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**UTILITY** "3D SYSTEM EDITOR" New alpha released

Here you can find the postings on the different editing utilities found for Freelancer

Post Mon Apr 14, 2003 9:51 pm

**UTILITY** "3D SYSTEM EDITOR" New alpha released

Hy there
I've posted already something about my tool. The first component of the tool, the 3D System Viewer, is now working. Of course it is not finished yet but you can take a look at it. It displays now objects like Bases, Planets, Tradelanerings and Jumpgates and it displays objectproperties. It's an opengl based tool.
Don't forget to read the README before using the viewer.

Here is the file check it out

Please report to me.

NEW ALPHA RELEASE GO TO LAST POST 22-04-2003

Edit - Link is no longer valid

Have fun
"Master Windu"
Thx sebulba for helping




Edited by - windu on 22-04-2003 01:50:24

Edited by - Finalday on 8/21/2007 4:35:08 PM

Post Mon Apr 14, 2003 10:04 pm

Very nice looking. I haven't had a chance to look at it against an FL system but I like what I see in your screen shot.

I'll take a look at this tonight.

-V
The Nets Edge
Freelancer .INI File Parser
Freelancer IDSName Matcher

Post Mon Apr 14, 2003 11:45 pm

The great thing of using Opengl is that the positions and the size are the same as in the game. So you could fit maybe a dock_ring exactly at the right position so you don't have to start up the game everytime you want to look how it could be.
I'm implementing the visualisation of Nebula Clouds at the moment. This is a firts try it could look like this. Size, position and shape are exactly the same as in the game.

**When its done**

Post Tue Apr 15, 2003 2:46 am

That looks really neat! At first I was thinking why make a 3d editor when a 2d one would do just fine, but now you've convinced me that 3d is better

Post Tue Apr 15, 2003 8:40 am

Yes the problem with 2D is that the positions of objects are not exactly the same as in the game but on 3D its possible to convert the system with the same sizes.
-----------------------------------------------------------------------------
It youled be great if someone could help me with the archetypes. I need a list of every possible archetype of the game and description because I want to group them in 4 maybe 5 groups. These groups are the different 3D models of the editor. So that archetypes like "outpost","smalloutpost" or just similar looking objects have the same model in the editor.
-----------------------------------------------------------------------------

Post Tue Apr 15, 2003 5:18 pm

That looks absolutely friggin fantastic dude
I'm actually excited



- All we see or seem, is but a dream within a dream. -

Post Wed Apr 16, 2003 1:40 am

Great job!!!!! THIS NEEDS TO BE A STICKY!!!

Post Wed Apr 16, 2003 2:08 am

Finaly!! maybe you, the guy from FLSDK, and the other person who posted here can get together and make a awsome system editor

*Insert sig here*

Post Wed Apr 16, 2003 6:08 pm

So I'm back with a new version. Many new features added.

Changes and new features from 0.01a to 0.01b:
-Objectinspector (for easy managing your system).
-Controls updated.
-Code editor is now working you can update your system and load new ones without restart the program.
-Nebula and Asteroids are implemented.
-More systems are loadable.

So it still full of bugs and errors but you can try it out.

Download it here.

Please report to me.

**When it's done**

Post Thu Apr 17, 2003 9:56 am

Currently I'm trying to handel a lot of problems. It would be nice if some of you could post errors (Sorry I think they are in german I'll try to make them english). Wishes and impressions are welcome.

Post Thu Apr 17, 2003 5:11 pm

Lol yeah no problems Windu..
Dwightman and I hae played around a littel with it, It crashes when we open a custom system, it opens li01 fine, but why is there a shipyard at 0,0,0 and i think theres a dreadnaught there too :S

but with teh crash for the custom system it was complaining about the tag which contained the label for the custom system...
{ "Hm01_to_Li01 " ist kein gultiger Komponentenname }

probably not much help...
keep up the good work

- All we see or seem, is but a dream within a dream. -

Edited by - Stryfe on 17-04-2003 18:18:23

Post Thu Apr 17, 2003 6:20 pm

hm Stryfe please send me your custom system so I can take a look at it that would help a lot. THX

Post Thu Apr 17, 2003 9:37 pm

Ok I've found the problem. If add one space behind a line the program gets an error thats because the parser reads out the line until the end and if something is added behind like space or comments the parser reads them out too and the values are wrong. Sorry but the code has to be clean then it should work.


I hope some of you have mentioned the ini files of my tool. If you want the tool learning to display more objects you can type in more ARCHETYPES in these lists. So you can add for example more different outpost-types in the ouposts.ini and they will appear as outpost in the program.


So I'll soon be back with some new features..

*Master Windu*

Sorry for the bad english.

Post Thu Apr 17, 2003 10:26 pm

windu,

Do you have a more detailed description of what you want the final program to do other than what is in the readme? I am curious to know what things you see the final program being able to edit and/or create.

Edited by - steveo on 17-04-2003 23:26:26

Post Fri Apr 18, 2003 12:13 am

Ok. The basic idea of the program was to program a tool which can create new systems for FL. So started to work. But then I saw the huge number of objects and triggers in one system file without looking on commodities or base_rooms etc.
So I decided first to make it possible to load systems and edit their code in a txt editor. And now I'll soon start to program visual object handling so you can change coordiantes of objects by mouse. In the end it should be a working visual 3D system editor but actually I can't see the end of tunnel yet but I'll continue working on it maybe some day it'll be finished.[


Helping: At the moment I need a list of all archetypes and how they look like.

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