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Bergerkiller's Modding Tools All my tools and programs

#31 User is offline   bergerkiller Icon

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Posted 01 August 2010 - 04:26 PM

Nope. :D

is there a tool present to extract the atlas and get the separate textures?
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#32 User is offline   UberWazuSoldier Icon

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Posted 01 August 2010 - 08:49 PM

Nah, usually mods will have the .tga files as well as the atlas however (though that's no guarantee).
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#33 User is offline   bergerkiller Icon

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Posted 01 August 2010 - 10:08 PM

I'll add an atlas-to-library in a later version if it is really needed. :D

LOL I have too much free time on my hands :lol:
Added. It can now load atlasses and save them as libraries eventually.

Wow :blink:

Somehow the HUD editor can now display parts of the in-game scoreboard and spawn screen. :lol:

This post has been edited by bergerkiller: 01 August 2010 - 11:32 PM

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#34 User is offline   bergerkiller Icon

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Posted 07 August 2010 - 11:54 AM

HUD editor update coming soon: button node will be supported. :D

Atm the button node:
- can be rendered
- can be changed inactive/active by moving the mouse
- can set inactive/active textures
- can set color, position and size

This means the comrose can now be rendered. ;)

EDIT

Uploaded new version. :D
New features:
- button node
- fixed a bug in the texture browser
- library creator can now load atlases
- bf2 and bf2142 texture libraries now contain the atlas textures
- integraded the render functions inside the node structure, improving performance slightly
- added file drag 'n drop support

EDIT

Already working on a final; completely bug-free; version. This one will be faster, have more features such as multi select and more variables.

At this point the selection square, node render structure and picture node class are fully working. The new version will actually support node hierarchy with the node root point starting with "Global". Since the render speed is greatly increased (80 FPS), new features can and will be added.

This post has been edited by bergerkiller: 12 August 2010 - 11:26 PM

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#35 User is offline   Chaser Icon

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Posted 13 August 2010 - 02:29 PM

I'm still not able to load my textures :P

For example:

Fr. 13.08.2010 16:23:08 - Loading library: C:\Program Files (x86)\LPP Battlefield Collection\Textures\bf2.texlib
Fr. 13.08.2010 16:23:08 - Loading library: C:\Program Files (x86)\LPP Battlefield Collection\Textures\bf2142.texlib
Fr. 13.08.2010 16:23:08 - Loading library: C:\Program Files (x86)\LPP Battlefield Collection\Textures\brf.texlib
Fr. 13.08.2010 16:23:08 - Total of 2640 textures found in libraries
Fr. 13.08.2010 16:23:42 - Loading file: E:\Battlefield 2\mods\brf-dev\menu\HUD\HudSetup\SpawnInterface\HudElementsSpawn.con
Fr. 13.08.2010 16:23:42 - Failed to load texture: \textures\ingame\respawn\brf\kit_background_black

The program is loading my library..


Or is this still a 64 bit issue?
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#36 User is offline   bergerkiller Icon

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Posted 13 August 2010 - 04:08 PM

Thanks; knew that log system would come in handy. :D :D

I see it didn't trim the "\" character, indeed an internal error.
I'll see what I can change in the loadimage sub.

EDIT

In case the texture was inside the library; make sure the paths start with "Ingame" and not with "textures".

Also, I found that "cutting" the image had an error. Failed to trim the "\" character, causing it to search a library texture with the path starting with "\".

Afraid the fix will not be here any sooner, since I am re-writing everything. I can upload a hotfix to filefront though. :P

EDIT

YEAAAH FULL SCREEN MODE! :o

EDIT

Daily updates: texture browser; color dialog; fixed resolution mode; invalidation update

This post has been edited by bergerkiller: 14 August 2010 - 06:35 PM

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#37 User is offline   Chaser Icon

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Posted 15 August 2010 - 03:25 PM

It seems I'm your only unofficall beta tester.. :D ?

So, and when are you going to relase your "final" version? :P

This post has been edited by Chaser: 15 August 2010 - 03:25 PM

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#38 User is offline   bergerkiller Icon

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Posted 15 August 2010 - 09:34 PM

Sooner and sooner, now added bar node and multi-node main dialog for moving and renaming. I am working on a pre-stage of "addnodeblendeffect" using a colormatrix system. Hard to understand, but I did manage to invert the colors of images with it. :o

And you're not the only beta tester, there are more (silent) types using it that I know. They also report bugs if they see them. ;)

But since the entire program is turned upside down, only the following bug reports interest me:
- texture (library) not loading/found
- crashes/bugs upon texture browsing
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#39 User is offline   Knitschi Icon

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Posted 15 August 2010 - 11:02 PM

First of all.. Very nice Tool :)
Commendation and acknowledgment for your work!

But for now I will only need the level renamer.
In addition I have a suggestion for the Level Resource Displayer:
Can you make it show the total size of all loaded files? This might help staying under a certain amount if you want to avoid running in the 2GB limit.
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#40 User is offline   bergerkiller Icon

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Posted 16 August 2010 - 12:03 AM

You mean the size used in memory or the actual size of all files? Both could be possible theoretically. :)

There is completely NO relationship between the two numbers in the blendeffect and the 5x5 colormatrix. Only thing I found is the number "20" :(

Blend Effect 0 0 is now added and working. Basic system was:
- alpha input-output port disabled
- rgb-input converted into alpha output port, rgb values modified by color values / 3
- rgb input-rgb output modified by color values
Took me a while to figure it out. :D
1 0 is next

Bug fixed; blendeffect 0 x 1 (disabled alpha) added
blendeffect 0 x 3 (alpha middle threshold) added

Can add blendeffects, but I noticed it would lag too much to use it. Disabled for now.

Picturenode, compassnode, barnode, textnode and splitnode types are working. Color system works, all 4 node texture dialog is working, added texture filter, added selection translucent square, added treeview features, context menu working, file loading works, cut, copy and paste features work, fixed alot of small and big bugs.

Added button node, actual controlled simulation (wow!) with wasd and up/down/left/right keyboard buttons. No script needed. Even simulates speed, altitude, torque and angles. Object Marker Node and Hover Node will not yet be added (not at all, since it was pointless). I am working on the alpha and move show effects with in/out times. Overall rendering is good; can even simulate button hovering.

Performing some fixes on the Level Renamer. (some atlasses are not always in the server.zip)
Fixed ALOT of bugs in the level renamer, making it way more reliable. :D

This post has been edited by bergerkiller: 05 September 2010 - 10:04 PM

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