[OPTing] XWA OPT Editor
Re: [OPTing] XWA OPT Editor
- JeremyaFr
- Posts: 3847
- Joined: Mon Jan 18, 2010 5:52 pm
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The illumination is done by selecting which colors are illuminated.
You select a color (by clicking on the texture or via the combo box) and a tolerence. Then you click on Make illuminated".
You can see which part of the texture by selecting the palette 0 or by comparing the result on several palettes.
You select a color (by clicking on the texture or via the combo box) and a tolerence. Then you click on Make illuminated".
You can see which part of the texture by selecting the palette 0 or by comparing the result on several palettes.
- Driftwood
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Getting this error again. Can't seem to find the errant file.
Everything appears to be either .png or .jpg at the moment (scratchhead)
I can also send you the files if you're able to fix whatever this error is. I'm not seeing the problem.
Everything appears to be either .png or .jpg at the moment (scratchhead)
Code: Select all
---------------------------
JeremyAnsel.Xwa.Opt
---------------------------
C:\Users\\Documents\Opting Files\Opts\Blender Working Files\t-85-x-wing\T85Xwing.obj
System.ArgumentOutOfRangeException: Specified argument was out of the range of valid values.
Parameter name: fileName
at JeremyAnsel.Xwa.Opt.Texture.FromFile(String fileName, String fileNameAlpha, String fileNameIllum)
at OptObjConverter.Converter.ObjToOpt(String objPath, Boolean scale)
at XwaOptEditor.ViewModels.MainWindowViewModel.<ExecuteImportObjCommand>b__99_0(Action`1 dispatcher)
---------------------------
OK
---------------------------
- JeremyaFr
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Yes, you can send me the files.
This will help.
This will help.
- Trevor
- Posts: 539
- Joined: Thu Dec 04, 2014 7:11 pm
Bug Report:
An8 export has inside-out models.
Open an opt, export to an8, open in an8 and all faces are inside-out, to fix select all and press shift+n
Can you fix the export to output normal faces?
Trev
An8 export has inside-out models.
Open an opt, export to an8, open in an8 and all faces are inside-out, to fix select all and press shift+n
Can you fix the export to output normal faces?
Trev
-
- Posts: 1157
- Joined: Mon Apr 05, 2004 11:01 pm
Trevor you reminded me, will Steve's editor be able to import modern day .lwl LightWave, 3D Studio Max, blender, and other popular file formats for existing models?
W-I-P: TFTC, MC Viscount Cr., ISD-II Avenger, NL-1 Platform, Ton-Falk Esc. Cr., & Misc.
- Trevor
- Posts: 539
- Joined: Thu Dec 04, 2014 7:11 pm
At present no.
An8 supports
IN/OUT
obj, 3ds, stl (bin), lwo
OUT (using plugins from https://www.anim8or.com/smf/index.php/topic,1705.0.html)
c, Celestia (.cmod),Orbiter Mesh (.msh),Roblox (.mesh),VRML (.wrl),x
Trev
An8 supports
IN/OUT
obj, 3ds, stl (bin), lwo
OUT (using plugins from https://www.anim8or.com/smf/index.php/topic,1705.0.html)
c, Celestia (.cmod),Orbiter Mesh (.msh),Roblox (.mesh),VRML (.wrl),x
Trev
- JeremyaFr
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UPDATE
Hello,
I've updated XwaOptEditor.
Changelog:
- There is the mesh index in the meshes list.
- The exporters export flightgroup colors.
Hello,
I've updated XwaOptEditor.
Changelog:
- There is the mesh index in the meshes list.
- The exporters export flightgroup colors.
- Darksaber
- Posts: 10931
- Joined: Mon Jan 10, 2000 12:01 am
- Contact:
Tried exporting an Awing.opt using 3dm twice, XwA Opt editor crashed both times
Exporting to Obj didn't crash
Exporting to An8 Crashed
Code: Select all
Faulting application name: XwaOptEditor.exe, version: 1.0.77.0, time stamp: 0x5ea99144
Faulting module name: WindowsCodecs.dll, version: 6.2.9200.22551, time stamp: 0x5b8616b3
Exception code: 0xc0000005
Fault offset: 0x00000000001297a0
Faulting process id: 0x2dc4
Faulting application start time: 0x01d61e506d685fd9
Faulting application path: I:\&XWA\@XwaOptEditor\XwaOptEditor.exe
Faulting module path: C:\Windows\system32\WindowsCodecs.dll
Report Id: c0fac478-8a43-11ea-8019-001d7d002f67
Code: Select all
Application: XwaOptEditor.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.AccessViolationException
at System.Drawing.SafeNativeMethods+Gdip.GdipSaveImageToFile(System.Runtime.InteropServices.HandleRef, System.String, System.Guid ByRef, System.Runtime.InteropServices.HandleRef)
at System.Drawing.Image.Save(System.String, System.Drawing.Imaging.ImageCodecInfo, System.Drawing.Imaging.EncoderParameters)
at JeremyAnsel.Xwa.Opt.Texture.Save(System.String)
at OptRhinoConverter.Converter.OptToRhino(JeremyAnsel.Xwa.Opt.OptFile, System.String, Boolean)
at XwaOptEditor.ViewModels.MainWindowViewModel.<ExecuteExportRhinoCommand>b__102_0(System.Action`1<System.Action>)
at XwaOptEditor.Services.BusyIndicatorService+<>c__DisplayClass2_0.<Run>b__0()
at System.Threading.Tasks.Task.Execute()
at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.Tasks.Task.ExecuteWithThreadLocal(System.Threading.Tasks.Task ByRef)
at System.Threading.Tasks.Task.ExecuteEntry(Boolean)
at System.Threading.ThreadPoolWorkQueue.Dispatch()
Exporting to An8 Crashed
Code: Select all
Faulting application name: XwaOptEditor.exe, version: 1.0.77.0, time stamp: 0x5ea99144
Faulting module name: WindowsCodecs.dll, version: 6.2.9200.22551, time stamp: 0x5b8616b3
Exception code: 0xc0000005
Fault offset: 0x00000000001297a0
Faulting process id: 0xedc
Faulting application start time: 0x01d61e51018d3649
Faulting application path: I:\&XWA\@XwaOptEditor\XwaOptEditor.exe
Faulting module path: C:\Windows\system32\WindowsCodecs.dll
Report Id: 5968ed68-8a44-11ea-8019-001d7d002f67
Code: Select all
Application: XwaOptEditor.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.AccessViolationException
at System.Drawing.SafeNativeMethods+Gdip.GdipSaveImageToFile(System.Runtime.InteropServices.HandleRef, System.String, System.Guid ByRef, System.Runtime.InteropServices.HandleRef)
at System.Drawing.Image.Save(System.String, System.Drawing.Imaging.ImageCodecInfo, System.Drawing.Imaging.EncoderParameters)
at JeremyAnsel.Xwa.Opt.Texture.Save(System.String)
at OptAn8Converter.Converter.OptToAn8(JeremyAnsel.Xwa.Opt.OptFile, System.String, Boolean)
at XwaOptEditor.ViewModels.MainWindowViewModel.<ExecuteExportAn8Command>b__104_0(System.Action`1<System.Action>)
at XwaOptEditor.Services.BusyIndicatorService+<>c__DisplayClass2_0.<Run>b__0()
at System.Threading.Tasks.Task.Execute()
at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.Tasks.Task.ExecuteWithThreadLocal(System.Threading.Tasks.Task ByRef)
at System.Threading.Tasks.Task.ExecuteEntry(Boolean)
at System.Threading.ThreadPoolWorkQueue.Dispatch()
“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
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- JeremyaFr
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- Joined: Mon Jan 18, 2010 5:52 pm
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UPDATE
I've updated XwaOptEditor.
Now you can save and replace the illumination of textures with ilumination maps.
I've updated XwaOptEditor.
Now you can save and replace the illumination of textures with ilumination maps.
- Darksaber
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It's still crashing with the same errors I posted above
Is this a win7 thing?
Is this a win7 thing?
“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
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- Vince T
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- Joined: Fri Apr 27, 2001 11:01 pm
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The lightmap function works nice and easy but there are some issues ingame, cuased presumably by the MIP maps. With the new method, the illuminations are only loaded when you're getting really close, and then, in some cases they seem to load up face-by-face which looks extremely odd. If you check the images below, the engines are first unlit and only partially light up as I'm getting closer.
Also, is there anything to consider when creating the lightmaps? Do they need black or transparent background?
Also, is there anything to consider when creating the lightmaps? Do they need black or transparent background?
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
- Trevor
- Posts: 539
- Joined: Thu Dec 04, 2014 7:11 pm
*Drool*…
That looks amazing!!! cant wait for it.
Trev
That looks amazing!!! cant wait for it.
Trev
-
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- Joined: Mon Apr 05, 2004 11:01 pm
Nice. If you added a low level LOD mesh in the core with it's own E.G.'s, would that work in the transition ?
W-I-P: TFTC, MC Viscount Cr., ISD-II Avenger, NL-1 Platform, Ton-Falk Esc. Cr., & Misc.
- Vince T
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I'm not adding any more meshes or faces to this beast. Last I've deleted a whole bunch of them in an attempt to safe my framerate. Also, it wouldn't really help with the glowing windows, as you can see in the upper picture.
I think the solution has to be in the OPT. If you use "conventional" illumination à la OPTech or OPT Enhancer it works perfectly fine from any given distance.
I think the solution has to be in the OPT. If you use "conventional" illumination à la OPTech or OPT Enhancer it works perfectly fine from any given distance.
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: 1157
- Joined: Mon Apr 05, 2004 11:01 pm
Thanks for posting that link Trev. Will come in handy. Haven't been on his site for a year or two, but .obj format seemed to be the best universal format when bringing into XWAOptEditor from Anim8or. This is my favorite and easiest modeling program to use, and it's very precise. Only thing I can't stand is the texturing tools. Especially the UV wrapping circle and square tool. Applying textures and knowing how to scale them perfectly onto a mesh face is a pain for me. Wish someone could just create an easy stitching tool that allows you to zoom in and select/click or type the X,Z coordinates of a single pixel on an image file into a box, and then you choose which vertice on a mesh to staple that pixel location to. Then repeat for next 3 or 4 pixels to anchor your full image map precisely onto a mesh face or more. I've not seen any tools on net that can precisely and easily do this. And then scaling it; making image sharper or blurry once you have texture mapped on the mesh(es) the way you want.Trevor wrote: ↑Tue Apr 21, 2020 10:45 amAt present no.
An8 supports
IN/OUT
obj, 3ds, stl (bin), lwo
OUT (using plugins from https://www.anim8or.com/smf/index.php/topic,1705.0.html)
c, Celestia (.cmod),Orbiter Mesh (.msh),Roblox (.mesh),VRML (.wrl),x
Trev
W-I-P: TFTC, MC Viscount Cr., ISD-II Avenger, NL-1 Platform, Ton-Falk Esc. Cr., & Misc.
- JeremyaFr
- Posts: 3847
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
I've updated XwaOptEditor.
Can you try if the crash still occurs?
Can you try if the crash still occurs?
- JeremyaFr
- Posts: 3847
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
Black pixels and transparent pixels are considered as not illuminated.General_Trageton wrote: ↑Thu Apr 30, 2020 12:04 amAlso, is there anything to consider when creating the lightmaps? Do they need black or transparent background?
- Darksaber
- Posts: 10931
- Joined: Mon Jan 10, 2000 12:01 am
- Contact:
Obj and 3dm are fine now, they soon exported the files
An8 extracted and didn't crash but it took a lot longer than the other 2 to export the files, really slow
An8 extracted and didn't crash but it took a lot longer than the other 2 to export the files, really slow
“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
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- Vince T
- Posts: 14029
- Joined: Fri Apr 27, 2001 11:01 pm
- Contact:
Do the lightmap images need to be monochrome or does it accept colors?JeremyaFr wrote: ↑Thu Apr 30, 2020 2:04 pmBlack pixels and transparent pixels are considered as not illuminated.General_Trageton wrote: ↑Thu Apr 30, 2020 12:04 amAlso, is there anything to consider when creating the lightmaps? Do they need black or transparent background?
Also, any news on the mip mapping illumination distance issue?
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
- Posts: 3847
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
It accepts colors in lightmaps. The alpha channel is used for illumination.General_Trageton wrote: ↑Thu Apr 30, 2020 2:28 pmDo the lightmap images need to be monochrome or does it accept colors?
Also, any news on the mip mapping illumination distance issue?
I will take a look to the distance issue.
- Darksaber
- Posts: 10931
- Joined: Mon Jan 10, 2000 12:01 am
- Contact:
“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
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
W-I-P: TFTC, MC Viscount Cr., ISD-II Avenger, NL-1 Platform, Ton-Falk Esc. Cr., & Misc.
- JeremyaFr
- Posts: 3847
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
UPDATE
Hello,
I've updated XwaOptEditor.
Hello,
I've updated XwaOptEditor.
Please retry.General_Trageton wrote: ↑Thu Apr 30, 2020 12:04 amThe lightmap function works nice and easy but there are some issues ingame, cuased presumably by the MIP maps. With the new method, the illuminations are only loaded when you're getting really close, and then, in some cases they seem to load up face-by-face which looks extremely odd. If you check the images below, the engines are first unlit and only partially light up as I'm getting closer.