Topic: Origin of this SFC Model Editor  (Read 1395 times)

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Offline jose_noodles

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Origin of this SFC Model Editor
« on: July 07, 2023, 10:57:47 pm »
On an older version of his site for the SFC 3 Rebalance Expansion mod, You-Cheng Hsieh hosted a SFC .mod editor that allows you to edit the hardpoints of a .mod file. I host the editor on my dropbox account and I wanted to see if anyone knows the origin of this editor?

https://www.dropbox.com/s/uw7axfdup85uc1v/CV.zip?dl=0 

Offline atheorhaven

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Re: Origin of this SFC Model Editor
« Reply #1 on: December 20, 2024, 05:31:49 pm »
No one had replied to this, so here ya go, this was from the .txt file I had inside my archive of it:

CV Version 0.7.5
by Rob Arnold

Mesh Editor:
Can change textures and lightmaps

Can toggle sections of the model on/off
Shows the vertices and number of faces for each section
Can combine 4 sections into one provided you have created a texture to use for the new section. The texture from SectionA goes in the top left, SectionB goes in the top right, SectionC goes in the bottom left, and SectionD goes in the bottom right.

HP Editor:
View all hardpoints on model
Add, delete, or change existing hardpoints
Save/Load hardpoints to/from a separate file (intented for use with Milkshape, but maybe the SFC3 placement editor can use them too (hint hint))
Drag and drop .hp files

Importing .mod:
Imports the most detailed LOD
Works for all .mod files for SFC,SFC2, SFC2:OP, and SFC3
Importing .sod:
Imports ALL LODs
Works with SOD version 1.8 and 1.93
Does not work with a few of the stock models as they are older versions
Exporting .mod:
Exports 1 LOD
Exports hardpoints
Any sections of the model not visible are not exported
Exporting .sod:
Exports all visible sections of the mesh
Exports hardpoints

Not tested in game
Exporting .omf:
Exports all visible sections of the mesh
Exports hardpoints
Beta
Not used in any game...yet

Imaging Features:
Orientates camera/model to easily take screenshots for SFC3 beauty shot, Vessel Library, and Tactical Information images and provides an easy way to take high-quality (esp. with Anti-Aliasing and DX9a) with the "Render Shot" button.
Scaling to fit ships into screen for shots.
Model pictures show up correctly in SFC3, although the files aren't the right dimensions, the ships still show in the right place
Converts all of a model's textures to .bmp with the click of a button
Model Statistics:
Length
Width
Radius
Number of Vertices (pre-optimization)

Number of Faces

Misc:
Options to enable/disable the rendering of lighting, text, and hardpoints.
Drag and Drop models to the main window

Scale models by setting the scale for imaging and hitting the "Scale Model" button.

Requirements:
DirectX 9 or 9a

Geforce or Radeon should be fine (though it may work on other cards)

Each model must have its textures in the same directory as the model file otherwise the textures won't load

Where to get it:
Here (486K)

Older Versions:

CV 0.7
CV 0.6
Questions/Comments/General Feedback/Success Stories/Horror Stories:
Email me

Known Bugs/Limitations
Some Armada SODs don't load, these are files that came with the game, and are earlier versions of the format. I've been told this is a pretty easy thing to fix, but it's just not a priority right now.
Possible Future Features:

Render lightmaps (I don't know if anyone really wants this though)
Render bumpmaps (I don't know if anyone really wants this though)

Correct size of saved textures. The only advantage to this is reduced size on the disk

Auto-generation of the texture for combined sections

Freelancer Support
Change the light position/direction with a small script file

Anything else you tell me you want within reason (i.e. no Quake 3 map loader)

..ooOOoo..totally useless information..ooOOoo..

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