Topic: sprites.q3 Editor!  (Read 48334 times)

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Offline d4v1ks

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Re: sprites.q3 Editor!
« Reply #60 on: March 22, 2016, 07:40:40 pm »
The last keybinds added to the ShipUi interface were:

Insert -> add new ruler
Delete -> delete current ruler
Page Up, Page Down -> select active ruler

G -> Toggle shields/hardpoints grouping
S -> Toggle view between shields and hardpoints
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Offline Moonligth

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Re: sprites.q3 Editor!
« Reply #61 on: March 22, 2016, 08:29:06 pm »
Amazing work guys!
I knew that after you get the source code,
that would just be a matter of time until you crack the sprites.q3!
Thank you Dynaverse for keeping this great game alive!  :smitten:

Offline d4v1ks

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Re: sprites.q3 Editor!
« Reply #62 on: March 23, 2016, 11:10:43 am »
Did you know that Q3_Editor enables you to add completely new models to SFC and expand your model list?

Imagine the Federation added a borg cube to their fleet.
It has its own ship interface, its own model, its own place on your vessel library, and in your shiplist.

I will post a video later. ;)
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Offline d4v1ks

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Re: sprites.q3 Editor!
« Reply #63 on: March 23, 2016, 01:09:13 pm »
Today i thought: what stops the game from accepting more models?
So i toke a look at the assember code that loads the models.
For my surprise i did saw a pretty generic algorithm there to load the ship's models.
So, i just needed to do 4 things and voilá.
Another big mistery solved in 1 hour.  :coolsmiley:

It looks like with the help of Q3_Editor, the SFC CE game can load and use all the SFC OP models.
But i've only tested it with success in SFC OP till now.

I'm like... ::)
« Last Edit: March 23, 2016, 01:48:35 pm by d4v1ks »
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Offline TarMinyatur

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Re: sprites.q3 Editor!
« Reply #64 on: March 23, 2016, 02:18:27 pm »
Excellent. If CE could load OP's existing models and UIs that could be helpful in getting more people to play CE. Moving OP's mauler and advanced weapons into CE is absurdly laborious with a hex editor, but these weapons can be imperfectly approximated with the SFC_Editor.

However, the AI is wonky in CE, so that needs work too. Today I am going to try to replace the AI "capture style" with the "kill style"... Results: The AI still tries to capture shuttles and ships. So the style is probably a modifier, not a prohibiter. The AI decides to capture elsewhere.
« Last Edit: March 24, 2016, 01:40:25 pm by TarMinyatur »

Offline d4v1ks

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Re: sprites.q3 Editor!
« Reply #65 on: March 23, 2016, 06:01:07 pm »
I have uploaded an youtube video where i demonstrate how to add news models to SFC, using the q3_editor.
Theoretically speaking, you could load and use hundreds of models and ship' interfaces in your SFC game atm.

https://www.youtube.com/watch?v=86PlBFOcZeQ

« Last Edit: March 25, 2016, 08:35:00 pm by d4v1ks »
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Offline d4v1ks

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Re: sprites.q3 Editor!
« Reply #66 on: March 25, 2016, 08:05:49 pm »
It toke me a lot of tries to make (was always forgetting something ::) ), but i managed to make a tutorial for the ship's schematics.
I used one of the new models of Darkdrone in the video (hope you don't mind).  ;D

https://www.youtube.com/watch?v=mwaPty1RBrs&feature=youtu.be

« Last Edit: March 25, 2016, 08:36:15 pm by d4v1ks »
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Offline TarMinyatur

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Re: sprites.q3 Editor!
« Reply #67 on: March 26, 2016, 12:09:17 am »
I noticed in the video that you used 96 dpi when scaling a bitmap. When I used 96 dpi instead of the default of 72 dpi, I was able to upload images properly into the Q3_Editor.

I needed to uncheck the box next to "Remove unused colors from colormap" in the indexed color conversion, too.

Thank you
« Last Edit: March 26, 2016, 12:35:22 am by TarMinyatur »

Offline d4v1ks

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Re: sprites.q3 Editor!
« Reply #68 on: April 16, 2016, 08:40:04 pm »
Why stick with the images?
Have you ever thought in redoing the interfaces?
New feature coming soon...  ;)



« Last Edit: April 17, 2016, 07:34:16 am by d4v1ks »
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Offline Tiberius

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Re: sprites.q3 Editor!
« Reply #69 on: April 17, 2016, 08:12:21 am »
Nice caint wait  :)

Offline Bernard Guignard

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Re: sprites.q3 Editor!
« Reply #70 on: April 17, 2016, 08:43:22 am »
I really enjoy the Video Tutorials.  You've done a great job  keep up the great work :)

Offline d4v1ks

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Re: sprites.q3 Editor!
« Reply #71 on: April 19, 2016, 06:25:37 pm »
Today i added the code to load and save everything rigth. And started to add some detail to it...  :)
Also fixed the use of the menu buttons while the layout's window is open.

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Offline TAnimaL

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Re: sprites.q3 Editor!
« Reply #72 on: April 20, 2016, 10:06:49 am »
sweet zombie jesus d4, where did you come from and where have you been all our lives?! A million thanks for all this work you do!

Man, I can't wait til April is over and I can play with this!

Offline Captain Adam

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Re: sprites.q3 Editor!
« Reply #73 on: April 20, 2016, 10:09:32 am »
You and me both. I wish this was out when I was younger in high school. Now with work and family/friends, it's hard to devote much time to getting things done. So much we can do if we only had more time.
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Offline d4v1ks

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Re: sprites.q3 Editor!
« Reply #74 on: April 21, 2016, 09:07:25 am »
Your welcome.
I've posted a version for you to play with >here<
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Offline RazalYllib

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Re: sprites.q3 Editor!
« Reply #75 on: April 22, 2016, 05:44:00 pm »
I also tip my hat...some of the things you have accomplished, were only dreams not too long ago.

It is doubly sad that the wonderful pholks that have kept the impulse engines warm (U know who you are!) for those still around, do not have the source for OP....iirc Mr Bethke is the only person who might still have it.

This community, somewhat chaotic at times, could at this point, finish the work Taldren started by "adding" Andro and Tholian to the existing systems, that would be EZ compared to the incredible amount of work already invested by many individuals as uncompensated labor.

It shows utter love for the game, and the initiative to make it better.
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Says "don't you see?"
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On the dreams you still believe
Don't give it up
You got an empty cup
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Offline d4v1ks

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Re: sprites.q3 Editor!
« Reply #76 on: June 01, 2016, 01:26:19 pm »
I managed to fix the Hydran Plasma Interface on SFCOP!
Not a big deal, but it is done.
Yesterday was reviewing what we were missing, and Tar remind me of that detail, as he had made a similar fix on CE.
It took like 20 minuts to fix.
I will spare you to the details.
Lets just day that the "indexes" were reversed and the "positions" too. The buttons itself were perfectly ok.
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Offline d4v1ks

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Re: sprites.q3 Editor!
« Reply #77 on: June 10, 2016, 10:25:56 am »
I updated the Q3_Editor to version 1.7.0.2.

All the new ships, added to the game, will come with all the 25 weapon hardpoints available for customization! (10 heavy and 15 light).
If you later add any weapon to one of these slots, don't forget to give it a proper position in the ship's UIs!

The link is on the first post of this topic.

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Offline Nemesis

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Re: sprites.q3 Editor!
« Reply #78 on: June 10, 2016, 11:17:06 am »
Excellent work.    :thumbsup:

Now if only I had a computer to play it on.
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Offline d4v1ks

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Re: sprites.q3 Editor!
« Reply #79 on: June 10, 2016, 02:51:16 pm »
Excellent work.    :thumbsup:

Now if only I had a computer to play it on.


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