Started by cogeo, April 11, 2009, 02:54:33 PM
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QuoteThis one is used a lot for network textures (take a look into NAM, most textures use this special Group ID).
QuoteSo if you create a copy of the S3D files, changing only the instance IDs but leaving the group ID as is, you can then modify the copied model, still using the original textures.
QuoteI was planning to add some more features (esp the Merge models command) and further research the crashes-under-Vista/Win7 problem, but given the lack of interest from the community, and the lack of time, I had actually stopped development.
Quote from: Orange_o_ on October 03, 2011, 12:21:32 PMPersonally, the only complaint I could make would be viewing the "exemplar name" open files. I'm beginning to saturate to 0x5AD0E817, 0xDA1E90DC, 0x00030000
Quote from: null45 on October 03, 2011, 09:28:26 PMI assume you are using the VS 11 Developer Preview as your IDE.
Quote from: Lowkee33 on October 05, 2011, 06:23:14 AM...Perhaps just a zoom 3 (do any models have multiple zoom 3 FSH?), we don't need a whole lot of information, just enough to know what the model is, and perhaps its orientation.
Quote from: Lowkee33 on October 05, 2011, 06:23:14 AM-Models have a check-box next to them to decide what gets edited.
Quote from: Lowkee33 on October 05, 2011, 06:23:14 AM-Sorting options. Models can be sorted by size for easier finding. You could even do Date Created (By ignoring the first digit of the Group ID. If people edit their TGIs, then it's likely that they are already in some type of order)
Quote from: Lowkee33 on October 05, 2011, 06:23:14 AM-Searching. Find models via TGI (the Reader way of "filtering" is quite powerful).
Quote from: Lowkee33 on October 05, 2011, 06:23:14 AM-Notepad.txt support. Select models based on a list.That final one might be useful only to me. Basically, I have a Reader script that calculates Occupant Size from a zoom 0 s3d. When I do things en-mass like this I often get snagged when some people rendered, say cars, facing south, while others have rendered them facing west. Then it is a matter of having the script say "if the width is greater than the depth, print the TGI". I then enter MT and re-orient based off this list.
Quote from: Lowkee33 on October 05, 2011, 06:23:14 AM(MT may could this option built into it: Re-orient to length-wise or width-wise. This is probably just me though.)
Quote from: Lowkee33 on October 05, 2011, 06:23:14 AMNow, my OS script no longer works after I re-orient. My script looks at two specific Vertices and gets the OS from that.
Quote from: Lowkee33 on October 05, 2011, 06:23:14 AMI believe that MT changes the order of these Vertices. I admit, I do not know how MT re-orients. I would believe that it doesn't just change the Instance of the s3d, as it works with a model that only has one rotation.
Quote from: Lowkee33 on October 05, 2011, 06:23:14 AMRe-orienting X,Y,Z values is not too hard to do as a formula, but there are probably issues with U,V. I could see a way around this: Store the original Vertex values. Calculate the new X,Y,Z values. Find the original X,Y,Z that match the new X,Y,Z, and then set the U,V of the new Vertex to be the same as that old one.Again, not sure the complexities of the S3D/FSH relationships that MT uses. You must change the MatID when you re-orient, right?
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