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Re: [OPTing] XWA OPT Editor (a new opting tool is under construction)

Posted: Wed Apr 24, 2019 7:42 pm
by Warb_Null
Hi Jeremya, I have a little request related to this.
JeremyaFr wrote:
Sat Dec 01, 2018 4:04 pm
UPDATE

Hello,
I've found how to break the vertices count limit.
It is done by spliting the face groups in groups of 384 vertices.

Please redownload XwaOptEditor

I imported my new model and found the main hull split into 55 facegroups. It wans't a problem until now. Now i need to add three flightgroup color textures to 55 individual facegroups.
Since i'm a bit lazy by nature, is it possible to select multiple facegroups at once and add the texture to all of them. In the cuurent version i can select multiple faceroups but the texture is only added to the first one.

Re: [OPTing] XWA OPT Editor (a new opting tool is under construction)

Posted: Thu Apr 25, 2019 4:09 pm
by JeremyaFr
UPDATE
I've updated XwaOptEditor.

Now the "Add/Browse/Delete" texture name is applied to all selected facegroups and not only to the first selected one.

Re: [OPTing] XWA OPT Editor

Posted: Fri Apr 26, 2019 3:07 pm
by Warb_Null
That is great. Thank You

Re: [OPTing] XWA OPT Editor

Posted: Wed May 29, 2019 6:31 pm
by JeremyaFr
UPDATE
Hello,
I've updated XwaOptEditor.
I've added an option to show normals in the renderer.

Re: [OPTing] XWA OPT Editor

Posted: Wed May 29, 2019 6:56 pm
by ual002
Ok, question. Can someone give me a quick and dirty layman's interpretation of normals and how it relates to XWA. I am going to suspect I haven't had to mess with them yet since I'm doing simple modifications to existing textures without changing the overall art style. This is my first foray into texturing 3dm.

Re: [OPTing] XWA OPT Editor

Posted: Wed May 29, 2019 9:27 pm
by Driftwood
Normal basically point one way. If you look in optech, or better yet blender, you can display the vertex/normals, in blender you can increase the length of the displayed 'vector'. This allows you to see which way a particular face "normal" is oriented, useful in the event one is not oriented the proper direction, say somehow you accidentally flipped a face or there was a mesh related error you hadn't culaught. Maybe doesnt look right in the render, or perhaps you find out ingame you have a transparent face, you can view the face and vertex normal to figure out in your mo modeling program which way the face normal is facing. If you have 5 faces and four normal are pointing one way, and the fifth is pointing q80 opposite, you know you need to flip the face normal to orient the same way as the others.

Re: [OPTing] XWA OPT Editor

Posted: Wed May 29, 2019 9:42 pm
by ual002
Ok, so normals don't have anything to do with how the texture is viewed in a game like XWA? As in simple color textures with no fancy extra stuff.

Re: [OPTing] XWA OPT Editor

Posted: Thu May 30, 2019 12:54 pm
by JeremyaFr
Normals are used to calculate lights and shading.

Re: [OPTing] XWA OPT Editor

Posted: Thu May 30, 2019 2:02 pm
by ual002
Ok, so thats what I thought. Sheesh. Ok this is well more complicated than I thought for me being a newb.

Re: [OPTing] XWA OPT Editor

Posted: Sun Jun 30, 2019 9:55 am
by Darksaber
Hi Jeremy,

Just a niggle and I'm not sure if you can change this, but could you tell us why are the textures display vertically upside down in XWA OPT Editor? Even when you save the textures they are upside down.

In Optech and even if you import a opt or opz, the textures display and are saved the same way up as when you first made them, even if you use the Opzto3DS app, it saves the textures the same why up as you first made them.

Just wondering why they are the other way up in XWA Opt Editor :( and it be changed?

Thanks :D

Re: [OPTing] XWA OPT Editor

Posted: Sun Jun 30, 2019 3:25 pm
by JeremyaFr
UPDATE
Hello,
I've updated XwaOptEditor to flip texture on reading and writing OPTs.

The textures were not flipped on reading and writing OPTs. That's why the textures appeared inverted in the editor.
I've fixed that.

Re: [OPTing] XWA OPT Editor

Posted: Sun Jun 30, 2019 4:09 pm
by Darksaber
Thanks Jeremy :D that's much better :)

Re: [OPTing] XWA OPT Editor

Posted: Sun Jun 30, 2019 9:32 pm
by Darksaber
Sorry about the Jeremy, the textures might be flipped when actually viewing the texture, but when viewing the craft, the textures on the craft are now flipped vertically, sorry about this

Re: [OPTing] XWA OPT Editor

Posted: Mon Jul 01, 2019 3:52 pm
by JeremyaFr
Fixed.
Please redownload XwaOptEditor.

Re: [OPTing] XWA OPT Editor

Posted: Mon Jul 01, 2019 3:53 pm
by Darksaber
Thanks again :ops:

Re: [OPTing] XWA OPT Editor

Posted: Sun Aug 11, 2019 3:13 pm
by JeremyaFr
WIP
Hello,
Here is a WIP version of XwaOptEditor.
I've added support for 32-bit textures with illumination.


EDIT: link removed

Re: [OPTing] XWA OPT Editor

Posted: Tue Aug 13, 2019 4:02 am
by Bman
Thanks Jeremy. I think this could be a good solution for ship models in general to prevent them from being dark when using HD 32bit (ARGB) images.
For other odd .opt files like the lasers, transparency seems to be more important than illumination like DS posted in the Hook 32-bpp thread. I tested using LaserImpTurbo.opt by adding a FG image with a 32-bit .png file with alpha channel and using latest hook_32-bpp.dll. I got the same results. Is it possible to add an optional tab or button to use "transparency" instead of "illumination"? Or perhaps having both a mix of transparency and illumination for any or all pixel(s) of an image like 50% vs. 50%, or 0% vs. 100%, or 20% vs. 80% and so on.

The old way of manually converting all .opts using the /32-bpp patcher inside XWAOptEditor worked fine for "the laser .opt files" when I replaced a FG image with a .png file so I"m pretty sure this is a transparency issue. Thanks.

Re: [OPTing] XWA OPT Editor

Posted: Tue Aug 13, 2019 6:09 pm
by JeremyaFr
Yes, I think it is possible.

For now, I published a WIP if the 32-bpp hook.
I've changed the behavior when a pixel is both transparent and illuminated.

Re: [OPTing] XWA OPT Editor

Posted: Wed Aug 14, 2019 11:29 pm
by Bman
Hi Jeremy, I think the above WIP Editor and newest hook_32bpp.dll works well. The only thing I needed to do was just press the "Reset Illumination" button and save, and it looks fine now at least for the laser .opt test. Much appreciated.

Re: [OPTing] XWA OPT Editor

Posted: Thu Aug 15, 2019 7:25 pm
by JeremyaFr
UPDATE
Hello,
I've merged the changes from the WIP version to the stable version.

Re: [OPTing] XWA OPT Editor

Posted: Wed Sep 04, 2019 4:40 pm
by JeremyaFr
UPDATE
Hello,
I've updated XwaOptEditor.

Now, the opt name is used as a prefix for the textures when exporting an opt.

Re: [OPTing] XWA OPT Editor

Posted: Fri Sep 27, 2019 7:12 pm
by JeremyaFr
UPDATE

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

Re: [OPTing] XWA OPT Editor

Posted: Sat Sep 28, 2019 8:43 pm
by JeremyaFr
UPDATE
Hello,
I've added support for ini files to XwaHangarMapEditor.

Re: [OPTing] XWA OPT Editor

Posted: Sat Sep 28, 2019 10:18 pm
by ual002
Looks good, but...

1. Hangar Map editor doesn't know what to do with the recent flight group color addition.
2. Hangar craft with sfoils show as opened.

Re: [OPTing] XWA OPT Editor

Posted: Sun Sep 29, 2019 2:57 pm
by JeremyaFr
UPDATE

I've updated XwaHangarMapEditor:
  • added FG colors
  • close S-Foils and open Landing Gears