BinEdit v2.0 tr22
Updated a couple links for you.
http://binedit.com/
http://binedit.com/help/
And a big thank you to Richard Borchard III for giving this to us [bouncy]
And a big congratulations to Malibu350 for a job well done [cheers]
You guys are the greatest!
http://binedit.com/
http://binedit.com/help/
And a big thank you to Richard Borchard III for giving this to us [bouncy]
And a big congratulations to Malibu350 for a job well done [cheers]
You guys are the greatest!
This application has failed to start because MFC42D.DLL was not found. Re-installing the application may (my *beep*, get a better pick line) fix this problem.
I have stupid Win XP Professional Service Pack 1
I have stupid Win XP Professional Service Pack 1
"...and there's Pantano having an 'I'll go join that crash' moment." - Martin Brundle (UK F1 commentator)
That .dll file is not in the BEsupportfiles.Phineus wrote:You need the support files
<a href="http://binedit.com/zips/bineditsupportfiles.zip" target="_self">bineditsupportfiles.zip</a>
I downloaded the supportfiles from Mal's site T-N-T section.
"...and there's Pantano having an 'I'll go join that crash' moment." - Martin Brundle (UK F1 commentator)
-
OOPS;-)
If you are already somewhat familiar with earlier versions of binedit there will be a short BE2 learning curve within the mapping especially because it's done in separate modes now, but once you get the feel I know you'll find it immensely more useful and flexible than it ever was.please let me know because it really drives me nutz using this version
then there is the model rotation where all three axes are controlled independently. this had to be done in order to implement model rotation within the mapping interface which to me is irreplaceable.
Dave please feel free to ask if there's something inparticular you'd like to know about or get a better understanding of. I have been working with this for over two years and I assure you nothing has been done to make it more difficult but quite the opposite
- ZOtm_BigDOGGe
- Member
- Posts: 881
- Joined: Wed Nov 06, 2002 2:01 pm
- Location: Silicon Valley, California. USA
- Contact:
I'm having an interesting mapping problem with 2.0...very unusual.
I'm in the process of fiberglassing the F-150 Super-crew body from EVO.
I've already deleted the necessary faces (bottom, bed-cover, etc.)
I've also delete some faces around the wheel-wells, and relocated the vertices to enlarge the wheel-wells to fit the larger tires.
The vertix-relocation process distorts the current texture/paint maps (look at the door gap near the front wheel-well),
so remapping of the body sides is required. I've done this many times, but this is the first attempt with 2.0
The PROBLEM is, when I load the body into Binedit 2.0, select the necessary faces, then open the mapping tools, the
mesh still looks like the pre-modified body, (after face deletes, but before vertices were moved) rather than the actual body model!!
This is so weird.
here's the visual sample...

Notice the wheel-wells in the left pic appear smaller,
...the mesh doesn't resemble the model at all.....
Is there some way to reset the mesh so that it resembles the current model, instead of one that no longer exist?
=================================
Here's the same model in the older BE...note that the mesh matches the modified model in it's current state.

(The body in the right pic hasn't been remapped yet.)
In the mapping window on the left, the back of the wheel-well now
reaches the door gap, and all vertices are in the same positions as
on the actual model.
Any help would be appreciated...I found nothing on the subject at the BE 2.0 help site.
I'm in the process of fiberglassing the F-150 Super-crew body from EVO.
I've already deleted the necessary faces (bottom, bed-cover, etc.)
I've also delete some faces around the wheel-wells, and relocated the vertices to enlarge the wheel-wells to fit the larger tires.
The vertix-relocation process distorts the current texture/paint maps (look at the door gap near the front wheel-well),
so remapping of the body sides is required. I've done this many times, but this is the first attempt with 2.0
The PROBLEM is, when I load the body into Binedit 2.0, select the necessary faces, then open the mapping tools, the
mesh still looks like the pre-modified body, (after face deletes, but before vertices were moved) rather than the actual body model!!
This is so weird.
here's the visual sample...
Notice the wheel-wells in the left pic appear smaller,
...the mesh doesn't resemble the model at all.....
Is there some way to reset the mesh so that it resembles the current model, instead of one that no longer exist?
=================================
Here's the same model in the older BE...note that the mesh matches the modified model in it's current state.
(The body in the right pic hasn't been remapped yet.)
In the mapping window on the left, the back of the wheel-well now
reaches the door gap, and all vertices are in the same positions as
on the actual model.
Any help would be appreciated...I found nothing on the subject at the BE 2.0 help site.
--> "Obstacles are those frightful things you see when you take your eyes off your goals." -- Henry Ford
- ZOtm_BigDOGGe
- Member
- Posts: 881
- Joined: Wed Nov 06, 2002 2:01 pm
- Location: Silicon Valley, California. USA
- Contact:
is that still up date?The most recent version
just curious b/c i think i found a bug with it.
Leg's Auto Emporium most anything that you'll need to make a truck!
