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December Setup Editor work
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SubDrag
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 PostPosted: Sat Jan 30, 2010 8:04 pm    Post subject: Reply with quote Back to top

Hmm is it possible clipping had multiple rooms but bg didn't. I'll take a look, might go to bed soon but then tomorrow morn.
 
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SubDrag
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 PostPosted: Sun Jan 31, 2010 6:26 am    Post subject: Reply with quote Back to top

There was an issue with matching clipping to bgfile, was accidentally getting bigger than 0xF sized colors and causing weirdness. It's been corrected.
 
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Dragonsbrethren
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 PostPosted: Sun Jan 31, 2010 10:54 am    Post subject: Reply with quote Back to top

Yep, working fine now. The colors grabbed from the BG look better, too. Still needed to tweak a few manually, they must've grabbed from one of the darker points instead of the colored ones like I wanted, but that's no big deal. Still saves a ton of time.
 
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SubDrag
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 PostPosted: Sun Jan 31, 2010 10:59 am    Post subject: Reply with quote Back to top

All right found how to add to presidential scanner:

00000009
001C8400 8 means on presidential scanner
000F01DF
793D0000
FFFF0064
03E80064
80028204
00000100
1004FFFF the 1 means show as blue cursor
0000000
0000100
00
 
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Wreck
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 PostPosted: Sun Jan 31, 2010 2:34 pm    Post subject: Reply with quote Back to top

Ah, that's cool. So you could use that information for a custom mission where a person who has been tagged with a locator needs to be found. Simply rename the Presidential Scanner to something more to your liking and you've got a "new" device. Could be rather useful.
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Dragonsbrethren
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 PostPosted: Mon Feb 01, 2010 7:36 am    Post subject: Reply with quote Back to top

For some reason, I was thinking the Presidential Scanner was the R-Tracker with a rename block.

---

Sub, Aries's post and my response here got me thinking about this. Could you add another export to obj option that would use the o flag instead of g? It would be nice if it used our current import naming format (with primary or secondary before the room number, or whatever else the other models use) too. I don't really have any plans to edit the existing stages/models, but someone else might, and it can be a bit confusing when importing one of the editor's obj files to DeleD (no fault of your own; DeleD's importer doesn't support the group flag because DeleD's grouping tool sucks). If it's not too much trouble, you might want to allow exporting without material colors like the model editor does too; DeleD only supports those if you import without textures, it can't overlay them even though the program itself does support more than one layer.
 
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Dragonsbrethren
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 PostPosted: Mon Feb 01, 2010 2:46 pm    Post subject: Reply with quote Back to top

It looks like the sky color for Skedar Ruins got reverted back to the black sky again.
 
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SubDrag
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 PostPosted: Mon Feb 01, 2010 5:39 pm    Post subject: Reply with quote Back to top

Is there a difference between g and o? I've been using them interchangeable. I think I'll make an ini/preference for that. Also, I'll add export to obj without material colors there as well. Is it just ignored, or does it cause issues?

Ah right, I discovered I had levels swapped, not just skies, and of course should've swapped them again.

I'm on travel this week but have my laptop and source, so will try and make updates / action block work as time permits (till Sun when I return).
 
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Wreck
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 PostPosted: Mon Feb 01, 2010 9:18 pm    Post subject: Reply with quote Back to top

Just got back home and downloaded most recent beta. Looks as though the "1E Holograph Object" is still an available object for use in the Edit Objects menu. I remember you mentioning that it was taken out, so maybe it got reverted back at some point.
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Dragonsbrethren
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 PostPosted: Mon Feb 01, 2010 9:30 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
Is there a difference between g and o? I've been using them interchangeable. I think I'll make an ini/preference for that. Also, I'll add export to obj without material colors there as well. Is it just ignored, or does it cause issues?

I believe g is used for grouping and o for object, but the two function identically from what I can tell. I think g just leaves any o's under it alone, whereas an o has to be a single object.

The multilayered materials, oddly, aren't ignored. They import as separate materials, but since the color layer isn't used, they appear identically in DeleD. They're just clutter; they don't cause any problems, but they serve no real purpose (supposedly support for importing multilayered materials was on the agenda, but that was months ago, before the whole open source, community-driven thing).
 
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Wreck
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 PostPosted: Wed Feb 03, 2010 7:54 am    Post subject: Reply with quote Back to top

Hmmm, does the Editor not export the U/V changes that have been made in the Visual Window? The exported file matches that of the original, even though I've tweaked many U/V coords. I also don't seem to be getting any of those BG autobackups, either.
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Dragonsbrethren
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 PostPosted: Wed Feb 03, 2010 9:25 am    Post subject: Reply with quote Back to top

Strange, my UV changes for the backdrop were saved fine. My backups are working too.
 
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 PostPosted: Thu Feb 04, 2010 10:31 am    Post subject: Reply with quote Back to top

wow this sud be so much better to get my complex and aztec level in the editor DB SubDrag
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Wreck
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 PostPosted: Thu Feb 04, 2010 8:20 pm    Post subject: Reply with quote Back to top

I was going through and resaving all of the PD clipping tile files with the Editor's 39850 Modifications menu, but kept encountering errors with four files. I believe the problem is caused by their size. Perhaps, since the Editor decompresses before saving, that these are too large for the current buffer size to handle? Here are the files and their sizes...

0160 bgdata/bg_dam_tilesZ: Pelagic II (1E1F0 Compressed / 062990 Uncompressed)
0170 bgdata/bg_lee_tilesZ: Attack Ship (221E0 Compressed / 06D590 Uncompressed)
0176 bgdata/bg_lue_tilesZ: Area 51 (26C40 Compressed / 0811C0 Uncompressed)
017A bgdata/bg_pam_tilesZ: Deep Sea (23BA0 Compressed / 063D50 Uncompressed)

I'm guessing that the Area 51 tiles is probably the largest compressed file in the main library. Increasing the buffer to handle that, should make every file cooperative.
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SubDrag
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 PostPosted: Thu Feb 04, 2010 8:25 pm    Post subject: Reply with quote Back to top

They are too large for the current allocation buffer (something like 40000, had to bump to something crazy like 80000), and when I increased it the rest of the editor had odd failures. However, I was able to extract them and include them with full editor install (so shouldn't need it right now, well unless start injecting). I am unsure if it will inject properly but I think it will.
 
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