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UTF Editor released

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

HCl

Post Fri Mar 21, 2003 2:05 am

UTF Editor released

I just uploaded my little UTF editor to the Editing Utilites section, here.

Basicly, it allows exploring the tree-like structure of these files and has features to allow editing it a bit. For example, import and export features were used to import new textures into the TigerShark test conversion and are very useful in situations where you just need to take the data to a file, modifiy it, and put it back on the tree again.

The "Edit" feature allows you to edit the data directly, which can be very useful in some situations, this was used to adjust the position of the hardpoints of the TigerShark test conversion, as well as editing it's MAT file. The "Edit" feature only supports strings, int arrays and float arrays.

I hope this will prove useful to the community... All i can say is that it has been useful to me I am writing the documentation for the UTF format as i write this. If i can finish it by tonight i'll release it (plus the source code of the UTF editor) tonight, otherwise i'll get them released by tomorrow.

Mario

Post Fri Mar 21, 2003 2:42 am

HCl, I have a little problem here!

I am missing some MFC dlls and cannot run the program.
I d/l-ed 4.2d MFC from the Internet but now it says that some "ordinal can't be found". Help!

Edited by - X-Lancer on 21-03-2003 02:42:00

Post Fri Mar 21, 2003 2:42 am

Thank you HCl

every little bit helps

HCl

Post Fri Mar 21, 2003 2:55 am

Hmm haven't thought about that X-Lancer, i just assumed everyone had MFC libraries installed. I uploaded a new version here with MFC libraries statically linked into the EXE, hope it helps. Both versions are up at the moment, one of them is probably going to be removed eventually.

Post Fri Mar 21, 2003 3:01 am

Working now..
Great work. Thanks!

Post Fri Mar 21, 2003 4:56 pm

I love it - I'm already adding weapon hardpoints and positioning engine flames...

(PS - for those that can't guess, 20 guns on an Anubis is slight overkill) =)

Post Fri Mar 21, 2003 9:47 pm

cool
something to play around with
great work, HCl!!!

Post Sun Mar 23, 2003 1:16 am

Excelent work, HCL! Thanks for a cool utility for all of us here. Are you also still working on the .cmp, .3db and .sur files?

Edited by - MacD on 23-03-2003 01:20:37

Post Sun Mar 23, 2003 5:41 am

Nice, how can one go about getting all the wing commander ship models and converting them into compadible freelancer models?

HCl

Post Sun Mar 23, 2003 5:57 am

I'm working on an exporter for 3db / cmp format, you'll be able to start converting ships when that's done (see the TigerShark thread on this forum for more details).

I haven't start work on .sur files... Anyone working on these so far?

Post Sun Mar 23, 2003 6:08 am

Hello first all and hello mario, long time man glad to see you still into this stuff quite a bit. I thought i'd post a little info and a question here, first of all a heads up about the UTF files in the audio dirrectory, there the ones that have the rest of the speech files. Like station names, work for names, battle chatter, etc. There all wave files *in fact in the ascii it will say RIFF for thoes of you who don't know thats a standard wave format. Simpky export it and save as wave to play it. I have been looking into the ini files for the audio/speech and to be honest it's confusing to say the least, the only thing i can come up with is the missing key is in the thn files. And now my question have you made/started on the thn files hci? or anyone? I have looked at them breifily in a hex editor, obviously there 'script'/program type files just from what i can see *witch you all already know obviously* I was curios as to if anyone was making progress on them. In ethier case I thought i would bring that up about the speech files, *maybe i missing something* to learn on how we can add new ones, *like system names, work for names etc.* just a thought, btw love the utf editor HCI nice work as always, oh and the 'tga' files in the models are acutally DDS file format *so save them as such and make sure you have the DDS stuff from nvida and you can edit them just fine.* Keep it up guys

Post Sun Mar 23, 2003 7:16 am

The legendary HCl comes through again, dont know what we would do without your help around here.

I think i can speak for everyone when i say thank you for your work and giving us tools to mod this game.

Wish i could help, but i dont have the know-how to do these things.

Btw, i know you are busy with the ship models but have you looked at the dfm files in the characters section, and does it look like those might be converted in a way for us to make new character body parts?

Post Sun Mar 23, 2003 8:45 am

I thought you said you'd release the specs when you released your util?

HCl

Post Mon Mar 24, 2003 2:09 am

Thanks for the kind words, i'm glad my contributions are being useful

Quickshot: .thn files are Lua scripts in bytecode format. I have made little work on them, but last time i checked someone (can't remember who) was interested on working on a program to convert the .thn files to Lua source code. Look around on the forum, it shouldn't be difficult to find, since there aren't many threads regarding thn files around.

troop5: I've taken only a quick look at .dfm files, but it looks like it'll be possible to create new body parts and even new characters . The mesh format is different from the ships, but appears to be very simple to deduce since the node names tell us what is what (try opening one with the UTF tool, under "Geometry" you will find nodes name "Point_indices", "UV0", "Vertex_normals", etc).

FrikaC: The specs are up, they were uploaded last night along with the source code of the UTF tool (look under Editing Features)

Post Mon Mar 24, 2003 4:13 am

I get a missing dll error... What do I do?

its the "MFC42D.DLL" one.. I got XP Home Edition if it helps...

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