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{Software} HardCMP - Hardpoint Editor

Here you can find news, get help and comment about all the Mods and tools for Freelancer created by =EOA= Players Consortium, like the ?Freelancer SDK?, the ?Freelancer Explorer? and the ?Real Space Mod?

Post Wed Sep 15, 2004 11:33 am

{Software} HardCMP - Hardpoint Editor

This thread is for the announcement and feedback of the utility HardCMP which is currently under development by the =EOA= Players Consortium. All questions/suggestions/bug reports need to be made here so we can take care of them. We hope to make this program much easier to use and as bug-free as possible.

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Download & Project Information

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HardCMP is a hardpoint editor designed to work with all cmp/3db files and for all model objects (bases, ships, etc). It makes the process of setting up your object much easier through a rendered viewer and easy to use controls.

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Quick-FAQ - 1/2/2007

Min/Max & Orientation values sometimes change (ie 360 becomes 359)
This is a known issue and can't really be fixed. Freelancer uses radians whereas we are using a -360 to 360 range of numbers to make it easier to understand.

Edited by - Louva-Deus on 1/2/2007 11:38:53 AM

Post Wed Sep 15, 2004 8:33 pm

I'm sure I speak for everyone this editor will be useful to...

Thanks goes to both of you for all the hard work and long hours you put into this project.

This will save allot of time not to mention that it makes it so much easier.

Thanks guys! from bp

Post Thu Sep 16, 2004 12:09 pm

Looking at my new Prometheus ship and seeing those weird txturing the program does I quickly realized the problem: For some reason Freelancer reads the texture image data upside down, that's why you flip the files before adding them to the mat file. You have to instruct your program to read the image files upside down as well, then all textures should be visible perfectly.

Also, it would be nice to be able to browse through all standard sur files in a drop-down list, so you can quickly have a look at different ones instead of copying and renaming and then looking at it.

Anyway, great work, for me it is more of a help for trying out the sur files, because I add hardpoints in gmax and orientate them in utf, but tohers would find it extremely helpful for adjusting hardpoints.

Post Thu Sep 16, 2004 6:09 pm

Thanks guy, we were having trouble with hardpointing before, but this is going to make it so much easier for us, you've done a great job.
From everyone at GrimReaper, thanks again.

PS: For your next achievement, can you make a program that you only have to press a button, and it will make the ship, texture it, hardpoint it and then put it in game for you. lol....just a thought.

Post Thu Sep 16, 2004 7:32 pm

Maybe next week...

Post Sat Sep 18, 2004 11:59 pm

I'm not a modeller, but I know when something ain't right!
I've been trying for months to get people to fix the hardpoints on the ships in our Privateer mod, but to no avail.
In less than 30 minutes, with about 3 tests runs, I managed to fix one of our worst ships.
Thanx!

And I love the SUR viewer!
Now I might be able to get some SUR's that are actually the right size!

This has gotta be the greatest modding aid since the SDK's came out!

Watch your 6!

Post Mon Sep 20, 2004 7:55 pm

i've looking at it... i found something... can you make the hardpoint icon (the basic gun) show x,y,z axes. This will help us to view the guns easily if it is upside down or not. Just make them more visible, the axes that is...

BTW... Very excellent Tool. Good work... now for the sur files.... hehehe


FIREBASE Technologies

Post Sun Oct 17, 2004 9:15 pm

As some of you will have no doubt noticed, I have been making quite substantial use of this tool over the last month or so, it is a very powerful and simple utility that has revolutionised everything I do on the modding front. It would not have been possible to build the Huegenot PoC mod without it so from me you get a hearty vote of thanks.

That having been said, there are two feature requests and one Bug I have to report.

Bug - Hardpoint 'Do Not Use Standard Name' function
For some reason, even when you select the checkbox that allows you to enter a name for a hardpoint manually, you can't. I have tried this many times and can't get it to work. In the end I didn't need it for what I wanted to do, but I just figure that it would be good to have that feature available.

Feature - Rename Hardpoint
Often, you find out that the originator of a model didn't use the right case or something on a hardpoint. It would be great to be able to just rename it rather than recreate it from scratch.

Feature - colour coded axes
When sorting the orientation of a hardpoint, it would be great to be able to hit a key and work out which way the hardpoint is 'facing'. Even if instead of axes it was a single ray emanating from the front of the hardpoint (toggle off and on with a key) so that you know where you actually are.

Don't get me wrong guys, this is NOT a ***** session. I just thought that I would let you know what I have found, and what I would like to see. Other than that, this has been the single most useful tool I have ever come across in Freelancer Modding. Keep up the great work.

Thanks.
Acid.

Post Sun Oct 17, 2004 11:16 pm

We'll see what we can do

Post Thu Nov 18, 2004 6:19 pm

This is an excellent tool- without it, my mod wouldn't have been even vaguely possible.

I have one teensy wish, which might be rather difficult to take care of, and is probably only affecting a small number of users: basically, SUR viewing is very spotty on my system under the best conditions. It's not just one file- usually it's every single CMP file with a SUR associated with it.

I don't know what's causing SUR display to quit working, but it happens... and then it doesn't work again. I've tried everything, from reinstalling the application to shutting down my machine. It's annoying, because I don't ever seem to figure out the conditions that are causing SURs to quit displaying. And not being able to view resized SURs to make sure they match up without using the crash-prone MS3D CMP viewer is painful.

P.S.: Given that Anton is nearly done figuring out the latest beta of his FLModel Tool, you might want to talk to him and Hcl about the new things that they've been discovering about the SUR specifications, which have opened up some possiblities that your program isn't ready to handle- in particular, it won't view non-ship SURS at all. Given that the new version of FLModel Tool will be able to manipulate SURs of the other two types (Scenery, in particular), it might be good to be able to view these types within your software.

Post Thu Nov 18, 2004 9:28 pm

Do you use an instant messenger program?

Post Fri Nov 26, 2004 12:26 pm

Are you willing to share the source code? It will go a long way in advancing the Freelancer community.

Sir Lancelot
author, Freelancer XML Project
[email protected]

Post Sat Nov 27, 2004 5:41 am

I have no plans to release the source code publicly before the final version release. If someone thinks it would be useful for their own project they would need to ask me and explain how they think it will be useful.

Post Thu Feb 10, 2005 10:33 am

Heya Louva-Deus,

I was wondering something... What did you code up the HardCMP editor in? Is it VB, C, C++, C# (hoping, but doubtful). The reason that I'm asking is that I've been working on an idea that would eventually "compile" all or most of the major FL editing utilities into one "uber-utility" that people could download, and from the outset, have what they need all wrapped up in one pretty package. Had I had any sense I would have brought the file that contains a loose specification for that utility, but being a dipstick I left it at home. If you're interested in me sending it to you, just drop me a note at [email protected], and I'll be happy to make sure that you get it

I currently program a bit in C# (which I'm enjoying), and I've been working on a program that will edit some FL native files (I've been playing with the DLL that was provided by SirLancelot, nice, though I'd really like to see .fl save file recoding included in the next release), as well as standard and RTF text files.

I sent a copy to Ro9ue so that he could check it out, and it includes source code, so if anyone would like a copy, just tell him I sent ya. A word of warning though, it's far from complete, and I haven't figured out how to get it to open from files that you click on. Nor can I get it to accept command line arguments... I'm still a programming newb, but I'm trying Anyone have any pointers? (bad C++ joke)

Anyhoo, Louva I love that HardCMP editor, it's made the editing of my ships VASTLY easier. I just hope that the next release will allow you to open files that don't have any Hardpoints, then let you add them yourself. To me it would be the greatest thing out there, because then we'd be one step closer to being able to trash that lousy MS3D software.

I have one request to make of you I hope you don't mind. Is it possible to make a CMP Exporter for Gmax and 3dsmax(5-6)? If so, you're going to have a LOT of happy people out here in modville (tosses MS3D in recycle bin... flushes). I'd do it myself, but 1) I don't know the CMP file spec, 2) I'm still a newb programmer, and am doing well to edit text files in my own software right now. 3) I dunno how many people are going to be willing to install the .NET framework to run my software...

Well, it seems that my note has become a book, thanks for reading this far
ArchKaine


Some say ignorance is bliss, I say they're just too blissful to know better.

Post Fri Sep 09, 2005 9:12 am

I know I may be asking alot here but I'm looking for a program that will let you view the CMP models with their textures in full screen view and be able to change the background color

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