[Mod Utility] Sins Model Tool - UPDATE moving to new language and tool - Entity forge

Hi, its me again :)

I present to you the Sins Model Tool... erh... v 0.8

Currently it can show a 3d model (no textures, maybe yet and maybe never),

resize in any direction and rotate in any direction. The tool shows how the changes affect the mesh without saving the changes untill you tell it to, it can however only rezise or rotate (and then you will have to save the changes) and rotate once for each axis in the order x z y, so if you want to rotate z and then x you will have to rotate z then save it and then rotate x. Decimals are seperated by "." so a half is 0.5. For some reason notepad don't recoignise the new lines in the exported mesh, though neither the game or notepad++ have problems showing or reading the file.

The tool is currently on hold, it will get added to my current tool at some point, see reply 17.

This shows a small adjustment I did:

 

52,814 views 34 replies
Reply #1 Top

3 questions

Does it support text and binary?

Does it scale the position of points with the geometery modifcations?

And what do you mean by "For some reason notepad don't recoignise the new lines in the exported mesh"?

Reply #2 Top

1. It only supports text files.

2. It changes the mesh points in the same way as the model. So if you rotate the model around the x axis, the points will also be rotated around the x axis and etc. I can give you the calculation if you want to :).

3. what I mean by that line is this:

So if you want to edit the content afterwards you will have to use another program then notepad.

Reply #3 Top

I use maxscript for exporting meshes from max in text and it looks fine in notepad (using just \n special char in the text stream. What do you use?).

Reply #4 Top

Its basicly a for that is repeated for each line that is written and also using a %s\n. I am not really sure why it is that notepad doesn't seem to recoignise/ignore the new lines.

Reply #5 Top

The tool has been updated, it now shows the location and orientation of mesh points, can make the model transparent and sellect mesh points and change them.

The P button is used to switch between model edditing and mesh point edditting.

The green line of the meshpoint is forward (z), blue is the side (x) and the red is up (y).

The blue box shows the currently sellected and the yellow box shows how the point will "look" after the change.

Reply #6 Top

Looks promising. Keep up the good work :)

Reply #7 Top

Ty, I will. Even if it is not constructive, it is alway nice with some encouragement.

Next is expanding the functions with different options like multiple point selection and removing and adding mesh points. Just added a loading bar for importing and exporting meshes.

Reply #8 Top

It does seem very empty in here dosn't it.I would have imagined someone else but me and some Spartanwould have posted.

 

I wish I could have started my own 'project' sooner but thats just the way things happen.

Reply #9 Top

Good job once again the community is making it easier for newbies to mod sins and also assisting others with such a promising tool

thanks jtaylorpcs

Reply #10 Top

Good to hear that there is some interest :). Most of the GUI is done so now it is "only" the code.

Reply #11 Top

I will definiately have a play with this... looks like an epic piece of work!

Reply #12 Top

Quoting JasonFJ, reply 11
I will definiately have a play with this... looks like an epic piece of work!

Agreedk1 Too bad I don't have time right now....

Reply #13 Top

Epic o_O? ... I am begging to have quite something to live up to >_<. Well the tool isn't that epic... yet.

Reply #14 Top

I had originally planned to wait with the next version untill I had more preparred, but  found a problem with the export function and thus I choosed to distribute it as it currently is. All the options in the edit mesh should work and only the stay sellected option work at the mesh points. The desellect all buton worked, but somehow it seems it doesn't currently. Also only the points which is set to stay sellected will be changed in the edit meshpoint section.

 

Reply #15 Top

Can I make a new Capitalship with this?

 

Reply #16 Top

Quoting loooseer, reply 15
Can I make a new Capitalship with this?

 

You can't create a model from scratch with this too, but only edit the size and orientation of an existing one and its points.

Reply #17 Top

Long time since I last posted in this thread xD. After discovering WPF (windows presentation fundation) and how to add 3d models to them, there is a good change that these features will be added to my entity forge, I know the tool sounds kind of familiar >_> but they should be different enough from eachother, e.g. mine contain hardcodes on soundcount (10 sounds per soundcount) because I know you guys love hardcodes :)

Currently I am expanding the database with a new column to enhance the filtering of rows and make it easier for me to fix mistakes in the program.

 Just for fun, here is an example on the effect of the change:

previus filter when opening the Ability table:

 

s = "id >= 0 And id <= 4 Or id >= 414 And id <= 419 Or id = 427 Or id = 432 Or" & _

    " id >= 441 And id <= 447 Or id >= 459 And id <= 461 Or id >= 480 And id <=485"

Here is the new filter:

BindingSource.Filter = "i = 'gen'"

not only is it smaller, but I can also use it for all tables and I don't need to change it if I add or remove rows in the table, just by adding one more column. I still use the id for iterations, but it will be changed from "hardcoded" to using variables, so they also don't have to be changed.

Reply #18 Top

I know you said this utility is "on hold", but is there any chance I get the last released version?  It would really help with a modding project I am working on!

Reply #20 Top

:)   GruntMaster, you are a WIZ!!!   This is Wonderful Work, and damn difficult it looks too,   :)

-Teal

 

 

Reply #21 Top

Hey, sorry for the late response everyone, I have had my focus on other places then sins. I have had a little pause from the project as things became a little repetive (currently buff entity table consist of 3371 lines >_> and I still need the finish conditions), but most functions except for creating and getting the info from/to files have been done and then there is the tables TT (worst part). 

@BCXtreme not sure if it is too late, but the latest version didn't seem to work correct, so it wouldn't have been much help.

Reply #22 Top

Sorry for bringing the thread back,

Is the tool still a WIP? Or is it a dead-end?

It would be an amazing resource if it were working...

Reply #23 Top

Quoting Syneptus, reply 22
Sorry for bringing the thread back,

Is the tool still a WIP? Or is it a dead-end?

It would be an amazing resource if it were working...

The tool is ment to be implemented as a part of my mod manager. It should be capable of the same as this tool when finished and maybe more. I decided to finish all of the entity types before implementing other features. I haven't been working on the mod manager for some weeks, but it isn't dead.

Reply #24 Top

Awesome

Thanks for the quick response.

Reply #25 Top

Just implemented the basic for rendering and reading mesh files. The XNA framework is used for rendering (those who have tried the games ARES or Magicka should be familar with the name). The framework will only be required for opening the mesh editor, so those who don't care about meshes can just ignore it.