
Sorry to cause this much concern.  I must admit that I did wriite the Items editor from scratch but when I saw Greenvalv's layout it impressed me so I just moved everything around to look better. No Credit is intended to be taken away from him and I'm not really a good programmer, just very basic. I'm sure that his program may be better written and may provide more features, all I asked was for an evulation and bug reports. From what I read further up he wrote his in Java( I think)  mine is in VB.net.
I apologise if Offkey ruffeled a few feathers  but he is protective of his GFL Family   :-* :-*

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Re: "SFCIII Editor" utility WIP
« Reply #148 on: August 12, 2009, 06:14:18 am »
Sorry to cause this much concern.  I must admit that I did wriite the Items editor from scratch but when I saw Greenvalv's layout it impressed me so I just moved everything around to look better. No Credit is intended to be taken away from him and I'm not really a good programmer, just very basic. I'm sure that his program may be better written and may provide more features, all I asked was for an evulation and bug reports. From what I read further up he wrote his in Java( I think)  mine is in VB.net.
I apologise if Offkey ruffeled a few feathers  but he is protective of his GFL Family   :-* :-*

Can understand that.  Heck more years back then I can really count I was GFL.  ;)
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Offline Greenvalv

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Re: "SFCIII Editor" utility WIP
« Reply #149 on: August 12, 2009, 05:04:16 pm »
Sorry to cause this much concern.  I must admit that I did wriite the Items editor from scratch but when I saw Greenvalv's layout it impressed me so I just moved everything around to look better.  No Credit is intended to be taken away from him
Thanky sire, thanky
and I'm not really a good programmer, just very basic.
Ah, BS, you've outrun me.
I'm sure that his program may be better written and may provide more features,
:laugh:  You should see my god-aweful old code I wrote my earlier attempts with.  Whenever I look back through that code, I think to myself, "What was I thinking?!"
all I asked was for an evulation and bug reports. From what I read further up he wrote his in Java( I think)  mine is in VB.net.
VB.net aye?  There's another guy out there I've talked to doing his version in C#.net.  As in your case, he's using a similar layout to mine.
I apologise if Offkey ruffeled a few feathers  but he is protective of his GFL Family   :-* :-*
I assumed as much... no hard feelings to GFL Offkey.  Let's let this go...  8)

Offline GFLOiram

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Re: "SFCIII Editor" utility WIP
« Reply #150 on: August 13, 2009, 08:49:34 am »
One Question I would like to ask about the refit program...Why is it that if you change the 'Mix Racial Technology' from  1 to 0
the game crashes or locks up when doing Single Player Campaigns with a Mod installed but runs fine if you change them around if the Original Game is installed

Offline Greenvalv

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Re: "SFCIII Editor" utility WIP
« Reply #151 on: August 13, 2009, 11:20:30 am »
Does the mod have mixed tech already on ships?

Offline GFLOiram

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Re: "SFCIII Editor" utility WIP
« Reply #152 on: August 13, 2009, 06:52:17 pm »
I Presume so....I know that the AI such as Pirates, species, Cardissians  etc  have

Offline GFL Offkey

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Re: "SFCIII Editor" utility WIP
« Reply #153 on: August 16, 2009, 08:14:22 am »
Thanks green I loose my mind from too many 18 to 20hr work days. Will be very careful next time and read when awake. As far as the mix racial technology if the mod was made without it on and the common settings arent set for it then yes it could cause a n issue


Offline Greenvalv

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Re: "SFCIII Editor" utility WIP
« Reply #154 on: June 25, 2010, 11:30:51 pm »
Let's get this party restarted shall we?

Wow, here I am AGAIN... a year ago I thought the code I was writing was magnificent... it's horrid, the design choices I had made were flawed to the core.  Amazing how a bachelor's degree and another year can change one's perception significantly as I thought it couldn't get much better than that.  *archives code for reference only*
 
BTW, I've seen the utility the Oiram wrote and I must say, well done sir.  I really don't have to write one now, but I promised myself I would write one of my own and I will even if it takes me another year, da'gummit.  I have ideas brewing... big ones too, and with the know-how I've accumulated over this past year of college I believe I can implement them with more ease than in my crazy, haphazard, younger days.  Now all I have to do is get off my lazy tush and start doing something productive. 
 
P.S.  The screenshots of what would have been the overall editor as seen in this thread are scrap now.  That project's source code, however incomplete it is, is getting archived.  I have more convenient ui's in mind.  Screenshots when I get to it... hopefully soon. :D
 
P.S.S.  Since I took software engineering last semester which emphasized the overall software design process, I think I'm going to follow that (i.e. documenting what I want to do first before I jump the gun and implement it before I have the overall picture).  I'll try to include ya'll in on it and hopefully grab some input from ya'll.

Offline Centurus

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Re: "SFCIII Editor" utility WIP
« Reply #155 on: June 26, 2010, 02:54:01 am »
Eagerly awaiting more updates.  :-D
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