I just download the tool from A2Files, took a bit to get working, but it looks great I have made a HP template for my Fleet Ops models, but haven't tested it in-game yet as I have no models ready for in-game use.
One addition I would ask is a save option, where you can save the tree that can be re-opened in the program, perhaps having it be able to load in the format it exports. But this is a great tool and will really help many modellers out as hardpoint is a real pain but having a complete map with every possible joint needed will really save time for many.
I'm curious what problems you had getting it working. .Net framework 3.0 related or milkshape exporter? Also I didn't mention it could require running as administrator.. The original version that's part of the LMTools runs as administrator automatically but this stand alone version doesn't unless I'm mistaken.
I did intend to set it up to be able to easily save reusable template files, but lacked the time to code it. I'm not sure when I'll get the chance to do it. It is a feature I didn't have immediate use for, as there are ways of doing it with the tool like it is, although it could be made much more strait forward and a easier. I've been using templates as detailed below for a good while with the tool.
Make your tree in the tool, export it. Then import it to milkshape, and export it to the Legacy ASCII format the tool reads. To export it from milkshape you must have at least 1 mesh group, it doesn't need a matching m_ joint it just needs to exist so the exporter doesn't tell you there is nothing to export.
Alternatively you can keep the files in the Milkshape 3d ASCII data format as a template file and import that into your new models as needed then export from there back to the tool's format. This then gives you the mesh group names populated in the m_ joint dropdown box as well as your template joints.
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Thanks for the positive comments everyone. I certainly hope it's found to be useful.
Muldrf, I found an error with the game engine that you transfered to the joint tool. Using Milkshape 3D, you can't have 2 of the same kind of damage emitter (e_plasmalrg as an example) If 2 emitters of the same type are put into the model (e_plasmalrg_01, e_plasmalrg_02 as example) the game engine doesn't recoginize the model and puts up the default 'bug box' instead. The modeler can put 2 different emitter types (e_plasmalrg, e_plasmaxl) or create new custom emitters (e_plasmalrg, e_plasmalrg2) which will work within the game engine.
Muldrf, I found an error with the game engine that you transfered to the joint tool. Using Milkshape 3D, you can't have 2 of the same kind of damage emitter (e_plasmalrg as an example) If 2 emitters of the same type are put into the model (e_plasmalrg_01, e_plasmalrg_02 as example) the game engine doesn't recoginize the model and puts up the default 'bug box' instead. The modeler can put 2 different emitter types (e_plasmalrg, e_plasmaxl) or create new custom emitters (e_plasmalrg, e_plasmalrg2) which will work within the game engine.
hmm. Looking at the Armada info it seemed to point to the Armada exporter properly handling e_plasmalrg_01 for example. That's the only reason I added the ability to enter them like that. I figured it was correct as Legacy can't do it but that's a limitation of the Legacy Exporter rather than the engine not being able to do it. Maybe the info I read meant the 3dmax exporter could handle that?
Well I can disable it with an update to prevent accidental usage. Alternatively the sod exporter might be able to be updated to properly handle e_ joint to export 2 of the same emitter properly. Legacy can't do it because it doesn't handle the e_ joint output exactly how it should, but it is potentially fixable and the same should be true with the sod exporter.
I know the engine in Legacy can handle it and that it's an export issue, because I can export ships then hex edit the entries to get all the emitters working properly.
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StarFox-
While you can't add your own "memorized" entries that will always show up in the dropdown box, you can enter anything you like into the dropdown box for any of the joint types.
So if you need a s_bluestrobehuge then just enter "bluestrobehuge" in the s_ box and add it. or if you need an e_plasmamax, or s_skull, or e_gasleak.... anything is possible to be typed into the various boxes.
It's possible to add the ability for users to define additional entries that would always be there to pick from. I could tag that on the list of potential new features along with easy to work with templates.
I'm curious what problems you had getting it working. .Net framework 3.0 related or milkshape exporter? Also I didn't mention it could require running as administrator.. The original version that's part of the LMTools runs as administrator automatically but this stand alone version doesn't unless I'm mistaken.
It just locked up a few times to start with, but after that it worked fine. I am looking forward to seeing this tool evolve, you've done a fantatsic job this far and any improvements could only better the usefullness of this tool.
As for the A2Files issue, it's been an ongoing issue due to the sites needing updating and the Break IT guys from what I heard from the staff are doing a complete overhaul and re-build as the site code dates back to 99 and is a bit of a mess from all the minor updates over the years.
Many modders have actually decided to not upload mods here because of it with many only uploading on FO Site and MSFC at this current time untill all the issues are fixed.
It is a similar situation at Legacyfiles, except there isn't an alternative site to post files to for the average modder, at least one that gets much attention. There was a site setup a while back, but almost no one submits content to there, I do when I get around to it as an alternative download location. But our content is always posted at our website including the latest build of this tool.
I hope they get the site rebuilt sometime, it was the best place to post content for so long, and it's certainly suffering from all the breakdowns in features etc.
Well stuff is showing up on the list, which is good, but when clicking on the link for the Joint tool I had difficulty getting to it. It would say the file doesn't exist, then I refresh a few times and it would go..
There is 1 known issue at this time. When telling it to make more than 1 of a joint it gives you a notice about "do you want to increment" the number.. When you already told it you DID want to. A bit of an annoyance, but I'll fix it up. Not been real fired up about doing it since the site is in it's current state.
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I'll see about disabling the "#" suffix on the interface for Emitters such as "e_plasmalrg_01" as was said above that armada exporter doesn't support that. Does the 3dmax one support it or something?
It seems that the writer of the milkshape sod exporter isn't around any more? Would there ber any chance of contacting them about adding that function or allowing me to add it? I believe the source code for the exporter is included in the download for it. I could look at it and see if I could add that ability but no point if Armada Files wouldn't let me post an updated one to download. I would include it with the joint tool if it came to it.
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I intend to look at adding easy to make templates. I don't know when I might have a chance to look into it. I have a few different ideas on how I might set them up.
An "Undo" button is not practical to create. Although I do see it's usefulness, it would be a major task to attempt to add.
Is there some other potential feature that was suggested that I have forgotten about?
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