WIP: Xwa Mission 3D Viewer

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WIP: Xwa Mission 3D Viewer

JeremyaFr
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Post by JeremyaFr » Tue Nov 26, 2019 7:12 pm

Hello,
Here is a WIP version of a new tool.

Xwa Mission 3D Viewer shows a 3D preview of the crafts in a mission.

XwaMission3DViewer_WIP.zip
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Last edited by JeremyaFr on Tue Dec 10, 2019 12:59 pm, edited 3 times in total.

JeremyaFr
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Post by JeremyaFr » Tue Nov 26, 2019 7:14 pm

XwaMission3DViewer_WIP_02.jpg
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General_Trageton

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Post by General_Trageton » Tue Nov 26, 2019 7:16 pm

Oooooh! You implemented the direction vector, too! Great work!

BTW, added this topic to the summary thread
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Jaeven
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Post by Jaeven » Tue Nov 26, 2019 9:37 pm

This is excellent! Great work!

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ual002
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Post by ual002 » Wed Nov 27, 2019 3:01 am

Wow, this would be amazing for integration into Yogme.

Does it have a slider for mission time to see the travel times and routes/speeds of cap ships? That would be nice.
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DTM
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Post by DTM » Wed Nov 27, 2019 6:20 am

Thankyou Jaramy for your great work! This will be very usefull for player who want to have fun creating his own mission. Well done!!!

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Mark_Farlander
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Post by Mark_Farlander » Wed Nov 27, 2019 6:46 am

Amazing job with this mission viewer tool! Since all the Flight Groups are shown entirely with the proper formation, this will open a new dimension to mission editing.
A position edit using AlliED will be immediately checked with the Mission 3D Viewer without the need to load the mission in game.
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keiranhalcyon7
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Post by keiranhalcyon7 » Wed Nov 27, 2019 5:40 pm

Nice!

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Phoenix Leader
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Post by Phoenix Leader » Wed Nov 27, 2019 6:08 pm

This thing is immense! You are the best, Jeremy.

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Post by Bman » Thu Nov 28, 2019 8:18 am

Well done, thanks!
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Post by JeremyaFr » Thu Nov 28, 2019 9:02 pm

UPDATE

I've improved the startup loading time

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JaggedFel
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Post by JaggedFel » Sun Dec 01, 2019 12:42 pm

This is along the lines of what I always wanted to get YOGEME's map editor to. I have a branch open for it, was planning on using your OPT library when I found the time to actually sit down and work on it again.
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DTM
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Post by DTM » Sun Dec 08, 2019 4:21 pm

This happens when I try to upen a mission with a craft located in slot number 191 (used by Katana Warship in DSUCP). ALLIED also has a problem with this slot: the dot that represents the ship disappears from the map after the first save.


---------------------------
Xwa Mission 3D Viewer
---------------------------
D:\GOG Games\Star Wars - X-Wing Alliance\Missions\1b8m1TheGate.tie
System.ArgumentNullException: Il valore non può essere null.

Nome parametro: key

in System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)

in System.Collections.Generic.SortedDictionary`2.TryGetValue(TKey key, TValue& value)

in XwaMission3DViewer.MainWindow.AddMapModels(Int32 region) in C:\Users\Jérémy\Documents\Visual Studio 2015\Projects\StarWars\XwaMission3DViewer\XwaMission3DViewer\MainWindow.xaml.cs:riga 403

in XwaMission3DViewer.MainWindow.LoadMap(Int32 region) in C:\Users\Jérémy\Documents\Visual Studio 2015\Projects\StarWars\XwaMission3DViewer\XwaMission3DViewer\MainWindow.xaml.cs:riga 390

in XwaMission3DViewer.MainWindow.UpdateMap(String fileName) in C:\Users\Jérémy\Documents\Visual Studio 2015\Projects\StarWars\XwaMission3DViewer\XwaMission3DViewer\MainWindow.xaml.cs:riga 327
---------------------------
OK
---------------------------

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JeremyaFr
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Post by JeremyaFr » Sun Dec 08, 2019 6:01 pm

UPDATE
I"ve fixed a bug with species index 232 (used by Katana Warship).

The problem is that:
The species table has 232 entries. The index used by the Katana Warship is index 232. This index is outside the species table. The species table is followed by the planets table. Species index 232 is read in the first entry of the planets table. A planet index of 0 means that the flightgroups entry is not a planet. So it is safe to overwrite the first planet entry. That's why a species index of 232 can be safetly used.

The program reads only the first 232 entries. I've fixed that. Now, the program reads 233 entries.

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DTM
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Post by DTM » Mon Dec 09, 2019 4:58 pm

Thanks!!!!!

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Post by blue_max » Mon Dec 09, 2019 9:22 pm

Truly outstanding work, Jeremy!

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DTM
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Post by DTM » Tue Dec 10, 2019 5:54 am

Because of realistic illumination, the 3D map could be very dark. In the first stage of mission editing without backdrops it's impossible to use it.
I like the realistic illumination, but is it possible to add some sort of "editing illumination" that you can switch on and off?

Thanks!

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JeremyaFr
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Post by JeremyaFr » Tue Dec 10, 2019 1:01 pm

UPDATE

I've added a "Show Edit Lights" button.

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DTM
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Post by DTM » Thu Dec 12, 2019 6:27 am

It's perfect. As always, great work!

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