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 Post subject: BINedit/NT/ME/2000
PostPosted: Wed Aug 01, 2001 10:26 am 
easy company
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Well I figured I'd start a new thread because Mal jr. (Rich) is confident from what he's seen in the code that it should't be any trouble (fingers crossed) to debug and get things to not only run smooth in the newer OS's but to implement some new features that were mentioned in some other posts here on the mtmg bbs...

below are some suggested added features I've found posted here, if there are any others I've missed or someone has others nows the time to speak up Image

Phineus,
an export as smf would be the key ingredient

when you click new or exit to be prompted that you haven't saved your work and it give an option to save it before you accidentally wipe out your stuff.

How about a timed backup?

gray out the options that are not applicable when in certain editing modes

An import filter would be nice that converts all unknown face types to standard mtm type

How about to be able to see animated bins and textures in the program

Ottobahn,
support for larger texture sizes would be a priority 512x512

a click and drag feature for the vertexes

...I cannot guarantee any or all will be implemented but I have to back up what he tells me what can or cannot be done, personally I'd be happy just to see it operate properly in winNT, anything else will be an added bonus.


this weekend I'll be upgrading my OS so he can start testing as early as next week but it will be at least a month before its all wrapped up.


[edit] win2k on the way


[This message has been edited by Malibu350 (edited 03-08-2001).]


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PostPosted: Wed Aug 01, 2001 11:01 am 
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man that would be the greatest thing since buttered bread if he can get it to work in windows me if you need a beta tester just let me know
Thanks a million
Turbo


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 Post subject:
PostPosted: Thu Aug 02, 2001 3:02 pm 
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In one of the TXT files that comes with BINedit, there is a "wishlist" of features that presumably OP and/or others wanted/suggested be added, but which never made it. I've just copy-and-pasted that here for your perusal:

<I>
========================================
Not yet implemented (* = high priority):
========================================

* Make all face and face group properties
(i.e. texture, tex coords, face type, ...)
editable in one single dialog
- better support of multiple configurations
- pass BIN name on command line
- Save BINs without reordering faces (optional)
- convert face <-> vertex groups
- show face transparency in BINedit
- take shadows from flat shading (optional)
- a button to toggle 3d view only option
- Set starting viewpoint in VRML
- move selected verts with keys
- UNDO command

>When you select the Black/White texture view, have it so you can change the
>position of the
>sun or something, that black side is hard to work with..
>
>Something like ctrl-x y z to move selected Vortexes (And on the same note,
>can you select
>certain vortexes instead of "Select all vortexes" if so how? if not why?</I>
Note: I think this has already been implemented, in the form of X/Y/Z and Shift+X/Y/Z to move individual verts around, and V to tag vertices (from which you can use Translate to move the group). Mind you, it does say Vortexes and not Vertices so it might be talking about something different, although if you (or Mal Jr.) were implementing black hole functionality in the program I'd say you (or Mal Jr.) were going to far.<I>
>
>Normalize Group Faces!
>
>Default VRML directory for saving the wrl files.
>
>Zoom in when fitting to a raw file ( The "T" command and setting Group Face
>Textures)
>
>Undo Command, need i say more?</I>
Oh yeah, I desperately want this one.

Looking at your own list: I'd say a prompt to save your work when you quit the program or open a new model would be handy (the number of times I've lost some hard work by absent-mindedly quitting without saving...) but I think this should be made as an option which you can set to on or off, as BINedit is already set to ask up to three questions whenever you save (centre model vertically, set faces to MTM1 type and Do You Want To Overwrite This File). Come to think of it, does anyone actually want any of those questions retained for whenever you save a model? Speaking as an MTM2 truck maker, being continually interrogated as to whether I want MTM1 faces and the model centred vertically is a bit of a nuisance. Maybe make them ALL options...

Click and drag feature for the vertices... if you can get that functionality working, where you can select a vertex by clicking on it, how about click'n'drag to select a whole group of vertices? Would sure beat Tabbing through the whole lot and hitting V for each one. Just keep the existing numerical system as well (I prefer the precision this offers).

I'd like to offer: implement some kind of dialog in the Help menu that points to help sites such as Phineus' BINedit Manual and my BINedit Resource. In the .ZIP containing the source files you'll also find an incomplete BINedit manual in HTML form, which, if it could be completed and kept up-to-date, would be very handy.

That's about I can think of for now... Just a request, if Rich does start adding some of these cool new features, I'd like to be able to run the updated version of BINedit on my Win95 system, so retaining exisiting Windows platform compatibility should also be a priority.

Good luck... if father and son do take on this project, there's plenty there to keep you out of mischief Image

PS. I was never able to compile the BINedit source files, so be aware getting it to comile might a battle in itself, never mind debugging and updating.
First time I tried I got a bunch of errors, and had to update the #include lines to find the files (since I unzipped the project to a different location to what OP had it in). Then there was a variable redefinition that my compiler didn't like (looking at the comments in the code, it appears that there should be another header that makes this work for you). To get around this I temporarily changed that bit of code (which would no doubt cause all sort of other problems in the program) in order to just get it to compile (since I can't make changes and test them if it won't compile).
Next it couldn't find the opengl.lib files - they were there, but in another directory, so I just copied them into the main folder.
The current problem is that another library file, nafxcwd.lib, was nowhere to be found. I decided to leave it there while the discussion on this forum was unfolding, and also because I wanted to be able to report to OP that I thought I had an idea how to fix BINedit for NT before I pestered him about how to fix these problems (acutely aware of just how much of a newbie to C++ I am).


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PostPosted: Thu Aug 02, 2001 4:17 pm 
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> Make all face and face group properties (i.e. texture, tex coords, face type, ...) editable in one single dialog

This needs elaborating. At face value, I don't like this one.

> better support of multiple configurations

Like NT?

> pass BIN name on command line

Unnecessary

> show face transparency in BINedit

fun

> Set starting viewpoint in VRML

Drop everything with VRML. It's under used. I suspect it was a requirement when OP made the program, but it's practicality is extremely limited.

> move selected verts with keys

Oh yea. More in a sec.

> UNDO command

Obvious.

> When you select the Black/White texture view, have it so you can change the position of the sun or something, that black side is hard to work with..

As in, keep the light source stationary, or have the option to position it on your own, hopefully where you want.


re: vortexes.

Typo? Unless it's vrml


>I think this has already been implemented, in the form of X/Y/Z and Shift+X/Y/Z

Actually, I read that as the translate feature that's adjusted using the keyboard rather than (strictly) the menu. Move groups of verts using the keyboard same as you would move individual verts. Watch the translation happen as you do it, instead of guessing 1 foot, oops not far enough, 4 feet, oops too far...

Related to this would be proportionate moving. In a group, a selected vert moves most, and those furthest away from it move less. Creating a kind of scaling so it would be easier to create smoother surfaces.

>Zoom in when fitting to a raw file

Well, yea. We've talked about using magnifying programs before.


>>BINedit is already set to ask up to three questions whenever you save

Yes, let's get rid of some of those...

>> Maybe make them ALL options...

agreed.

>>Click and drag feature for the vertices...

Forget the drag, if we have the keyboard it would probably be more accurate. But, click! Click to select. Shift and click to add to the vert or face selection, Alt and click to remove from the selection. Like a paint program or highlighting text.


>>Help menu

Anything whatsoever would be good at this point.

-------------------------


Zoom in view. I don't like when the parts of the model disappear because you're too close, or too far away.

Import an mtm2 truck? Including shocks and driveshaft?

Back ups. Timed back ups, and back up original models, eg: *.bin, *.bk1, *.bk2, *.bk3, etc.

Merge close vertices that also deletes, in one step, the unused ones that are left over.

Good luck


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PostPosted: Fri Aug 03, 2001 3:28 am 
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First and formost is to get it to run properly under win2k as is, which is as far as I know just to get the save function operating and also to fix the jarbled text at the top? (if there are any others please reply asap).
from there I'll put together the wish list and prioritize it with the "help" and undo suggestions at the top of that list.

absolutely and a must will be for D2S and any other BINedit expert interested to test any recompilation, and needless to say nothing will be released to the public without OP's blessing.

Good luck... if father and son do take on this project, there's plenty there to keep you out of mischief

Image .... already taken on, Rich has spent 2-3 hours each of the last three days after work studying the code and breaking it down, he admits there is some pretty advanced coding in there and also some german translation will be nessesary but its just an opportunity to learn more, and as strange as it may sound to some this is his idea of fun.

regarding the recompiling problems you've had D2S, he had the same but he has worked the bugs out and has successfully recompiled and run it.




[This message has been edited by Malibu350 (edited 03-08-2001).]


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PostPosted: Fri Aug 03, 2001 8:01 am 
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this is just a draft additions/subtractions/modifications are expected, and with my limited experience with BINedit I will need some clarification on some also...

==============================
BINedit updates/additions
==============================

mandatory:

1) restore save command

2) restore unreadable text

==============================

additional (wish list)

1) more help under help tab, link to D2S's BINedit resource, MTMG BINedit manual, OP's BINedit manual.html and update as nessesary.

2) edit/undo command, preferably multiple (right click)

3) auto promt to save when closing or opening new

4) add view/"options", include command options: prompt to set faces to mtm1 type before closing, prompt to center model vertically before closing (eliminate from auto command)

4a) view/options: set light source location (take shadows from flat shading),

4b) view/options: timed save (configurable similar to traxx ie overwrite or special) ,save bin's without reordering faces (optional to specify your own order for faces)

5) file/export as .smf

5a) import filter that converts all unknown face types to standard mtm type

6) "left mouse click" to select vertice or face

6a) "right mouse click" to add vertice, to delete selected vertice or face

7) "show only 3D view" on/off button on toolbar.

8) support for larger texture sizes, 512x512

9) Merge close vertices that also deletes, in one step, the unused ones that are left over.

10) Back ups. Timed back ups, and back up original models, eg: *.bin, *.bk1, *.bk2, *.bk3, etc.

11) ability to see animated bins and textures in the program (view, right click or toolbar)

12) zoom in/out command (view, z/a key stroke, right click or toolbar) fix so parts of the model do not disappear because you're too close, or too far away.

13) show face transparency "view"

14) gray out the options that are not applicable when in certain editing modes

15) normalize group (all) faces/textures

16) import an mtm2 truck, Including shocks and driveshaft

17) convert face <-> vertex groups

18) options/display resolution 640x480, 800x600, 1024x768, 1152x864

19) be able to unload currently unused textures from the texture pool

20) view/import: funds from oil rich saudi's swiss bank account

21) file/preferences set the default face type you'd like when you add a new face to a model (also link this to the "Change faces to **** type" prompt)

========================
Bugs
========================
A) I know that there's one with the Face-Texture Mapping dialog that needs to be sorted. You know when you view the dialog for mapping faces, you've got the texture set within a sunken square window. I've found that if you happen to click in the area outside the texture but still enclosed within the square window, you get an illegal operation and the program crashes. This is annoying if you've been slaving over a model, and you go to map part of it - accidentally click where you shouldn't and *poof* you've lost the whole thing. Presumably when you click "out of bounds" of the texture, the program is fed a number with regards to the mouseclick coordinates that is invalid when it then tries to match the nearest vertex to that position, Or something. (D2S)

B) I think you get a similar error if you click the drop-down menu to select a different texture, then click anywhere else instead of selecting an entry from the list. I have a tendancy to do this when I want to view the textures in the pool, but then decide I don't want to select another and am too lazy to find the originally selected entry. (D2S)

C) When attempting to load up a model from the [url=javascript:void(0)]browse BINs[/url] drop down menu and the texture is missing it will fatally crash BINedit. (Mal)

[edit]update list



[This message has been edited by Malibu350 (edited 05-08-2001).]


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PostPosted: Fri Aug 03, 2001 10:22 am 
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Quote:
20) view/import: funds from oil rich saudi's swiss bank account.[/B]


LOL


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 Post subject:
PostPosted: Sat Aug 04, 2001 3:55 pm 
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Re: 17) save bin's without reordering faces

Make this an option. I find it's sometimes handy when the program reorders the faces for you, since it seems to group "like" faces together in regards to how they're mapped to textures (eg. all the faces on a tailgate are grouped together, etc). If you've ever had a model where the faces are all scrambled out of order, I'd hate to lose any sort of function that quickly and easily puts them into some sort of coherent order for me Image Maybe even an option to specify your own order for faces, for those who want to go that far. Of course, it's near the very end of the list, so there's no hurry.

Additions (low priority): Be able to unload currently unused textures from the texture pool. You can load them in either manually or by opening a model, but once they're there they stay there till you quit.

Also, set the default face type you'd like when you add a new face to a model. Maybe also link this to the "Change faces to **** type" prompt.

Bugs: I know that there's one with the Face-Texture Mapping dialog that needs to be sorted. You know when you view the dialog for mapping faces, you've got the texture set within a sunken square window. I've found that if you happen to click in the area outside the texture but still enclosed within the square window, you get an illegal operation and the program crashes. This is annoying if you've been slaving over a model, and you go to map part of it - accidentally click where you shouldn't and *poof* you've lost the whole thing.
Presumably when you click "out of bounds" of the texture, the program is fed a number with regards to the mouseclick coordinates that is invalid when it then tries to match the nearest vertex to that position. Or something Image

I think you get a similar error if you click the drop-down menu to select a different texture, then click anywhere else instead of selecting an entry from the list. I have a tendancy to do this when I want to view the textures in the pool, but then decide I don't want to select another and am too lazy to find the originally selected entry.

The VRML thing: come to think of it, this could be (have been?) cool if one used it to give people a preview of one's model on one's website, so that one's prospective downloader could really see what they were downloading. Play with the VRML model rather than stare at a static (or in some rare cases, animated) image.
Of course, none of us have thought to use it for this yet, probably because VRML is gimmicky and slow, and you need to download the special viewer.
Overall I guess I agree with Phin's view. It's probably not worth the menu space.

Phew, there's quite a lot isn't there? Good to hear the Rich is rather enjoying playing with it, we wouldn't want him to lose interest before we could get our long-awaited wishes fulfilled.

Additionally, I can give you website support at The BINedit Resource, unless you've already got somewhere else lined up. I'd just need to knock up an alternate download page for the updated version of the program (listing the new updates), and so make the new version(s) available to the masses - along with that, possibly some sort of feedback system so we can get an idea of how new features are received, and any others that people desperately want added to the list Image

No need to thank us, Mal - we're happy to throw suggestions at you and Rich and wait expectantly for them to be implemented till the cows come home (suggestion # 2548: a function whereby you can feed the program a picture of a truck, and it instantly spits out a finished model for you, complete with professionally rendered textures, already podded up, mounted in pod.ini, and then launches MTM2 since you obviously need to play it after waiting the 2.5 seconds it took to generate the truck from scratch, after which it mixes your coffee and cleans the house, and... am I going too fast?).

BTW, what are the plans (if any) for designating this new version of BINedit, to make it distinct from the old? Carry on with incrementing version numbers, or give the whole thing a subtly different name (BINedit2K? Or is that too lame?) since there's now an entirely different programmer working on it?

Phin: Yes, "vortexes" is probably a typo. I was just having fun. I mean, wouldn't you like a modelling program that generates a new black hole centred on you computer? (oop, forgot - Windows already does that Image)


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PostPosted: Sat Aug 04, 2001 4:00 pm 
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Oh yes, and I'm willing and eager to test any new versions of BINedit for backward compatibility with the more venerable OS's and to test the workings of any new additions. I've actually been working on a new truck body in my spare time, built 100% from scratch, so I'm using BINedit a bit now - any new functions that make the going slightly easier will be appreciated and applauded Image


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PostPosted: Sun Aug 05, 2001 4:39 am 
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....list above has been updated.

I have no plans to set up a page for this, I was hoping you and Phin would take care of that part when its ready.

as far as a identifying new versions goes we will probably just go with the numerical 1.0, 1.1, 1.2, etc. and of course document all the changes as it progresses. but if there are a lot of new features implemented right off the bat or later on down the road then perhaps something like BINedit_NT or 2K would be more appropriate...

re: suggestion # 2548...
Image I'll run this by him but I guarantee if it comes to be it will not be freeware lol

.
the beta should be ready next week and in your mailboxes.


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PostPosted: Sun Aug 05, 2001 9:37 am 
Glow Ball
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I wasn't going to add much here right at the moment. However....

>>I was hoping you and Phin would take care of that part when its ready.
>>beta should be ready next week and in your mailboxes.

SO...

>>Re: 17) save bin's without reordering faces
>>since it seems to group "like" faces together in regards to how they're mapped to textures

Maybe just a simple check box when mapping that asks: [ x ] reorder faces to fit mapping ?

>> unload currently unused textures from the texture pool.

Oh yes. Saves the exit and reopen routine. Just like traxx: purge unused textures.

>>default face type

Choice is good. But doesn't this sort of do this already when you create the face? I guess a default would get rid of the question every single time, which can get annoying.

So, let's see. Preferences, a few tabs:

| Paths | Saving | Faces | Prompts |

Paths > like now only says default palette instead of metalcr2
Saving > default format and back up info
Faces > default creation type, reordering
Prompts > when exiting or making major changes

choice is good.


>>Bugs: I know that there's one with the Face-Texture Mapping dialog [...] Or something

Never saw that one before. Lately, I can't crash binedit for anything.

>>The VRML thing: [...] none of us have thought to use it for this yet

They have, but vrml is a dinosaur, on it's way to extinction.


>>I can give you website support

Very generous of you ;-)


>>suggestion # 2548

Picture?? I mean, come on. Select from a drop down box which taps into the manufacturer's data base of specs and creates the truck of your choice based on the real thing. Optionally, include check boxes and radio buttons for number of vertices and color and tinted windows and and ... but hold the coffee; tea drinker here, hold the ice, tea in first, thank you very much. hehe.

>>BINedit2K?

I vote for binedit (Spell BinEdit). Base code is still OP's. No need to change the name. Just update the part that says, "v0.9 Release 20 (July 7, 1998)" and of course stick Rich's name in there too. eg. v1.0 (or 0.91) Release 21 (August 7, 2001) © OP & Rich.


>>Phin: Yes, "vortexes"

I'd rather a black hole program that generates new models

-------

While we're on the topic, is the suggestion box open on other utilities?

[This message has been edited by Phineus (edited 05-08-2001).]


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PostPosted: Sun Aug 05, 2001 5:47 pm 
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>>>default face type

>Choice is good. But doesn't this sort of do
>this already when you create the face? I
>guess a default would get rid of the
>question every single time, which can get
>annoying.

Don't really follow what you mean here, Phin. BINedit is coded so that any added faces are set to MTM1 type. Which means for, say, an MTM2 truck, you have to manually set all your faces to MTM2 type, and then tell it "No" every time it asks the question when you save.

In fact the whole program revolves around MTM1 so much, it does need a fair bit of updating. I think that because it has (or will have) such a broad scope - you can edit anything that uses .BIN format models, and once we get the .SMF crossover working, pretty much any TRI game model at all - that I thought allowing the user to select which and what settings it defaults to would be the handiest way. Of course, now we'll have to decide which ones to set as defaults, so a new user isn't saving Hellbender models for MTM2 and so forth because they didn't look in the preferences.

In fact... you know how BINedit prompts you the first time it runs with a message to set the paths in Preferences? Yet we still have people come to us because they didn't do this before trying to open a model. Might be an idea to make it automatically open the Preferences dialog when BINedit is first run, so that users are saved the bother of invoking it from the menu (kind of in-your-face but it would make people aware that it is there).

>>While we're on the topic, is the suggestion box open on other utilities?

Gee, I dunno... I s'pose it depends on how many other programmers like Rich we can find (hey, stop looking at me!).
Actually I've been thinking of doing a POD mounting program that reads the files and shows you the name of the selected truck/track .POD file (kinda like PodIni2, but it actually works). Of course, we haven't yet covered anything on reading and writing to external files yet, so it'll be a while yet before I'm able to do that.

I don't think anyone else has released the source to their programs, so updating and amending our exisiting range of utilities is probably still a dream (oh, if only I could get rid of the 64K limit on MDMRE's tools!). Still, I don't suppose that posting ideas will hurt.


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PostPosted: Sun Aug 05, 2001 10:07 pm 
Glow Ball
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>>>default face type
>>BINedit is coded so that any added faces are set to MTM1 type.

Well, actually, you have one of three choices.<center>

<img SRC="http://mtm2.com/~mtmg/Binedit/2dmodel/pics/addnewface01.gif" NOSAVE height=205 width=471></center>

But Shiney or HB or mtm2 transparent isn't a couple of them.  And who on earth would select 'unknown' type is beyond me, lol.  Anyway, this does draw into question how you'd implement a default face type option, and do you add them to the list of options in the Add New Face box.

>>In fact the whole program revolves around MTM1 so much

Agreed.  Thankfully, OP had gotten into mtm2 just enough to work in what he did.

>>and once we get the .SMF crossover working

Ahem.  That's going to be a huge upgrade.  I'm not going to say a negative word while we're just talking and planning but my oh my what a difference smf's are from bin's.<center>

SMF1  ]  [  SMF1 ]</center>

When the time comes for this, I can add a bit more.  The short of it is that the (S)imple (M)odel (F)ormat is actually quite a bit more complex than our bins.

>>make it automatically open the Preferences dialog when BINedit isfirst run,

What are you saying?!  We're just getting rid of prompts when saving; we don't want them back when opening.  Optional default settings keeps me happy.  We'll always have the new-comer ask basic questions. No way around that one.

>>>While we're on the topic, is the suggestion box open on other utilities?
>>Gee, I dunno... I s'pose it depends on how many other programmers like Rich we can find (hey, stop looking at me!).

That's not what I had in mind.  Rather, I was thinking about making Rich put in some over-time, lol.

>>Actually I've been thinking of doing a POD mounting program

Actually, I can't think of a better place for a new programmer to try his hand.  But I'm going to presume a bit of advice.

I've said this to other people as well....  Anyway, ambition is the killer here.  I look at mdmre as the perfect role model. First, create a small, one function program.  Get it to work. After you have several of these, integrate them into a single interface. Set a task, master it, then combine it with other tasks.  Hence: Winpod. Now, there's a formula for success.  I'll say no more.

>>we haven't yet covered anything on reading and writing to external files yet, so it'll be a while yet before I'm able to do that.

<font face="Courier New,Courier">if ((file_in = fopen(argv[1], "r"))!= NULL) {</font>
<font face="Courier New,Courier">    ReadFrom(file_in)</font>
<font face="Courier New,Courier">}</font><font face="Courier New,Courier"></font>

<font face="Courier New,Courier">    fclose(file_in);</font>

Now get to work!

... sorry ;-)

>>I don't think anyone else has released the source to their programs

Sadly, not.  Um, wait... I actually have to go look at these too.

>>(oh, if only I could get rid of the 64K limit on MDMRE's tools!)

[ BinNamer]

...which raises the question of the gui.... Image

edit. everything...and then some


[This message has been edited by Phineus (edited 06-08-2001).]


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PostPosted: Mon Aug 06, 2001 6:58 am 
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Weee, can i beta it too?

------------------
Idle hands are the devils playground!


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PostPosted: Wed Aug 08, 2001 3:14 am 
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I need Beta testors who,
are experienced with BINedit,
and are running either WinME or Win2000 to do a quick test to verify its compatability.

if you can help drop me an email at, malibu350@karf.net

============================================
<I>8/7/01

Fixed problem of jarbled file name along mainframe title along with the two save dialogs' failure to appear when commanded. This was done by setting the nMaxFileTitle member of the OPENFILENAME structure to the length of the associated buffer. The relevant lines of code are:
lines# 197,599,820,958,1164,1217,1288,1348,1390,1898,1957,2370 of Haus2View.cpp
line# 69 of DefAnimTex.cpp
line# 137 of PreferencesDlg.cpp</I>
Rich
============================================

This is not the same version that was sent out the other day.. a few more bugs were found and squashed since.


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PostPosted: Wed Aug 08, 2001 9:26 pm 
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^^^ God I love this animated smiley

Anyway, just a few things I wanted to rant about in reply...

>>make it automatically open the Preferences dialog when BINedit isfirst run,

>What are you saying?! We're just getting
>rid of prompts when saving; we don't want
>them back when opening. Optional default \
>settings keeps me happy. We'll always have
>the new-comer ask basic questions. No way
>around that one.

I didn't mean every time you run the program or open a new model, lol. Just the first time you run BINedit. You know how you get the message saying "the config file has either been deleted, or this is the first time you've run BINedit from this directory, please set the Preferences yadda yadda"? Instead of a message, make the actual Preferences dialog open so that you're actually forced to set the paths (or at least made aware that you need to do so) and whatever else before you try to edit a model. Thereafter, the Preferences dialog won't pop up in your face unless you request it to - same as the message about setting the paths in Preferences only appears once, not every time you open BINedit or whatever. One-shot thing.

Rereading that, I can only blame myself if you don't get what I'm talking about Image In brief, the optional default settings still stands - you just get the dialog popup automatically the absolute first time you start BINedit.


>>Rather, I was thinking about making Rich put in some over-time, lol.

Heh, I started typing something to that effect, but backspaced it out. We've finally got someone undertaking the task of fixing BINedit for us - best not scare him away with requests for everything else to be updated... not yet, anyway Image

>if ((file_in = fopen(argv[1], "r"))!= NULL)
>{
> ReadFrom(file_in)
>}
> fclose(file_in);

MY HEAD HURTS (apologies to jelz).

Oh and Malibu, I haven't been able to download the new BINedit beta (I sent you an email to that effect), the link in the email is 404. Glad to hear Rich is having great success though Image

Anyway, time for beddy-byes for me...


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PostPosted: Thu Aug 09, 2001 11:39 am 
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Hehehee! I had fun makin that smiley!


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PostPosted: Thu Aug 09, 2001 1:32 pm 
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I may be late for this round but here's some quick idears, to take or leave:

Delete the "delete face" button from toolbar, too easy to hit - Ctrl-X is a good safe key command.

Make the mapping window a "window" instead of a static dialog box, and allow it to maximize and thus scale up for a cheap magnification.


Whimsy:

Importing and exporting an OBJ with texture coordinates intact would be an improvement and would enable more cooperation with other software. As it stands Binedit does not import nor do I think it exports the texture coordinates (UV) of OBJ files, like it does with the VRL export.

By the way, if VRL can be left in as is then please leave it, it is one way to convert BIN to other formats because VRL is widely supported to this day.

save SMF -- if implemented use this kind of error message: "sorry, this model has more than one texture, please re-map and try again" ;-)


Notes for the record:

The Browse models box is buggy, each time you select a model (or models, sharing the same texture) the textures load "again" and remain in the "texture pool" (the same texture listed many times) and the model info ("i") dialog reports the current model as having as many textures as have been loaded during browsing, even after the browse box is closed. As such I have never used the browse box fearing it would introduce corruption.

For the record an error can be had by trying to proportionately resize a flat bin (zero x,y, or z), if you accidentally add a number where the zero is, the other dimension boxes report "#inf" and you are prompted to "please enter a number" which you "often" cannot because the program can get itself into a loop that is unbreakable except by Ctrl-Alt-Delete.

I must note that I've been using the same "MS" version ever since I downloaded it years ago, I wonder if the errors I/we get are version specific, and I wonder what the difference between the two is in the source code. hmm.

btw D2S, I have not seen and cannot reproduce the "outside the mapping box" error you refer to, interreshting.

[This message has been edited by Winterkill (edited 10-08-2001).]


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PostPosted: Fri Aug 10, 2001 12:45 pm 
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Location: Ardrossan, Alberta, Canada
Correction: Not fear of corruption, presence of corruption. It seems to double the models up, not just the textures. I never liked it, but on the rare occasions that I used it - usually for checking animation - it ALWAYS messed up any future models.
-Angus


Keep on truckin!
http://angus.karf.net/
[img]http://angus.karf.net/smsmash.gif"%20width=75%20height=75%20alt="Angus's%20Smiley%20Smasher[/img]


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PostPosted: Fri Aug 10, 2001 8:00 pm 
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Well then, the whole "browse" feature should certainly be removed, if it can't be fixed or rebuilt easily enough. Hmm, more whimsey: if prompts are put in place to save the current model before opening a new model then back and forward arrow buttons could be added to the toolbar to load the next/previous model, sorting by filename, this would create a kind of easy loader/browser, and working by filename should making viewing animation frames simple. Just a thought that popped into my head while typing this.


Update: I can reproduce the error when clicking outside of the RAW selection dialog (when mapping face groups), WHEN the drop down list is "open". I cannot reproduce the one while mapping. For the record. Image


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