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Joint/Hardpoint Tree Structure Tool I create tools, for Legacy modding, but Armada shares a fairly common setup in the Hardpoint/Joint area for models in Milkshape. I've recently been working on a tool to aid in the creation of the structure of the Joint/Hardpoint tree for use with Milkshape. I was thinking it might be of use to some of the moders here. It's a stand alone program that allows building of a "joint tree". This tree doesn't contain any position or rotation data, it's just the joints and their links. Also I added support for Joint Comments which Legacy uses on the Light joints for alteration of strobe patterns and coloration/intensity. Once a tree is made it is saved to the Milkshape 3d ASCII txt file format and imported using the Milkshape 3d ASCII Text importer. After importing it you just have to relocate the weapon, subsytem, sprites, emitter joints, etc to the appropriate locations. It can import Mesh Group names to speed entry of the m_ joints via a customized Milkshape Exporter that goes with the tool. I'm going to be working on importing of existing joints along with their position, rotation and comment data at a later time. Here is a shot of the current interface. http://i243.photobucket.com/albums/f...ools/jtp2a.jpg I can't currently make alternate interface options as I don't "know the differences" for A, A2, and Fleet Ops compared to Legacy. Dejavu sent me some things, but it's not exactly what I need to sort it out properly. If someone can fill me in with the data I need, I can make the alternate interfaces, otherwise it will just stay rigged for Legacy as I don't have time to do a lot of hunting. If you want to look at more data on the tool the main thread for the tool is here: http://forums.filefront.com/stl-modd...ture-only.html |
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Re: Joint/Hardpoint Tree Structure Tool Actually what I am looking for is something like this: http://forums.filefront.com/members/...uder-model.png That's the basic Legacy joint tree structure. I need the same type of thing for A, A2 and FleetOps. The other thing I'm looking for is a list of the various possible sprites for A, A2 and Fleet Ops. That would include "light" sprites and "emitter" sprites and if there are any other type. Also if the naming is different than Legacy "m_" "h_" "s_" For example "whiteconst", "greenstrobe", "plasmasml". If the trees and options are different for each of those three I may make 3 specific interface setups for them. |
Re: Joint/Hardpoint Tree Structure Tool Quote:
Westworld's BIG Book of Modding Quote:
These are the possible emitters for A2:- Spoiler: |
Re: Joint/Hardpoint Tree Structure Tool That book does look like it contains the A2 and info on the A1 trees. I'll have to look at it closer. For one there are command nodes "c_". I'll also need to know the valid sprite entries to populate the dropdown boxes to make them easy to use, that might be somewhere else in the book. That would leave FleetOps, which I take is some addon that uses additional sprites options and maybe some other changes. Anyway no rush I still have plenty of work to do on the tool before I'd look at starting the alternate interfaces. |
Re: Joint/Hardpoint Tree Structure Tool For FO stuff you will need to go talk to the Devs on their site. Modeling for FO is in its infancy since the changed the SOD version and FO models won't work in A2 without being back converted. The tool sounds very usefull. looking forward to it. |
Re: Joint/Hardpoint Tree Structure Tool Would it be helpful to get a Milkshape model of a stock ship from A1 and A2? THey would have the hierarchies that you need. If your tool is primarily for Milkshape I don't think spending a lot of time on command nodes "c_" will matter as I don't thinkl Milklshape supported them anyways. I beleive MAX is needed for those. |
Re: Joint/Hardpoint Tree Structure Tool The tool is only for milkshape unless there happens to be a milkshape 3d ascii text importer for MAX. Unless you bring the file into milkshape, then save it to a format the MAX can import that support joints. I looked at that Modding book quickly and with how the MAX hardpointing is done, I am doubtful that such a process would be worthwhile. I've been told hardpointing is alot better to do in MAX than Milkshape to begin with, but I only use milkshape. Dejavu sent me some joint trees from A, A2 and Fleetops. They will be helpful once I write up the Joint Import Code, but it's not been done yet. That probably won't be for a couple weeks as I'm finishing up the XI pack for Legacy first. |
Re: Joint/Hardpoint Tree Structure Tool Well I figured and update was due. I have finally gotten to implement the ability to import existing joint trees into the tool from milkshape. With the examples that Dejavu sent I don't see the need for any serious modifications to the utility for use with the Armada series. I don't yet have a list of valid emitters (e_) or sprite (s_) joints to populate those dropdown boxes, but beyond that it shouldn't take much. The Armada version would also be a stand alone tool without the other interfaces that the LMTools include as they are Legacy only functions generally. Basically I'm not building the Armada Tool into a Legacy Modding Utility, I doubt that would be found helpful by you guys (and gals) or vice versa. I figure it's best to not create a branched off copy until I'm sure it's in good operating order, or I will have an awful mess updating both versions as I fix things. So it will still be awhile until I get to this as I know the tool needs a fair bit of work yet. If anyone wanted to use the existing version for Armada I don't see any reason it wouldn't work for you, it just won't be quite as convenient as an Armada version of the tool. I haven't released the version that imported existing joints yet though, as it's still in testing. |
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Re: Joint/Hardpoint Tree Structure Tool Here is the emitter sprite file form A1 (Armada) sprite_table # texture definitions #------------------------------------------------------------ @tmaterial=additive @reference=64 softdot xparticle 0 0 32 32 steam xparticle 0 32 32 32 star xparticle 32 0 32 32 spore xparticle 32 32 32 32 @reference=128 plasma xsmoke 0 0 32 32 @anim=tex4x4_smoke riftex mnebula5 64 64 64 64 # sprite_node definitions #------------------------------------------------------------ @sprite_node ventplas plasma fade3 (2,2) (1,1,1) billboard @sprite_node test plasma fade4 (2,2) (1,1,1) billboard @sprite_node nebula1 steam inoutpurple (8,8) (0,0,0) billboard @sprite_node gatesprite steam gatefade4 (0.5,0.5) (1,1,1) billboard @sprite_node nebula2 spore inoutred (8,8) (0,0,0) billboard @sprite_node spores xspark const (3,3) (0.75,0.2,1.0) billboard @sprite_node hulleatspores spore const (3,3) (0.75,0.2,0.0) billboard @sprite_node ventgas steam steamfade2 (1.2,1.2) (1,1,1) billboard @sprite_node exhaust steam gasfade3 (2,2) (1,1,1) billboard @sprite_node contrail softdot fadefast.25 (1.5,1.5) (1,1,1) billboard @sprite_node thruster softdot fadefast.25 (0.5,0.5) (1,1,1) billboard @sprite_node stars star overfade4 (5,5) (0.2,0.2,1.0) billboard @sprite_node wormsprite softdot fadeblue3 (2,2) (1,1,1) billboard @sprite_node rift softdot riftfade4 (1,1) (1,1,1) billboard @sprite_node chunk plasma fade3 (0.3,0.3) (1,1,1) billboard @sprite_node gemsprite spore gemfade2 (3,3) (1,1,1) billboard @sprite_node redtrail softdot redfade1 (3.5,3.5) (1,1,1) billboard @sprite_node starfade star fadeyellow3 (5,5) (1.0,1.0,0.0) billboard ##### RIFT EMMITTER ##### @emitter rift type=spray pixel=(0.9,0.7,0.1) sprite=rift expansion_rate=1.5 firing_period=0.15 lifespan=4 velocity=12 spread_angle=3.0 @end_emitter @emitter riftcloud type=cloud pixel=(0.9,0.1,0.1) sprite=stars expansion_rate=-0.25 velocity=0.25 lifespan=3.99 particle_count=30 cloud_radius=20 @end_emitter # Chunk emitters # ============== @emitter chunk1_disabled type=spray pixel=(1.0,0.6,0.1) sprite=chunk expansion_rate=0.7 firing_period=0.15 lifespan=1.0 velocity=0.0 spread_angle=3.0 @end_emitter # Latinum spray for freighters # ============================ @emitter latinum_spray type=spray pixel=(0.9,0.1,0.1) sprite=starfade expansion_rate=1.3 firing_period=0.15 lifespan=2.99 velocity=8.0 spread_angle=10.0 @end_emitter # Damage smoke emitter # ==================== # Note: lifespan/velocity = texture animation period for once complete cycle per particle @emitter test_cloud type=cloud pixel=(0.9,0.9,0.2) sprite=exhaust pixel=(1,0,0) expansion_rate=1.2 velocity=0.5 lifespan=5 particle_count=30 cloud_radius=20 @end_emitter @emitter smoke type=spray pixel=(0.6,0.6,0.6) sprite=test # this is the sprite_node # expansion_rate=1.3 firing_period=0.15 lifespan=3.9 velocity=10.0 spread_angle=5.0 @end_emitter ##### Damage emitters ######### #Venting Plasma# @emitter plasmasml type=spray pixel=(0.9,0.9,0.2) sprite=ventplas expansion_rate=1.1 firing_period=0.15 lifespan=2.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter plasmamed type=spray pixel=(0.9,0.9,0.2) sprite=ventplas expansion_rate=1.2 firing_period=0.15 lifespan=2.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter plasmalrg type=spray pixel=(0.9,0.9,0.2) sprite=ventplas expansion_rate=1.3 firing_period=0.15 lifespan=2.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter plasmaxl type=spray pixel=(0.9,0.9,0.2) sprite=ventplas expansion_rate=1.4 firing_period=0.15 lifespan=2.999 velocity=8.0 spread_angle=5.0 @end_emitter # Venting Gas# @emitter steamtiny type=spray pixel=(4.3,0.3,0.3) sprite=ventgas expansion_rate=.1 firing_period=0.15 lifespan=1.999 velocity=4.0 spread_angle=2.0 @end_emitter @emitter steamsml type=spray pixel=(0.1,0.3,0.9) sprite=ventgas expansion_rate=1.1 firing_period=0.15 lifespan=1.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter steammed type=spray pixel=(0.1,0.3,0.9) sprite=ventgas expansion_rate=1.2 firing_period=0.15 lifespan=1.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter steamlrg type=spray pixel=(0.1,0.3,0.9) sprite=ventgas expansion_rate=1.3 firing_period=0.15 lifespan=1.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter steamxl type=spray pixel=(0.1,0.3,0.9) sprite=ventgas expansion_rate=1.4 firing_period=0.15 lifespan=1.999 velocity=8.0 spread_angle=5.0 @end_emitter # Special Weapons Emitters # ======================== # Borg bore emitters # ================== @emitter borgbore_beam type=beam sprite=wborgbpart expansion_rate=0.0 firing_period=0.15 velocity=10.0 @end_emitter # Computer override emitters # --------------------------------------------- @emitter override type=cloud sprite=stars expansion_rate=-0.25 velocity=0.25 lifespan=3.99 particle_count=15 cloud_radius=20 @end_emitter # Micro-organism emitter # ---------------------- @emitter microorg type=cloud sprite=spores expansion_rate=-0.25 velocity=0.25 lifespan=2 particle_count=15 cloud_radius=20 @end_emitter # Micro-organism emitter # ---------------------- @emitter psiondis type=cloud sprite=spores expansion_rate=-0.5 velocity=0.5 lifespan=4 particle_count=30 cloud_radius=50 @end_emitter # Micro-organism emitter for Cardassians # ---------------------- @emitter microor2 type=cloud sprite=hulleatspores expansion_rate=-0.35 velocity=0.15 lifespan=2 particle_count=18 cloud_radius=50 @end_emitter # Chain reaction pulsar trail # --------------------------- @emitter crpulsar type=spray pixel=(0.9,0.9,0.2) sprite=redtrail expansion_rate=-1.02 firing_period=0.15 lifespan=0.79 velocity=0.01 spread_angle=20 @end_emitter # Gemini effect trail # ------------------- @emitter gemini type=spray pixel=(0.9,0.7,0.2) sprite=gemsprite expansion_rate=-1.25 firing_period=0.15 lifespan=1.99 velocity=0 spread_angle=30 @end_emitter #Blue contrail emitter# #------------------------------------- @emitter contrail type=spray sprite=thruster expansion_rate=-0.5 firing_period=0.15 lifespan=0.249 velocity=0.0 spread_angle=0 @end_emitter @emitter rocket type=spray sprite=contrail expansion_rate=-1.25 firing_period=0.15 lifespan=0.249 velocity=0 spread_angle=0 @end_emitter #Nebula1 emitter# #------------------------------------- @emitter neb1 type=cloud sprite=nebula1 expansion_rate=3.0 velocity=0.25 lifespan=10 particle_count=20 cloud_radius=75 @end_emitter @emitter neb2 type=cloud sprite=nebula2 expansion_rate=3.0 velocity=0.25 lifespan=10 particle_count=20 cloud_radius=75 @end_emitter # Gate Emitters #------------------------------------------------- @emitter premgate type=spray pixel=(0.1,0.8,0.9) sprite=gatesprite expansion_rate=1.9 firing_period=0.15 lifespan=3.99 velocity=12 spread_angle=3 @end_emitter #this emitter has been disabled #@emitter worm #type=spray #pixel=(0.1,0.1,0.1) #sprite=wormsprite #expansion_rate=-0.40 #firing_period=0.15 #lifespan=1.999 #velocity=15 #spread_angle=0 #@end_emitter ################################################## ############# # Software nebulae ################################################## ############# @emitter swneb1 type=cloud pixel=(1,1,0) expansion_rate=3.0 velocity=0.25 lifespan=10 particle_count=100 cloud_radius=250 @end_emitter @emitter swneb2 type=cloud pixel=(1,0,0) expansion_rate=3.0 velocity=0.25 lifespan=10 particle_count=100 cloud_radius=250 @end_emitter @emitter swneb3 type=cloud pixel=(.5,0,1) expansion_rate=3.0 velocity=0.25 lifespan=10 particle_count=100 cloud_radius=250 @end_emitter @emitter swneb4 type=cloud pixel=(0,1,0) expansion_rate=3.0 velocity=0.25 lifespan=10 particle_count=100 cloud_radius=250 @end_emitter @emitter swneb5 type=cloud pixel=(0,0.3,1) expansion_rate=3.0 velocity=0.25 lifespan=10 particle_count=100 cloud_radius=250 @end_emitter ################################################## ################# @sprite_node nanogas nanovent const (3,3) (0,0.2,1) billboard @sprite_node nanoplasma nanovent const (3,3) (1,0.4,0) billboard @emitter plasmasml type=spray pixel=(0.9,0.9,0.2) sprite=nanoplasma expansion_rate=1.1 firing_period=0.15 lifespan=2.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter plasmamed type=spray pixel=(0.9,0.9,0.2) sprite=nanoplasma expansion_rate=1.2 firing_period=0.15 lifespan=2.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter steamsml type=spray pixel=(0.1,0.3,0.9) sprite=nanogas expansion_rate=1.1 firing_period=0.15 lifespan=1.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter plasmalrg type=spray pixel=(0.9,0.9,0.2) sprite=nanoplasma expansion_rate=1.3 firing_period=0.15 lifespan=2.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter plasmaxl type=spray pixel=(0.9,0.9,0.2) sprite=nanoplasma expansion_rate=1.4 firing_period=0.15 lifespan=2.999 velocity=8.0 spread_angle=5.0 @end_emitter @sprite_node nanogas nanovent const (3,3) (0,0.2,1) billboard @sprite_node nanoplasma nanovent const (3,3) (1,0.4,0) billboard @emitter steamtiny type=spray pixel=(4.3,0.3,0.3) sprite=nanogas expansion_rate=1.1 firing_period=0.15 lifespan=1.999 velocity=4.0 spread_angle=2.0 @end_emitter @emitter steamsml type=spray pixel=(0.1,0.3,0.9) sprite=nanogas expansion_rate=1.1 firing_period=0.15 lifespan=1.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter steammed type=spray pixel=(0.1,0.3,0.9) sprite=nanogas expansion_rate=1.2 firing_period=0.15 lifespan=1.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter steamlrg type=spray pixel=(0.1,0.3,0.9) sprite=nanogas expansion_rate=1.3 firing_period=0.15 lifespan=1.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter steamxl type=spray pixel=(0.1,0.3,0.9) sprite=nanogas expansion_rate=1.4 firing_period=0.15 lifespan=1.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter plasmaxl type=spray pixel=(0.9,0.9,0.2) sprite=nanoplasma expansion_rate=1.4 firing_period=0.15 lifespan=2.999 velocity=8.0 spread_angle=5.0 @end_emitter @sprite_node nanogas nanovent const (3,3) (0,0.2,1) billboard @sprite_node nanoplasma nanovent const (3,3) (1,0.4,0) billboard ############################{bah}################# ################## |
Re: Joint/Hardpoint Tree Structure Tool Here is the emitter sprite file from A2 sprite_table # texture definitions #------------------------------------------------------------ @tmaterial=additive @reference=64 softdot xparticle 0 0 32 32 steam xparticle 0 32 32 32 star xparticle 32 0 32 32 spore xparticle 32 32 32 32 @reference=128 plasma xsmoke 0 0 32 32 @anim=tex4x4_smoke riftex mnebula5 64 64 64 64 # sprite_node definitions #------------------------------------------------------------ @sprite_node ventplas plasma fade3 (2,2) (1,1,1) billboard @sprite_node test plasma fade4 (2,2) (1,1,1) billboard @sprite_node nebula1 steam inoutpurple (8,8) (0,0,0) billboard @sprite_node gatesprite steam gatefade4 (0.5,0.5) (1,1,1) billboard @sprite_node nebula2 spore inoutred (8,8) (0,0,0) billboard @sprite_node spores xspark const (3,3) (0.75,0.2,1.0) billboard @sprite_node hulleatspores spore const (3,3) (0.75,0.2,0.0) billboard @sprite_node ventgas steam steamfade2 (1.2,1.2) (1,1,1) billboard @sprite_node exhaust steam gasfade3 (2,2) (1,1,1) billboard @sprite_node contrail softdot fadefast.25 (1.5,1.5) (1,1,1) billboard @sprite_node thruster softdot fadefast.25 (0.5,0.5) (1,1,1) billboard @sprite_node stars star overfade4 (5,5) (0.2,0.2,1.0) billboard @sprite_node wormsprite softdot fadeblue3 (2,2) (1,1,1) billboard @sprite_node rift softdot riftfade4 (1,1) (1,1,1) billboard @sprite_node chunk plasma fade3 (0.3,0.3) (1,1,1) billboard @sprite_node gemsprite spore gemfade2 (3,3) (1,1,1) billboard @sprite_node redtrail softdot redfade1 (3.5,3.5) (1,1,1) billboard @sprite_node starfade star fadeyellow3 (5,5) (1.0,1.0,0.0) billboard ##### RIFT EMMITTER ##### @emitter rift type=spray pixel=(0.9,0.7,0.1) sprite=rift expansion_rate=1.5 firing_period=0.15 lifespan=4 velocity=12 spread_angle=3.0 @end_emitter @emitter riftcloud type=cloud pixel=(0.9,0.1,0.1) sprite=stars expansion_rate=-0.25 velocity=0.25 lifespan=3.99 particle_count=30 cloud_radius=20 @end_emitter # Chunk emitters # ============== @emitter chunk1_disabled type=spray pixel=(1.0,0.6,0.1) sprite=chunk expansion_rate=0.7 firing_period=0.15 lifespan=1.0 velocity=0.0 spread_angle=3.0 @end_emitter # Latinum spray for freighters # ============================ @emitter latinum_spray type=spray pixel=(0.9,0.1,0.1) sprite=starfade expansion_rate=1.3 firing_period=0.15 lifespan=2.99 velocity=8.0 spread_angle=10.0 @end_emitter # Damage smoke emitter # ==================== # Note: lifespan/velocity = texture animation period for once complete cycle per particle @emitter test_cloud type=cloud pixel=(0.9,0.9,0.2) sprite=exhaust pixel=(1,0,0) expansion_rate=1.2 velocity=0.5 lifespan=5 particle_count=30 cloud_radius=20 @end_emitter @emitter smoke type=spray pixel=(0.6,0.6,0.6) sprite=test # this is the sprite_node # expansion_rate=1.3 firing_period=0.15 lifespan=3.9 velocity=10.0 spread_angle=5.0 @end_emitter ##### Damage emitters ######### #Venting Plasma# @emitter plasmasml type=spray pixel=(0.9,0.9,0.2) sprite=ventplas expansion_rate=1.1 firing_period=0.15 lifespan=2.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter plasmamed type=spray pixel=(0.9,0.9,0.2) sprite=ventplas expansion_rate=1.2 firing_period=0.15 lifespan=2.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter plasmalrg type=spray pixel=(0.9,0.9,0.2) sprite=ventplas expansion_rate=1.3 firing_period=0.15 lifespan=2.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter plasmaxl type=spray pixel=(0.9,0.9,0.2) sprite=ventplas expansion_rate=1.4 firing_period=0.15 lifespan=2.999 velocity=8.0 spread_angle=5.0 @end_emitter # Venting Gas# @emitter steamtiny type=spray pixel=(4.3,0.3,0.3) sprite=ventgas expansion_rate=.1 firing_period=0.15 lifespan=1.999 velocity=4.0 spread_angle=2.0 @end_emitter @emitter steamsml type=spray pixel=(0.1,0.3,0.9) sprite=ventgas expansion_rate=1.1 firing_period=0.15 lifespan=1.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter steammed type=spray pixel=(0.1,0.3,0.9) sprite=ventgas expansion_rate=1.2 firing_period=0.15 lifespan=1.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter steamlrg type=spray pixel=(0.1,0.3,0.9) sprite=ventgas expansion_rate=1.3 firing_period=0.15 lifespan=1.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter steamxl type=spray pixel=(0.1,0.3,0.9) sprite=ventgas expansion_rate=1.4 firing_period=0.15 lifespan=1.999 velocity=8.0 spread_angle=5.0 @end_emitter # Special Weapons Emitters # ======================== # Borg bore emitters # ================== @emitter borgbore_beam type=beam sprite=wborgbpart expansion_rate=0.0 firing_period=0.15 velocity=10.0 @end_emitter # Computer override emitters # --------------------------------------------- @emitter override type=cloud sprite=stars expansion_rate=-0.25 velocity=0.25 lifespan=3.99 particle_count=15 cloud_radius=20 @end_emitter # Micro-organism emitter # ---------------------- @emitter microorg type=cloud sprite=spores expansion_rate=-0.25 velocity=0.25 lifespan=2 particle_count=15 cloud_radius=20 @end_emitter # Micro-organism emitter # ---------------------- @emitter psiondis type=cloud sprite=spores expansion_rate=-0.5 velocity=0.5 lifespan=4 particle_count=30 cloud_radius=50 @end_emitter # Micro-organism emitter for Cardassians # ---------------------- @emitter microor2 type=cloud sprite=hulleatspores expansion_rate=-0.35 velocity=0.15 lifespan=2 particle_count=18 cloud_radius=50 @end_emitter # Chain reaction pulsar trail # --------------------------- @emitter crpulsar type=spray pixel=(0.9,0.9,0.2) sprite=redtrail expansion_rate=-1.02 firing_period=0.15 lifespan=0.79 velocity=0.01 spread_angle=20 @end_emitter # Gemini effect trail # ------------------- @emitter gemini type=spray pixel=(0.9,0.7,0.2) sprite=gemsprite expansion_rate=-1.25 firing_period=0.15 lifespan=1.99 velocity=0 spread_angle=30 @end_emitter #Blue contrail emitter# #------------------------------------- @emitter contrail type=spray sprite=thruster expansion_rate=-0.5 firing_period=0.15 lifespan=0.249 velocity=0.0 spread_angle=0 @end_emitter @emitter rocket type=spray sprite=contrail expansion_rate=-1.25 firing_period=0.15 lifespan=0.249 velocity=0 spread_angle=0 @end_emitter #Nebula1 emitter# #------------------------------------- @emitter neb1 type=cloud sprite=nebula1 expansion_rate=3.0 velocity=0.25 lifespan=10 particle_count=20 cloud_radius=75 @end_emitter @emitter neb2 type=cloud sprite=nebula2 expansion_rate=3.0 velocity=0.25 lifespan=10 particle_count=20 cloud_radius=75 @end_emitter # Gate Emitters #------------------------------------------------- @emitter premgate type=spray pixel=(0.1,0.8,0.9) sprite=gatesprite expansion_rate=1.9 firing_period=0.15 lifespan=3.99 velocity=12 spread_angle=3 @end_emitter #this emitter has been disabled #@emitter worm #type=spray #pixel=(0.1,0.1,0.1) #sprite=wormsprite #expansion_rate=-0.40 #firing_period=0.15 #lifespan=1.999 #velocity=15 #spread_angle=0 #@end_emitter ################################################## ############# # Software nebulae ################################################## ############# @emitter swneb1 type=cloud pixel=(1,1,0) expansion_rate=3.0 velocity=0.25 lifespan=10 particle_count=100 cloud_radius=250 @end_emitter @emitter swneb2 type=cloud pixel=(1,0,0) expansion_rate=3.0 velocity=0.25 lifespan=10 particle_count=100 cloud_radius=250 @end_emitter @emitter swneb3 type=cloud pixel=(.5,0,1) expansion_rate=3.0 velocity=0.25 lifespan=10 particle_count=100 cloud_radius=250 @end_emitter @emitter swneb4 type=cloud pixel=(0,1,0) expansion_rate=3.0 velocity=0.25 lifespan=10 particle_count=100 cloud_radius=250 @end_emitter @emitter swneb5 type=cloud pixel=(0,0.3,1) expansion_rate=3.0 velocity=0.25 lifespan=10 particle_count=100 cloud_radius=250 @end_emitter ################################################## ################# @sprite_node nanogas nanovent const (3,3) (0,0.2,1) billboard @sprite_node nanoplasma nanovent const (3,3) (1,0.4,0) billboard @emitter plasmasml type=spray pixel=(0.9,0.9,0.2) sprite=nanoplasma expansion_rate=1.1 firing_period=0.15 lifespan=2.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter plasmamed type=spray pixel=(0.9,0.9,0.2) sprite=nanoplasma expansion_rate=1.2 firing_period=0.15 lifespan=2.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter steamsml type=spray pixel=(0.1,0.3,0.9) sprite=nanogas expansion_rate=1.1 firing_period=0.15 lifespan=1.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter plasmalrg type=spray pixel=(0.9,0.9,0.2) sprite=nanoplasma expansion_rate=1.3 firing_period=0.15 lifespan=2.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter plasmaxl type=spray pixel=(0.9,0.9,0.2) sprite=nanoplasma expansion_rate=1.4 firing_period=0.15 lifespan=2.999 velocity=8.0 spread_angle=5.0 @end_emitter @sprite_node nanogas nanovent const (3,3) (0,0.2,1) billboard @sprite_node nanoplasma nanovent const (3,3) (1,0.4,0) billboard @emitter steamtiny type=spray pixel=(4.3,0.3,0.3) sprite=nanogas expansion_rate=1.1 firing_period=0.15 lifespan=1.999 velocity=4.0 spread_angle=2.0 @end_emitter @emitter steamsml type=spray pixel=(0.1,0.3,0.9) sprite=nanogas expansion_rate=1.1 firing_period=0.15 lifespan=1.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter steammed type=spray pixel=(0.1,0.3,0.9) sprite=nanogas expansion_rate=1.2 firing_period=0.15 lifespan=1.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter steamlrg type=spray pixel=(0.1,0.3,0.9) sprite=nanogas expansion_rate=1.3 firing_period=0.15 lifespan=1.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter steamxl type=spray pixel=(0.1,0.3,0.9) sprite=nanogas expansion_rate=1.4 firing_period=0.15 lifespan=1.999 velocity=8.0 spread_angle=5.0 @end_emitter @emitter plasmaxl type=spray pixel=(0.9,0.9,0.2) sprite=nanoplasma expansion_rate=1.4 firing_period=0.15 lifespan=2.999 velocity=8.0 spread_angle=5.0 @end_emitter @sprite_node nanogas nanovent const (3,3) (0,0.2,1) billboard @sprite_node nanoplasma nanovent const (3,3) (1,0.4,0) billboard ############################{bah}################# ################## |
Re: Joint/Hardpoint Tree Structure Tool For Armada/Armada 2. Are any emitters other than the "plasma" and "steam" series used during hard pointing? such as "plasmasml, plasmalrg, steamsml, steamtiny, steamlrg"? -- Are the lights such as "color" and "constant or strobe" like they are in legacy? "whitestrobe" "greenconst" Blue, Green, Red, White, Yellow, Amber I believe are the legacy defaults. Then there are large variants of each one as well... "blueconstbig" I believe for example. Also for Lights can the "color" and "strobe patterns" defined as in legacy? For Legacy they are defined by entering specific data in to the "comment" of the particular joint in milkshape. ---- I don't have the game, so I would have no way of beta testing it. If a modder out there wants to test out a beta version I could put one together for you though, just let me know. Without a beta tester/user I won't be making any betas, I will just make a release version once the Legacy tool is fully debugged and do my best to set it up with what data I have and hope it works as I have no way of being sure myself. |
Re: Joint/Hardpoint Tree Structure Tool Quote:
Here is a list of sprites that are used in A2. There are more in the sprites file, but only one or two ships use them, so modders usually ignore them. No guarantee here.. btw. as a modder you can easily add new sprites to the game, so your program needs an option to add sprites other than the standard sprites. emitters: plasmasml plasmamed plasmalrg plasmaxl steamtiny steamsml steammed steamlrg steamxl Lights: blueconst blueconstbig bluestrobe bluestrobebig greenconst greenconstbig greenstrobe greenstrobebig redconst redconstbig redstrobe redstrobebig whiteconst whiteconstbig whitestrobe whitestrobe2 whitestrobebig yellowconst yellowconstbig yellowstrobe yellowstrobebig bigbillboard If you want the full list, you could ask for the sprite files. I believe that they are released on a2files. |
Re: Joint/Hardpoint Tree Structure Tool Thanks. The lists are for populating dropdown/combo boxes to make name selections quicker and easier. If someone wants to enter something not listed they can always type it directly into the box. |
Re: Joint/Hardpoint Tree Structure Tool Been quite awhile. Been busy with other things and Legacy work. But here is a video showing usage of the hardpoint/joint tool as it's rigged for Legacy at this time so some options are slightly different than they would be for Armada I/II. YouTube - Star Trek Legacy Modding Guide: LMTools Ship Hardpointing Does it look helpful and would anyone be interested in using it? I'm to used to getting very mild responses when I release tools, and generally have the impression I wasted time putting them together and out to the general public. This more so in this case, because for Legacy I actually use the tools personally, while in this case I would not use it as I don't mod Armada. Basically the tool lets you start with an empty joint tree, then populate it with the mesh groups and stick on any other joints you will need. Then you import them into your model. Any location based joints then get relocated in milkshape. If you then want to go back and do modifications by adding some joints etc you can either do it manually in milkshape (what a pain) or export the existing tree back to the tool and add the joints and reimport it into milkshape as seen in the video. I almost always go back to the tool to add more joints as it only takes seconds to do if I have the tool open. Where messing with milkshape selecting the right joint, then placing the new one and renaming it is a bit annoying to me. Kind of spoiled maybe, but if they are mesh joints then it is very easy to get them rotated or out of place when doing it in milkshape, but in the tool you always place them perfectly at 0,0,0 and no rotation. I have finalized porting of models that were originally done by other people and on a number of times that they have had mesh joints (m_) slightly out of place. |
Re: Joint/Hardpoint Tree Structure Tool Hell yea I would use that. Great work!!!:stallard: As for a luk warm respons remeber that your tool is actualy aimed at a small percentage of moders out ther as not all moders do full conversions or new build models. Other then making lives like mine easier the real value of such tools is that they encourage others to start this kind of moding. This covers both modeling and programing; skills that are always in uber high demand. Think about it you could be the insperation for the next DJ Curtis, Rick Knox, or Dasher 42.=p |
Re: Joint/Hardpoint Tree Structure Tool Great work, I'd certainly use it! Anything that makes hardpointing quicker/easier/less painful is a huge plus in my book :) I often find it to be the most boring part of modding and it actually puts me off working on a mod when I have a lot of models to get ingame at once. |
Re: Joint/Hardpoint Tree Structure Tool Looks great :) . I'll try to advertise it where I can :nodding: |
Re: Joint/Hardpoint Tree Structure Tool When I get a bit of free programming time away from the kids I'll see about putting a beta together. Biggest things are ripping it out of the LMTools to a stand alone setup. Then switching over the default tree structure. Then making alterations to the preset entries. I take it that the sod exporters do not use "comments" for the light sprites like Legacy does. That's the Color/Intensity and Pattern fields. The other thing was the Command Nodes. c_ they could be added or as they sound like they aren't generally used, could be put in the "Custom Named Joint" box with manual entry of the prefix. Someone from fleet ops got back to me initially, but didn't respond after that. So a Fleetops specific base tree and sprites might be something for later down the road if there is call for it too and I can get the info I need. Basically the tool wasn't 100% functional last I posted, but was getting close. Far easier to do the programming once and not try to keep two very similar tools up to date. While not perfect, it should be solid enough to need minimal modification at this point. |
Re: Joint/Hardpoint Tree Structure Tool You'd probably have the most luck if you posted directly on the Fleet Ops forums - I can make a post there when you want me too about this of course :) |
Re: Joint/Hardpoint Tree Structure Tool Quote:
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Re: Joint/Hardpoint Tree Structure Tool Dominus_Noctis, you can post over there about it. If you send me the address I'll see about going myself when I get the chance. I likely won't until I get to start coding though. Which might be soon or might be a couple weeks. I don't expect it to take too long to sort it out. I could probably knock it out in a couple days provided my wife and kids are away, but that's highly unlikely. |
Re: Joint/Hardpoint Tree Structure Tool Looking forward to it |
Re: Joint/Hardpoint Tree Structure Tool Looks for starters like removal of the Generic light and the Amber lights from Legacy. Adding of the "billboard" entry to sprites. I have to add a quantity and increment function to the emitters (due to an exporter limitation, Legacy can only use 1 of each, so that currently isn't in the tool). Take off the Color and Pattern for sprites. -- Armada you don't rotate hardpoints. But Armada 2 uses rotated hardpoints? How are those handled, or are rotated joints able to even be done in Milkshape? |
Re: Joint/Hardpoint Tree Structure Tool Yes you use a null joint to point it in the direction wanted and then delete the null joint just before exporting the model. |
Re: Joint/Hardpoint Tree Structure Tool Then the hardpoint directional joint function can stay. It's the same method for Legacy except you don't delete the null joint before exporting as the exporter ignores it. The directional for a hardpoint makes a "joint##" in that "direction" relationally to the hp joint as seen in the video, it, makes it easier to ensure you grabbed the right joint and didn't miss moving any. Plan out you want 6 Up 6 Down 2 Forward 2 Aft etc then you can see you moved them around to where you wanted and didn't mix them up. I think I'm going to download both Demos and look at the stock models hardpoints in them to get the base trees hammered out. I have a few ideas how to do the swap, likely a dropdown that you set to "Armada" "Armada 2" "Fleet Ops". Switching it would switch the "default tree" and for Fleet Ops add the additional sprites to the dropdown and possibly a few other things. |
Re: Joint/Hardpoint Tree Structure Tool What are the s_crew joints on the stock sovies? http://myipdq.bay.livefilestore.com/...sov.jpg?psid=1 |
Re: Joint/Hardpoint Tree Structure Tool oh I missed that "s_sensor" joint what's that? The s_ prefixes are for sprites and Legacy uses nothing like those.. -------------- Well anyway I have an alpha/beta put together. I have used that Armada 2 Sovie joint tree as the basis for the Armada and Armada 2 trees. There is a fleet ops tree but it's identical to the Armada 2 mode at this time. The only change I did between the Armada and Armada 2 tree is the removal of the "h_scene root" on Armada, it starts out with "h_root" at the top. Anyone interested in beta testing it? I can send/post it and the milkshape joint exporter that it uses to get the mesh group data and any existing joint data. I'll look at a real armada tree and see what other differences there might be. I'll get the fleet ops tree made uniquely for it when I get the required info on it. It also has Legacy mode, but that won't do you guys much good. I set it to default to Armada 2 mode at this time, but I'll set it up so that it saves your last selected mode on closing then reopens in that same mode the next time. |
Re: Joint/Hardpoint Tree Structure Tool I think it is supose to be h_sensor. PM me a link |
Re: Joint/Hardpoint Tree Structure Tool The s_crew tag are damage sprites. They have to do with crew system damage from my experience. For example, When the h_crew system is reduced by 20% it applies the first s_crew tag. (The percentage is used as an example only. I don't know how the actual programming works for them, just the effect.) |
Re: Joint/Hardpoint Tree Structure Tool The image I put in that post above is what the sod importer made of the Armada 2 Sovie model from the Armada 2 demo download. Since you can not have 2 joints of the same name, so I'm guessing the s_ is right for the joint as it's attached to the h_ joint of the same name, but it's not like anything I've seen posted here, or in anything else I came across. I pulled hardpoints from some models that are not stock and they weren't consistent enough to tell what way was correct. When I look at ships in Legacy that have been done in Milkshape I often find mistakes and variations from Moonraker's specs, including my own. It is far to easy to get the wrong parent joint and more than just a little inconvenient to use the Model Information tool in it to find out if you connected them properly. Then again "what is correct" is variable, or rather not too rigid in some areas of the trees, so "my way" might not be the "only way". I'm just looking for a good and valid starting point for everyone. I did put those crew joints on the default trees for now as they showed up in both the Armada 1 and Armada 2 sovie from the demos, but they can be removed if they shouldn't be there or if they are not used. ------ I sent you the link for hte 1.0.0.0a version. I have 1 known problem. If you select a file to import that is not formatted properly then it will give you a crash message, if you choose to ignore you can keep using it or let it close and reopen it. Say you try to import some random text file or one of the Output files from the tool. The tool can't understand it's own output. The reason for this is because the output is Milkshape 3d's ASCII Text format, while the import format is a custom format I came up with. The custom format is much simpler, it doesn't include the model or texture data like the Milkshape ASCII format so it doesn't have to sort through all that. The problems this causes is possible confusion as to "why can't it read it's own file", and you can't make "presets" using the tool. You can make presets though by setting them up, exporting them and bringing them into Milkshape then exporting them from Milkshape in the Legacy Joint Tool ASCII format. I'm thinking maybe presets would be useful to add? I could make a "save preset" option or something like that and the presets would be saved to the Legacy Joint Tool ASCII format instead of the Mikshape ASCII format. |
Re: Joint/Hardpoint Tree Structure Tool I found this: Quote:
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Re: Joint/Hardpoint Tree Structure Tool The s_sensor tag seems to be non-funtional. I looked at several other SOD models from A2, and they don't have the s_sensor tag. As for the s_crew tags, there are several of them from crew1 on up. Each one is a reference to a diffrent sized sprite that share the same texture. Whatever program that the game devolopers used, allowed for duplicated sprite names. |
Re: Joint/Hardpoint Tree Structure Tool Here are all of the stock damage sprite nodes as defiend in damage.spr file #crew damage @tmaterial=alphathreshold crew1 Xdamage01 0 0 64 96 crew2 Xdamage01 0 96 64 64 crew3 Xdamage01 0 160 64 96 crew4 Xdamage01 64 0 64 96 crew5 Xdamage01 64 96 32 96 crew6 Xdamage01 96 96 32 64 crew7 Xdamage01 96 160 32 32 crew8 Xdamage01 64 192 64 64 crew9 Xdamage01 128 0 64 64 crew10 Xdamage01 128 64 64 96 crew11 Xdamage01 128 160 64 96 crew12 Xdamage01 160 224 32 32 crew13 Xdamage01 192 0 64 64 crew14 Xdamage01 192 64 32 32 crew15 Xdamage01 224 64 32 32 crew16 Xdamage01 192 96 64 160 # @sprite_node name sprite animation (width,height) (r,g,b) # RGB Colour values range from 0 (none) to 1.0 (full intensity) #damage sprite nodes @sprite_node crew1 crew1 fire (5,5) (1,1,1) @sprite_node crew2 crew2 fire2 (4,3) (1,1,1) @sprite_node crew3 crew3 fire (3,3) (1,1,1) @sprite_node crew4 crew4 fire2 (4,4) (1,1,1) @sprite_node crew5 crew5 fire (3,2) (1,1,1) @sprite_node crew16 crew16 fire2 (4,10) (1,1,1) @sprite_node sensor origin const (2,2) (0,1,0) billboard @sprite_node sd1 sparks const (2,2) (0,1,0) billboard @sprite_node sd2 sparks const (2,2) (0,1,0) billboard @sprite_node sd3 sparks const (2,2) (0,1,0) billboard @sprite_node sd4 sparks const (2,2) (0,1,0) billboard @sprite_node sd5 sparks const (2,2) (0,1,0) billboard @sprite_node sd6 sparks const (2,2) (0,1,0) billboard @sprite_node sd7 sparks const (2,2) (0,1,0) billboard @sprite_node sd8 sparks const (2,2) (0,1,0) billboard #fturret @sprite_node sensorftur origin const (2,2) (0,1,0) billboard #fsuperbl @sprite_node crewfsup1 crew1 fire (3.63,3.64) (1,1,1) @sprite_node crewfsup2 crew2 fire2 (2.9,5.04) (1,1,1) @sprite_node crewfsup3 crew3 fire (3.63,2.11) (1,1,1) @sprite_node crewfsup4 crew4 fire2 (1.96,1.97) (1,1,1) @sprite_node crewfsup5 crew5 fire (1.87,2.11) (1,1,1) @sprite_node sensorfsup origin const (2,2) (0,1,0) billboard #fsensor @sprite_node sensorfsen origin const (2,2) (0,1,0) billboard #fresear2 @sprite_node crewfre21 crew1 fire (6.48,6.46) (1,1,1) @sprite_node crewfre22 crew2 fire2 (11.4,4.33) (1,1,1) @sprite_node crewfre23 crew3 fire (2.35,10.88) (1,1,1 @sprite_node crewfre24 crew4 fire2 (10.79,4.33) (1,1,1) @sprite_node crewfre25 crew5 fire (7.63,5.55) (1,1,1) @sprite_node sensorfre2 origin const (2,2) (0,1,0) billboard #fresear @sprite_node crewfre11 crew1 fire (6.21,3.33) (1,1,1) @sprite_node crewfre12 crew2 fire2 (3.21,3.21) (1,1,1) @sprite_node crewfre13 crew3 fire (2.62,8.18) (1,1,1) @sprite_node crewfre14 crew4 fire2 (3.87,3.87) (1,1,1) @sprite_node crewfre15 crew5 fire (1.6,10.55) (1,1,1) @sprite_node sensorfre1 origin const (2,2) (0,1,0) billboard #fmining @sprite_node crewfmin1 crew1 fire (11.47,11.47) (1,1,1) @sprite_node crewfmin2 crew2 fire2 (11.47,11.47) (1,1,1) @sprite_node crewfmin3 crew3 fire (11.47,11.47) (1,1,1) @sprite_node crewfmin4 crew4 fire2 (11.47,11.47) (1,1,1) @sprite_node crewfmin5 crew5 fire (11.47,11.47) (1,1,1) @sprite_node sensorfmin origin const (2,2) (0,1,0) billboard #fbase @sprite_node crewfbas1 crew1 fire (11.13,11.13) (1,1,1) @sprite_node crewfbas2 crew2 fire2 (13.71,13.71) (1,1,1) @sprite_node crewfbas3 crew3 fire (22.36,9.23) (1,1,1) @sprite_node crewfbas4 crew4 fire2 (13.33,21.7) (1,1,1) @sprite_node crewfbas5 crew5 fire (9.77,9.75) (1,1,1) |
Re: Joint/Hardpoint Tree Structure Tool Remember that if you use these sprights you have to place them right on the surface of the ship and rotate them so they lay flat. |
Re: Joint/Hardpoint Tree Structure Tool Those sprites fall in line with Westworld's book. It does look like 1-6 and 16 are the only ones setup the other references have no actual "sprite_node" entry which is what the model should reference to. I'll see what i can do to finish it up. I have a few things to adjust and add, but it seems like it should pretty much be finished up. If anyone else wants to give the beta a try let me know. |
Re: Joint/Hardpoint Tree Structure Tool Well it's done except the Fleet Ops tree. I'll try to contact them and see if I can get the info, if not I'll pull it for now and release as is with just the A1 and A2 trees. If I get the info I need later I can enable it again. Basically I have to write up the readme. I'm leaving saving of additional templates as a possible future feature. I'll look at an "Undo" button as starfox1701 suggested but that's a bit more complex than one might initially expect. |
Re: Joint/Hardpoint Tree Structure Tool Some modders who know FO's system have expressed interest, however it may take them a few days to get back to you :( . I hope that is sufficient ... |
Re: Joint/Hardpoint Tree Structure Tool I sent Optec an email. I'll check the sprite file there and see what I find. If I don't get any more direct info, I'll just go with what i find in there and leave the tree the same as Armada 2. I'll give it over the weekend and if no new info comes back I'll do my best estimate. |
Re: Joint/Hardpoint Tree Structure Tool I can easily zip up and attach the rest of the sprite stuff if that would help (will do so now in fact). I'll talk to Optec this weekend and see if he has the time/information readily available to help :) |
Re: Joint/Hardpoint Tree Structure Tool From the setup I doubt any other spr files have fleetops content in them. Code: @sprite_node Warpglowspriteblue6 flare_glow_soft const (6,6) (0.06,0.06,0.12) billboard |
Re: Joint/Hardpoint Tree Structure Tool Optec did get back to me, but I have one more email off to check on a final question. If it comes back one way it's about done, if not I have to do a little work on the warpsprites. Here's a look at the current interface. I've changed the interface a bit tonight, the other "Tabs" are now nearly the size of the interface to let you view more data in them, although they are rarely used. It gives a nicer flow I think. It also gives me more room for additional buttons etc if I need them in the future. I found I have to make the window so it can't be resized. I also forget if I fixed up the Tab Order (as in the order the Tab key will navigate from item to item on the interface). I am posting the proposed readme as well. I also didn't note it but, it requires Microsoft .Net Framework 3.0 to be installed to run. Although the tool should be able to be compiled to work with 2.0 I'm forgetting if Vista came with 2.0 preinstalled or if it only came with 3.0. http://public.bay.livefilestore.com/...ht3.jpg?psid=1 Quote:
Again anyone wanting to try the beta can send me a Personal Message and I will send the link. The link I previously gave out will not work any longer. |
Re: Joint/Hardpoint Tree Structure Tool The Finalized version submitted for approval. v1.0.0.5 Starfox if you want it now, you can grab the 1005 from the same link as the last file at any time. Operationally it's the same as 1004 that you downloaded the other day. It has some layout and tab navigational changes though, that I think help it flow better. If you don't use "tab" to navigate around the interface you won't notice much change though. http://myipdq.bay.livefilestore.com/...t15.jpg?psid=1 |
Re: Joint/Hardpoint Tree Structure Tool I'm On my Way :D |
Re: Joint/Hardpoint Tree Structure Tool Have fun with it Starfox. My wording wasn't as "clear" as intended. It might be misread, I meant to say "I have submitted the file to Armada files for approval". I'm not sure how fast or slow it is for the files to be processed. |
Re: Joint/Hardpoint Tree Structure Tool Quote:
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Re: Joint/Hardpoint Tree Structure Tool Well POtDs have started working tonight it seems, that mean the file images are fixed as well? I see "previous" stuff hasn't had the images show up on the file, but thinking maybe anything "newly" posted will be in order? |
Re: Joint/Hardpoint Tree Structure Tool 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. :) |
Re: Joint/Hardpoint Tree Structure Tool Quote:
Just for the record, for everyone, this is not intended as an invitation to public discussion of A2Files', and FileFront's, issues, so please don't offer me suggestions or well-intentioned criticisms. I have neither the means nor the intention of acting on them, or even passing them on. That being said, this looks like it'll become an essential tool for modders, and it represents a very positive development for the A2Files modding community. Thanks for the hard work, Muldrf. |
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