Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Bobboau on April 04, 2003, 04:31:02 am
-
I have recently mad an upgrade to my editor Aurora (link in sig) I have added suport for glow mapping, a resizeable window, and got the data importers working,
I should also mention the controles for the window you will move any selected item by holding down ctrl and moveing you're mouse with the right or left mouse button (they move diferently),
and I should remind you of the auto path generation, that should make pathing you're models nearly effortless
-
Originally posted by Bobboau
I have recently mad an upgrade to my editor Aurora (link in sig) I have added suport for glow mapping
Great stuff, keeping up with the SCP. Well done :):yes:
-
Bob, is there an insruction manual or something for Aurora beginners?
-
what, it's a pof editor, there are only a few things it does diferently than normal pof editors (you can move things by holding ctrl and draging them)
-
Oh never mind
-
Looks very good; first one I have seen that loads glow maps. :yes: I should mention though that it gives me an illegal operation error whenever I exit the program. Also, is it possible to edit the insignia section with this?
-
is this giveing illigal operations for anyone else?
what is you're operating system?
and no, it only shows insigs, I am planing on makeing a very cool insignia editor based on my decal code
-
I got White Base for gundam working thanks to new pcs...
Now I used Aurora to make the firing points for the turrents... Turrents don't move and the 7th one doesn't fire at all (don't care 6 is enough and they still fire on the enemy though it looks stragne)..
Now pof saved and works fine in game attacked turrents they blow up, all subsystems checkout in game next..
Used Aurora to place thrusters and glows.. Here's the problem.
When I attack the ship to check for disabling engines the ENTIRE SHIP dissapears!
You can still hear it firing on enemies BUT it can't damage anyone PLUS no one can find it and damage it either (it vanishes from radar)!!!
I made a simple mission, Alpha1, white base, sathanas. beam free all both of them while I check out the pof in actions and make sure it can do all the normal things. that's it. Why would it vanish? BTW this worked fine BEFORE adding thrusters/throuser points..
Gonna be gone for next 3 days (AF Reserve) but hopefully I'll get back to you if deleting the thrusters solves the problem.. L8tr!
Oh yeah I also get error on exiting also... Dled the update and it still has that same problem. Also has trouble finding textures , just loads up most of them. Textures named correctly and in maps folder and show up in modelview???..
Good work though Bob, at least now I can see where the fire points are going as I am placing them.
One more question. If a model has no subobjects can I simply place a fire point on the object to say a turret is HERE, fire from this point? I can't model and lots of models I have don't have turrets (or turrents as us yanks say) :p
-
I also get the error upon exiting. Using Xp.
-
Originally posted by Solatar
I also get the error upon exiting. Using Xp.
And me
-
is this giveing illigal operations for anyone else?
what is you're operating system?
ME. I can post the VC debug thing that comes up with the error if it will help any.
and no, it only shows insigs, I am planing on makeing a very cool insignia editor based on my decal code
now that is something I am really looking forward to... :nod:
-
Wow Bobboau, excellent work. Can't wait for this thing to use the file structure so I don't have to have an extracted copy of everything laying around, but that's not too big a deal right now. I just ran auto-pathing on one of my models - excellent job. I'll probably need to play with the dock path a little, but everything else is phenomonal.
-
Originally posted by Bobboau
what, it's a pof editor, there are only a few things it does diferently than normal pof editors (you can move things by holding ctrl and draging them)
u can move around model segments???
-
And does it allow more than four glowpoints, as an answer to my problem?
-
it should,
and I think I may have over looked subobjects, but I left the offset thing open for editing, but I don't know how well it works in game
-
I had a back up of the white base .pof where I used Aurora to put turrets on it and reloaded it. Works in game and dosen't dissapear when fireed upon... Now I wonder why that happened in the first place? Will try to figure out how to use PCS to place thruster glows now like in aurora. Will keep back up just in case this happens with PCS also. may be a problem with just this pof or could be the program. Anyone got an idea of how/why this could happen?
-
There is a bug with Aurora by the way; it seems that when opening a model file, it does not correctly load the first glow bank or the first gun bank (and possibly the "first" parts of other chunks as well) and simply sets all of the values for those things to zero. So for example, if I load a model with some glow banks, it will set all of the data for the first glow bank and the first glow point in that bank to zero values, but the rest of the glow points and glow banks are unaffected.
-
I use Aurora only for paths....:D
-
The problem that I've found is that when you edit a model with aurora, it won't open in Modview and PCS won't save changes to it. I may have outdated versions of both of those utilities, though, as the model works fine in Freespace.
-
Aurora.
It's only got a few quirks, but i think it rocks. Star Dragon......check the ship mass......if it reads 0 then the ships goes away as soon as it gets hit.
Now for my questions.......
will there be an autoturret and autothruster in the future of this fine specimen?
and thanks, i love this program.
-
(http://www.ebaumsworld.com/forumfun/misc11.jpg)
I have a few questions about Aurora:
It won't load the textures to my models? Do the textures have to be in a certain directory?
And how do you retexture a ship? When I change a texture name, it reverts to the original texture name.
-
:shaking: ouch...
-
hmm, someone bumped this...
I've fond that if you minimise the program after selec open from the menu it doesn't screw up the mass (ect) hopefully I will actualy fix this but it could work as a work around for the moment, I'm not sure why it's overwriteing the currently selected tab but, that's what it does
textures need to be in the same folder as the model, there is a bit off buggy code with the updateing code you have to type in the data fast and click on something else it should imidiatly try to load the new texture, or that's the plan anyway
-
What I tend to do is:
1. Use Aurora to make paths.
2. Save it to anothe file.
3. Using PCS, I import the paths data to the original. All problems solved!
-
the path generation code does kick ass in a major way doesn't it..
-
I also get the illegal op upon quitting.
Win 98SE.
-
yes it does
-
hey I think I fixed the mass getting set to zero bug, someone DL and tell me if it is in fact fixed like it seems to be when I run it
(remember link in sigy)
-
Just a question: Would it be possible to add a texture editing mode where you could edit and move textures for each face? It can be done in Segeltuch too, but Segeltuch ruins all your pof data and is a royal pain in the ass in general.
-
I plan on doing that eventualy, but that is a long way away
-
Originally posted by Lynx
Just a question: Would it be possible to add a texture editing mode where you could edit and move textures for each face? It can be done in Segeltuch too, but Segeltuch ruins all your pof data and is a royal pain in the ass in general.
Segeltuch only good for adding gunpoints (you can attach them to polys), but it's not very precise and it removes your eye points and thrusters. I've added the eyepoints and fixed the normals of the new gunpoints so they don't look stupid in Modelview, but the thrusters still need to be put back on.