Editing S-Foils

A Forum dedicated to the Suggestion, Creation and Editing of XWA Dynamic Link Library Files

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Re: Editing S-Foils

JeremyaFr
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Post by JeremyaFr » Mon Sep 23, 2019 7:25 pm

WIP

- I've fixed the rotation angle.
- I've added a line to show the rotation axis.

- I've added a button to save the OPT file.
- The ini file is now saved.

EDIT: link removed

Before testing, I recommand to make a backup of the ini and/or txt files for the craft being tested.

JeremyaFr
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Post by JeremyaFr » Mon Sep 23, 2019 7:31 pm

JeremyaFr wrote:
Sun Sep 15, 2019 12:17 pm
Darksaber wrote:
Sat Sep 14, 2019 6:48 pm
To be honest leaving the SFoilsAnimationSpeed at the default 1 and the speed at 1 wouldn't bother me, but GT asks if the animation could be slowed down, so is there any way to make the slowed down animation smoother?
Not currently. The game engine uses integers for the mesh rotation angle values. It is not possible to change that. When the values are converted to radians, they are multiplied by 0.0245436728. So 1 unit means 1.4°.
The rotation angle is dependent from the lenght of the "Look" vector. So I think the vector length can be used to slow down the rotation while still being smooth. I've not tested that.

JeremyaFr
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Post by JeremyaFr » Tue Sep 24, 2019 12:16 pm

WIP

I've added a button to save the OPT file.

JeremyaFr
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Post by JeremyaFr » Tue Sep 24, 2019 8:31 pm

WIP

The ini file is now saved.

On saving, the ini file is updated. If a txt file already exists, it will also be updated.

Rebelyell
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Post by Rebelyell » Tue Sep 24, 2019 8:50 pm

Sweet! Great work!

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Darksaber

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Post by Darksaber » Tue Sep 24, 2019 8:52 pm

Works ok thanks :)
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General_Trageton

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Post by General_Trageton » Wed Sep 25, 2019 5:20 am

Tested it on the VSD and it works great! Thanks Jeremy!
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JeremyaFr
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Post by JeremyaFr » Fri Sep 27, 2019 7:11 pm

UPDATE

Hello,
I've added Xwa SFoils Editor to Xwa Opt Editor.

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Darksaber

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Post by Darksaber » Fri Sep 27, 2019 7:24 pm

Brilliant :)
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate

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MamiyaOtaru
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Post by MamiyaOtaru » Mon Nov 04, 2019 6:29 pm

JeremyaFr wrote:
Sat Sep 21, 2019 8:13 pm
Driftwood wrote:
Thu Sep 19, 2019 9:38 pm
Related to this, would it be possible to create a tool that would allow you to import an opt into it, then using sliders, or a text based interface like your hangar editor assigned to whatever rotational axis that the S-foil / landing gear animations use, use it to rotate the meshes to a desired open/closed angle, then allow you to export the mesh rotation data into the relevant ship.ini file? This would really help with not having to go ingame to see if your animated meshes are rotating to the correct position several times.
Nice suggestion.
I am working on it.
Driftwood wrote:
Thu Sep 19, 2019 9:38 pm
Edit: I used the hook downloader to update all my hooks and I don't think the S-foils hook is updating since CTRL+L seems to do nothing. Also it seems dated as of 23JAN19.
The hook upload is fine. You can check the date here: https://github.com/JeremyAnsel/xwa_hook ... sfoils/zip
can I assume that for this to look right in game, I will need updated ship files? Using the files in that zip the sfoils work (aside from the guns staying in place) but there is no landing gear (presumable because of lack of FlightModels\[Model]SFoilsLandingGears.txt files). I'm eager to see sfoils and landing gear separate, but I can wait until someone makes those files

*FEW MINUTE$ LATER*

Or I can make them myself :) Copied the missing gun entries from xwing.ini to XWingSFoils.txt, and put the remainder into XWingSFoilsLandingGears.txt and they both work (separately). It was pretty easy to tell which was which since the wing/gun angles all match hah

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