[OPTing] OPTech v2
Re: [OPTing] OPTech v2
- Vince T
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Great work, Jeremy! All seems to work well now, thank you!
The idea of adding a confirmation dialog to the Reset functions is ingenious! Simple but effective!
The idea of adding a confirmation dialog to the Reset functions is ingenious! Simple but effective!
Your ship, Captain. I need a drink. - Vince Trageton
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- Vince T
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Hmm, there's one issue remaining:
The Visibility checkbox works now, however, it functions very slow. If you try to hide or show a large number of meshes, the program stalls for several seconds.
One more thing, though I'm not sure if and how it can be fixed:
How is the zoom factor calculated in the various model views? It seems in some views(top/Bottom) the model properly fills the screen while in others I still have to manually zoom in
The Visibility checkbox works now, however, it functions very slow. If you try to hide or show a large number of meshes, the program stalls for several seconds.
One more thing, though I'm not sure if and how it can be fixed:
How is the zoom factor calculated in the various model views? It seems in some views(top/Bottom) the model properly fills the screen while in others I still have to manually zoom in
Your ship, Captain. I need a drink. - Vince Trageton
Vince T's X-Wing HQ - where the bad guys get their gear
Vince T's X-Wing HQ - where the bad guys get their gear
- Vince T
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@JeremyaFr could you take another look at this, if you get the chance? The latest changes work well but I think the performance has taken a serious hit. Along with the issue mentioned above, also the preview window is very slow to react, especially with more complex models. Maybe a case of memory leak?
Edit: OK after working with it over a longer time, I'm sorry to say but the selection box is still bugged. If you select several meshes with CTRL then use the Hide checkbox, it will affect other meshes further up the list as well. Also there are instances where I cannot unhide a specific mesh via its individual checkbox.
Edit: OK after working with it over a longer time, I'm sorry to say but the selection box is still bugged. If you select several meshes with CTRL then use the Hide checkbox, it will affect other meshes further up the list as well. Also there are instances where I cannot unhide a specific mesh via its individual checkbox.
Your ship, Captain. I need a drink. - Vince Trageton
Vince T's X-Wing HQ - where the bad guys get their gear
Vince T's X-Wing HQ - where the bad guys get their gear
- JeremyaFr
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UPDATE
Hello,
I've updated OPTech.
I've improved the performance of the mesh visible checkbox.
Hello,
I've updated OPTech.
I've improved the performance of the mesh visible checkbox.
- Vince T
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Thank you Jeremy! I've been working with the new version for a few hours now and everything seems to work fine now!
Sorry for being a pain
Sorry for being a pain

Your ship, Captain. I need a drink. - Vince Trageton
Vince T's X-Wing HQ - where the bad guys get their gear
Vince T's X-Wing HQ - where the bad guys get their gear
-
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Have a weird bug, i'm trying to do a simple rotation of a cockpit opt (the family transport gunner one, for underneath), and i'm ending with the view as thrash (i'm using optech because it's permit moving the whole assembly instead of having to rotate individual parts and move them in position)
Anyone have an idea on what could cause that ?
Here what happens :
https://imgur.com/dLpGORq
For the record, the problem look like it lie with the MainHull mesh, but i'm not sure about what could cause that issue
Anyone have an idea on what could cause that ?
Here what happens :
https://imgur.com/dLpGORq
For the record, the problem look like it lie with the MainHull mesh, but i'm not sure about what could cause that issue
Rookie One, is that you?? - Ru Merleen, Rebel Spy at Imdaar Alpha
Current Holder of the Frying Pan of Death
Current Holder of the Frying Pan of Death
- Vince T
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- Joined: Fri Apr 27, 2001 11:01 pm
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Did you make sure the coordinates are correct, i.e. the meshes are in the right spot?
Also, if you rotate one or more meshes, I think it will use the last mesh selected as the center of the rotation.
Also, if you rotate one or more meshes, I think it will use the last mesh selected as the center of the rotation.
Your ship, Captain. I need a drink. - Vince Trageton
Vince T's X-Wing HQ - where the bad guys get their gear
Vince T's X-Wing HQ - where the bad guys get their gear
-
- Posts: 1599
- Joined: Thu Feb 26, 2004 12:01 am
meshes are in the right spot, but the last mesh selected is mesh 4, i'll try to select mesh 1 and see what happens
Rookie One, is that you?? - Ru Merleen, Rebel Spy at Imdaar Alpha
Current Holder of the Frying Pan of Death
Current Holder of the Frying Pan of Death
- JeremyaFr
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UPDATE
Hello,
I've added 2 tools to XwaToolsDownloader:
- XwaOptFlatTexturesFixer
- XwaOpzTrianglesFixer
The source code of these tools is on GitHub.
XwaOptFlatTexturesFixer is a tool to fix flat textures in opt files.
XwaOpzTrianglesFixer is a tool to fix triangles in OPTech opz files.
These tools were created while developping OPTech.
Hello,
I've added 2 tools to XwaToolsDownloader:
- XwaOptFlatTexturesFixer
- XwaOpzTrianglesFixer
The source code of these tools is on GitHub.
XwaOptFlatTexturesFixer is a tool to fix flat textures in opt files.
XwaOpzTrianglesFixer is a tool to fix triangles in OPTech opz files.
These tools were created while developping OPTech.
- Vince T
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Interesting.
Exactly what do these tools do? Are those OPTech functions which you "exported" into standalone programs?
- I'm guessing FlatTexturesFixer resets the texture coordinates on faces with flat textures to 0,0,1,1?
- TIs the TrianglesFixer the same as the tools in OPTech used to convert tris to quads and vice versa? Or does it fix Tris with 4 vertices which is a common issue with models coming from certain 3d programs like Rhino 3D?
Exactly what do these tools do? Are those OPTech functions which you "exported" into standalone programs?
- I'm guessing FlatTexturesFixer resets the texture coordinates on faces with flat textures to 0,0,1,1?
- TIs the TrianglesFixer the same as the tools in OPTech used to convert tris to quads and vice versa? Or does it fix Tris with 4 vertices which is a common issue with models coming from certain 3d programs like Rhino 3D?
Your ship, Captain. I need a drink. - Vince Trageton
Vince T's X-Wing HQ - where the bad guys get their gear
Vince T's X-Wing HQ - where the bad guys get their gear
- JeremyaFr
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- Joined: Mon Jan 18, 2010 5:52 pm
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FlatTexturesFixer removes faces with flat textures. It's a feature that has then been included into OPTech.
TrianglesFixer fixes triangles with 4 vertices.
Code: Select all
static bool HasFaceFlatTexture(Face face)
{
Indices tex = face.TextureCoordinatesIndex;
if (tex.A == tex.B || tex.B == tex.C || tex.A == tex.C)
{
return true;
}
if (tex.D >= 0)
{
if (tex.A == tex.D || tex.B == tex.D || tex.C == tex.D)
{
return true;
}
}
return false;
}
Code: Select all
static bool IsFaceTri(OpzFace face)
{
if (OpzVector3.Equals(face.VertexCoord0, face.VertexCoord3))
{
return true;
}
if (OpzVector3.Equals(face.VertexCoord1, face.VertexCoord3))
{
return true;
}
if (OpzVector3.Equals(face.VertexCoord2, face.VertexCoord3))
{
return true;
}
return false;
}