[OPTing] XWA OPT Editor

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Re: [OPTing] XWA OPT Editor (a new opting tool is under construction)

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Warb_Null
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Post by Warb_Null » Wed Apr 24, 2019 7:42 pm

Hi Jeremya, I have a little request related to this.
JeremyaFr wrote:
Sat Dec 01, 2018 4:04 pm
UPDATE

Hello,
I've found how to break the vertices count limit.
It is done by spliting the face groups in groups of 384 vertices.

Please redownload XwaOptEditor

I imported my new model and found the main hull split into 55 facegroups. It wans't a problem until now. Now i need to add three flightgroup color textures to 55 individual facegroups.
Since i'm a bit lazy by nature, is it possible to select multiple facegroups at once and add the texture to all of them. In the cuurent version i can select multiple faceroups but the texture is only added to the first one.

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JeremyaFr
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Post by JeremyaFr » Thu Apr 25, 2019 4:09 pm

UPDATE
I've updated XwaOptEditor.

Now the "Add/Browse/Delete" texture name is applied to all selected facegroups and not only to the first selected one.

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Warb_Null
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Post by Warb_Null » Fri Apr 26, 2019 3:07 pm

That is great. Thank You

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JeremyaFr
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Post by JeremyaFr » Wed May 29, 2019 6:31 pm

UPDATE
Hello,
I've updated XwaOptEditor.
I've added an option to show normals in the renderer.

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ual002
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Post by ual002 » Wed May 29, 2019 6:56 pm

Ok, question. Can someone give me a quick and dirty layman's interpretation of normals and how it relates to XWA. I am going to suspect I haven't had to mess with them yet since I'm doing simple modifications to existing textures without changing the overall art style. This is my first foray into texturing 3dm.
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Driftwood
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Post by Driftwood » Wed May 29, 2019 9:27 pm

Normal basically point one way. If you look in optech, or better yet blender, you can display the vertex/normals, in blender you can increase the length of the displayed 'vector'. This allows you to see which way a particular face "normal" is oriented, useful in the event one is not oriented the proper direction, say somehow you accidentally flipped a face or there was a mesh related error you hadn't culaught. Maybe doesnt look right in the render, or perhaps you find out ingame you have a transparent face, you can view the face and vertex normal to figure out in your mo modeling program which way the face normal is facing. If you have 5 faces and four normal are pointing one way, and the fifth is pointing q80 opposite, you know you need to flip the face normal to orient the same way as the others.

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ual002
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Post by ual002 » Wed May 29, 2019 9:42 pm

Ok, so normals don't have anything to do with how the texture is viewed in a game like XWA? As in simple color textures with no fancy extra stuff.
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JeremyaFr
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Post by JeremyaFr » Thu May 30, 2019 12:54 pm

Normals are used to calculate lights and shading.

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ual002
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Post by ual002 » Thu May 30, 2019 2:02 pm

Ok, so thats what I thought. Sheesh. Ok this is well more complicated than I thought for me being a newb.
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Darksaber
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Post by Darksaber » Sun Jun 30, 2019 9:55 am

Hi Jeremy,

Just a niggle and I'm not sure if you can change this, but could you tell us why are the textures display vertically upside down in XWA OPT Editor? Even when you save the textures they are upside down.

In Optech and even if you import a opt or opz, the textures display and are saved the same way up as when you first made them, even if you use the Opzto3DS app, it saves the textures the same why up as you first made them.

Just wondering why they are the other way up in XWA Opt Editor :( and it be changed?

Thanks :D
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JeremyaFr
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Post by JeremyaFr » Sun Jun 30, 2019 3:25 pm

UPDATE
Hello,
I've updated XwaOptEditor to flip texture on reading and writing OPTs.

The textures were not flipped on reading and writing OPTs. That's why the textures appeared inverted in the editor.
I've fixed that.

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Darksaber
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Post by Darksaber » Sun Jun 30, 2019 4:09 pm

Thanks Jeremy :D that's much better :)
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Darksaber
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Post by Darksaber » Sun Jun 30, 2019 9:32 pm

Sorry about the Jeremy, the textures might be flipped when actually viewing the texture, but when viewing the craft, the textures on the craft are now flipped vertically, sorry about this
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
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JeremyaFr
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Post by JeremyaFr » Mon Jul 01, 2019 3:52 pm

Fixed.
Please redownload XwaOptEditor.

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Darksaber
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Post by Darksaber » Mon Jul 01, 2019 3:53 pm

Thanks again :ops:
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JeremyaFr
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Post by JeremyaFr » Sun Aug 11, 2019 3:13 pm

WIP
Hello,
Here is a WIP version of XwaOptEditor.
I've added support for 32-bit textures with illumination.


EDIT: link removed
Last edited by JeremyaFr on Thu Aug 15, 2019 7:24 pm, edited 1 time in total.

Bman
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Post by Bman » Tue Aug 13, 2019 4:02 am

Thanks Jeremy. I think this could be a good solution for ship models in general to prevent them from being dark when using HD 32bit (ARGB) images.
For other odd .opt files like the lasers, transparency seems to be more important than illumination like DS posted in the Hook 32-bpp thread. I tested using LaserImpTurbo.opt by adding a FG image with a 32-bit .png file with alpha channel and using latest hook_32-bpp.dll. I got the same results. Is it possible to add an optional tab or button to use "transparency" instead of "illumination"? Or perhaps having both a mix of transparency and illumination for any or all pixel(s) of an image like 50% vs. 50%, or 0% vs. 100%, or 20% vs. 80% and so on.

The old way of manually converting all .opts using the /32-bpp patcher inside XWAOptEditor worked fine for "the laser .opt files" when I replaced a FG image with a .png file so I"m pretty sure this is a transparency issue. Thanks.
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JeremyaFr
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Post by JeremyaFr » Tue Aug 13, 2019 6:09 pm

Yes, I think it is possible.

For now, I published a WIP if the 32-bpp hook.
I've changed the behavior when a pixel is both transparent and illuminated.

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Post by Bman » Wed Aug 14, 2019 11:29 pm

Hi Jeremy, I think the above WIP Editor and newest hook_32bpp.dll works well. The only thing I needed to do was just press the "Reset Illumination" button and save, and it looks fine now at least for the laser .opt test. Much appreciated.
Last edited by Bman on Fri Aug 16, 2019 3:19 am, edited 1 time in total.
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JeremyaFr
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Post by JeremyaFr » Thu Aug 15, 2019 7:25 pm

UPDATE
Hello,
I've merged the changes from the WIP version to the stable version.

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JeremyaFr
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Post by JeremyaFr » Wed Sep 04, 2019 4:40 pm

UPDATE
Hello,
I've updated XwaOptEditor.

Now, the opt name is used as a prefix for the textures when exporting an opt.

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JeremyaFr
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Post by JeremyaFr » Fri Sep 27, 2019 7:12 pm

UPDATE

Hello,
I've added Xwa SFoils Editor to Xwa Opt Editor.

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JeremyaFr
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Post by JeremyaFr » Sat Sep 28, 2019 8:43 pm

UPDATE
Hello,
I've added support for ini files to XwaHangarMapEditor.

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ual002
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Post by ual002 » Sat Sep 28, 2019 10:18 pm

Looks good, but...

1. Hangar Map editor doesn't know what to do with the recent flight group color addition.
2. Hangar craft with sfoils show as opened.
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JeremyaFr
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Post by JeremyaFr » Sun Sep 29, 2019 2:57 pm

UPDATE

I've updated XwaHangarMapEditor:
  • added FG colors
  • close S-Foils and open Landing Gears

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