I CAN NOT STOP TEASING MY WORK! SAY BYE BYE FALCON DANCE!
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You should use your talent to create a tool to replace lodeditor
I thought that was what the BMS Editor was for???
C9
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@Cloud:
I thought that was what the BMS Editor was for???
C9
Nope. Lod Editor ⌠not talking about F4Browse.
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Nope. Lod Editor ⌠not talking about F4Browse.
I said that because the BMS Editor already does some LE functions. Would make sense to turn it into a one App does all?!?
C9
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Besides learning the airplane itself, setting up the controls is the #1 barrier to entry in BMS. A utility which is able to read (and edit) devicesorting.txt, axismapping.dat, *.key, Windows controller stack, etc. all at once and make sense of it in a single place goes a long way to helping understand the situation.
Is there any chance it could recognize SimHotasPinkyShift +256ing and 0x42 release contexts, especially the former? Even the BMS GUI doesnât give feedback on +256ing and troubleshooting it is very difficult.
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Besides learning the airplane itself, setting up the controls is the #1 barrier to entry in BMS. A utility which is able to read (and edit) devicesorting.txt, axismapping.dat, *.key, Windows controller stack, etc. all at once and make sense of it in a single place goes a long way to helping understand the situation.
Is there any chance it could recognize SimHotasPinkyShift +256ing and 0x42 release contexts, especially the former? Even the BMS GUI doesnât give feedback on +256ing and troubleshooting it is very difficult.
Quite true, SimHotasPinkyShift is a great functionaly of BMS to use, but it´s very troublesome for newbies, and also for a lot a veterans who do not fully understand directx functionality or don´t have the time and will to learn it.
I thik it´s a great tool, highly welcome and keep it up Cloud9. :rolleyes:
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@Cloud:
I said that because the BMS Editor already does some LE functions. Would make sense to turn it into a one App does all?!?
C9
Oky. Canât tell you ⌠I agree with you but maybe a question of time and resource âŚ
Maybe one day ⌠-
Well Lodeditor Iâm sure it must have taken years to build up.
Is itâs code available to help a coder to understand some tricky parts?
Sure many will be tossed away but the main logic and file structure will remain the same.
Huge project⌠Maybe a team of coders could do it faster.
Like one the UI the other the functions.sent from my mi5 using Tapatalk
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If the names are different between your utility and BMS itâs going to cause confusion, especially since FOV isnât zoom (zoom is camera translation).
Thanks, I have fixed it.
Is there any chance it could recognize SimHotasPinkyShift +256ing and 0x42 release contexts, especially the former? Even the BMS GUI doesnât give feedback on +256ing and troubleshooting it is very difficult.
Itâs on the plan.
I still havenât tried whole functions of LODeditor, only used it for Janhas Models and CCIP cockpit installation. What kind of changes are needed for the app?(oh, yet I didnât mean I just get started with it.)
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UI resize is the main issue.
New features for the BMS team. Like for instance for the hitbox to have the interface to CEUD (Create Edit Update Delete) records. Now each model has one hitbox, probably more will be needed.The CEUD will be needed in general to be able to clean records not needed.
Example: u create a record Parent and lods and u decide that you donât want them anymore⌠well u canât just erase it. u must replace it. Also I donât know what happens when u alter the number of lods for a parent. Changes leave garbage? or update the records correctly?
I know that there is a batch function that erases empty and unused records but this is not the best way to go as it changes records index and might be a problem for future usage or compatibility with the BMS vanila (base) database.
Checking and cleaning a model would be nice if it could be done in a better way. Now doesnât seem (to me) very effective.
Export to max format of a model would be a super wow feature, though I donât think is doable. Maybe in FBX or OBJ format with the UVW and textures all packed in one place.
Also in many areas that are in the grey zone it would be nice to have some more info like balloons or text like what the hell this thing does. This can be done later on.Now the second biggest and u will be praised as a GOD feature would be a batch insert - update by comparing two sets of the 3d database and transfer things from the one to the other with just simple selection, like split in 2 frames left is source right is target. Spot and highlight the differences and provide the UI components and functions to tick select from left and transfer them to target. Manipulating conjunctions like hey man this parent record already exists⌠what to do replace or create new?
If replace do you want to just replace or the replaced one to be injected to a new record.
Also maybe something like a select multiple parents or lods and export them and then import them back. Or shift index numbers both parent and lods a few numbers down⌠Why? new version of BMS has new records. Those will overlap yours so u will have to alter them. also export and import and done nothing more to do would be perfect as now is in Falcon Editor. U export an objective u send it to a fellow theater dev and he just imports and he is done.
Having this for LE then the theater guys could make as many changes and then pass the two exports and the other guy will just import and be ready, nothing more to do regarding those two, FE and LE.UI and CEUD are the major ones. UI to work in a comfortable environment and CEUD to mainly be able to read the new 3d database format that probably BMS would like to alter and CEUD on this new database schema.
This means the whole database should be rebuild.
Just a few, nothing much, just a weekends work tops⌠:lol:
I have many many many other and am sure others will have too⌠Like grouping and taging of the nodes. For me useless, better do it in 3dsmax than LE. There is a tool for this why have it in LE?
Better and faster model manipulation in edit mode. Now it gives u hell. u must smell your fingers to find the nodes in the tree for complex models. It would be perfect to select from within the 3d view. well you can but itâs a pita as it is right now.Maybe a plugin to set properties from withing 3dsmax could be better than do it in LE. Donât know if itâs doable. But if not those specific to LE (falcon database) properties must be isolated and manipulated accordingly.
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This is the kind of program that I was looking for to install Jan Has Skins and before you guys jump all over me yes I know its just a matter of fallowing the simple install instructions but I cant tell you how many times I have found it not so simple / easy
this kind of program point click install would be great and time saving.That kind of installer can be done with F4Patch (which comes with BMS). In fact, if someone can fix where F4Patch looks for the Falcon install, one can actually add/remove entire models and skins with a simple click in a check box.
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What chu talkin bout willis .
Add skins with F4Patch (add/remove entire models and skins with a simple click in a check box.) is anybody working on it or is it just a good idea. -
That kind of installer can be done with F4Patch (which comes with BMS). In fact, if someone can fix where F4Patch looks for the Falcon install, one can actually add/remove entire models and skins with a simple click in a check box.
???
This was tested and itâs not working.
Skins yes u just replace files but injecting the 3d models itâs not working. Unless something changed and I missed it or we werenât informed about it.If it was working we would use it long time nowâŚ
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???
This was tested and itâs not working.
Skins yes u just replace files but injecting the 3d models itâs not working. Unless something changed and I missed it or we werenât informed about it.If it was working we would use it long time nowâŚ
Arty, do we remember some old threads?
https://www.benchmarksims.org/forum/showthread.php?7868-Help-fixing-and-testing-F4Patch-file-please
https://www.benchmarksims.org/forum/showthread.php?11061-F4Patch-LOD-replacing-injection-tutorial
In short:
- the texman plugin is looking for the OLD folder structure, thatâs why it fail in first place.
- the âhackedâ texman.dll from ZE didnât work for me IIRC
- A workaround could be: BACKUP YOUR FILES, then
move BMS folder structure to OLD (OF4.x) folder structure,
inject your LOD, then restore BMS folder structure.
At least that worked soon after release of 4.32, when I did that
F4Patch test to help Pumpyhead out.Cheers,
LS -
I totally missed that using old folders structure works with the injection. But still wouldnât that mean copy back and forth many files?
I should look at the posts u posted, maybe some treasure is missing from my hotlist.
Thanx Lazy.sent from my mi5 using Tapatalk
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But still wouldnât that mean copy back and forth many files?
Sure.
I mean, if you just move the objects folder (and itâs subfolders) within
the same drive (C:), then just the FAT will be rewriten.If you move the folders between two differently drives, or use copy
instead of move then it takes longer.
And sure Backup operations also takes some time.Like I said: âA workaround could be âŚâ
Cheers,
LS -
Well Lazy looking at those says that the edited dll by Zelegent doesnât work. So this leaves us with the movingâ folders and files back and forth. Right?
sent from my mi5 using Tapatalk
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Well Lazy looking at those says that the edited dll by Zelegent doesnât work. So this leaves us with the movingâ folders and files back and forth. Right?
sent from my mi5 using Tapatalk
Sadly right !
⌠as long as no one can provide a correctly modified texman.dll.
Cheers,
LS -
+1 THIS is something REALLY needed!
This should be a new thread with improvement ideas, current limitations or issues, and other LODE related stuff. Itâs not a very big program, and based on the functionality doesnât appear to be too terribly complicatedâall the 3D rendering can be done much easier now, actually quite easily in WPF. It would require a few things though, specifically DEV acknowledged/approved file structure of the LOD db as it is being used in the gameâŚIâve seen several different attempts out there but they all say best guess as a disclaimer and nothing thatâs less 5 years oldâitâs too big a file structure to hunt and peck through and would likely take longer to map it out than to actually write the program. Existing LODE source if itâs availableânot required but would definitely be nice to have. Potentially (Read ideally) the BMS code snippet where the models are parsed from the DB and added to the DX pipeline, especially if itâs commented correctly.
In my experience it wouldnât be hard to make it into a âOne-Clickâ installer for new models or skinsâbut it would certainly be easier to make the process more efficient than what is now. It makes me laugh that EVERY new model and/or skin needs itâs own âHow-Toâ guide.
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Existing LODE source if itâs availableânot required but would definitely be nice to have.
Which is not AFAIK.
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Hmmm reverse engineering ⌠Rings a bell?
But before that⌠Ainât the guy that made it still around?
Maybe heâs willing to provide if not the whole code some insight?sent from my mi5 using Tapatalk