Fair Strides 2 Posted October 1, 2014 Posted October 1, 2014 Well, as the title says, this is about GITEdit. GITEdit is a program I'm making to give a visual interface to edit the file, as opposed to the tree view of K-GFF that I despise(not the program, just the layout)... Currently, the program can: Load .git files from the .rims, .mods, and override Parse TLK references Count the number of each type of file Provide an interface to each file type Allows you to input degrees for the bearing and orientation Compiles each file type into a list Can delete items from the lists But I'm at a loss as to what functionality to add to it. I will add the ability to copy and paste item types as soon as I look up the XML parsing. Adding new items of a specific type will be implemented shortly. Currently, as the program stands, here's what I've got for you: Show spoiler (hidden content - requires Javascript to show) http://s1167.photobucket.com/user/Fair_Strides_2/media/GIT1_zps6d26af69.png.html?o=9 http://s1167.photobucket.com/user/Fair_Strides_2/media/GIT2_zps56f221e6.png.html?o=5 http://s1167.photobucket.com/user/Fair_Strides_2/media/GIT3_zps842b9408.png.html?o=10 http://s1167.photobucket.com/user/Fair_Strides_2/media/GIT4_zps7ec9f5ed.png.html?o=8 http://s1167.photobucket.com/user/Fair_Strides_2/media/GIT5_zps47b72ac9.png.html?o=6 http://s1167.photobucket.com/user/Fair_Strides_2/media/GIT5a_zps0e235658.png.html?o=7 http://s1167.photobucket.com/user/Fair_Strides_2/media/GIT6_zps73ae75e1.png.html?o=3 http://s1167.photobucket.com/user/Fair_Strides_2/media/GIT7_zps8fc43114.png.html?o=1 http://s1167.photobucket.com/user/Fair_Strides_2/media/GIT8_zpsdc4bcb2f.png.html?o=2 http://s1167.photobucket.com/user/Fair_Strides_2/media/GIT9_zpsb2e4ddfe.png.html?o=4 http://s1167.photobucket.com/user/Fair_Strides_2/media/GIT10_zps9bebbfad.png.html?o=0 So, if anyone has any requests, please feel free to share. ]
Darth InSidious Posted October 1, 2014 Posted October 1, 2014 I can't think of any requests right now. It look amazing.
Fair Strides 2 Posted October 10, 2014 Author Posted October 10, 2014 wow!!! Looking great! Thanks! As an update, the program now saves everything properly, and I've added an interface for the Area Properties(Music settings). In addition, copy-and-paste works between programs, using XML and the Windows Clipboard. And you can add new items to customize, or past an item as a new instance. Currently adding support for custom paths(paths for the program to check for .rims/.mods/ or /gits). It supports it now, by the .ini file, but I need to work on implementing it from inside the program...
Canderis Posted October 10, 2014 Posted October 10, 2014 Spectacular! Do you plan to release the source code when you release it?
Fair Strides 2 Posted October 10, 2014 Author Posted October 10, 2014 Spectacular! Do you plan to release the source code when you release it? Yes, though I warn you, it's Perl. I say "warn" because some programmers don't really see Perl as a useful language...
DarthParametric Posted October 14, 2014 Posted October 14, 2014 There's always Jade Empire support I suppose. At the very least I'd be curious about how similar/different the file formats are from K1/TSL.
logan23 Posted October 16, 2014 Posted October 16, 2014 Do you feel using your new program has made camera placement and placement of npc and plcs easier when determining orientation?
Fair Strides 2 Posted October 16, 2014 Author Posted October 16, 2014 Do you feel using your new program has made camera placement and placement of npc and plcs easier when determining orientation? Yes, as I can just enter the degree facing and let the program do the math... Though, I'm assuming that cameras are oriented from North and everything else from East...
logan23 Posted October 16, 2014 Posted October 16, 2014 Am i seeing this right? You can draw your Trigger form/shape? with your program? please say yes =)
Fair Strides 2 Posted October 16, 2014 Author Posted October 16, 2014 Am i seeing this right? You can draw your Trigger form/shape? with your program? please say yes =) Not quite. You can add the points and give the coordinates, but you can't actually draw it. But yes, you can see the shape.
logan23 Posted October 16, 2014 Posted October 16, 2014 Not quite. You can add the points and give the coordinates, but you can't actually draw it. But yes, you can see the shape. That sounds good to me =) Are you close to it being stable/ for use?
Fair Strides 2 Posted October 16, 2014 Author Posted October 16, 2014 That sounds good to me =) Are you close to it being stable/ for use? It's fully functional and stable*, just have to write the read-me. *: For some reason, due to the math functions, the UTC Orientation can't go over 180. Every time I try, it set it back to 360 - the number. Example: I set the Orientation to 181. Click Ok to save changes. Now click the UTC again, and it'll reads 179...
DarthParametric Posted October 16, 2014 Posted October 16, 2014 Are you doing a quaternion to euler conversion under the hood? That sort of thing is over my head, but I hear it can lead to those sorts of problems.
Fair Strides 2 Posted October 16, 2014 Author Posted October 16, 2014 Are you doing a quaternion to euler conversion under the hood? That sort of thing is over my head, but I hear it can lead to those sorts of problems. Yes, but it only has issues with the UTCs... I'll try to fix it tomorrow...
Fair Strides 2 Posted October 16, 2014 Author Posted October 16, 2014 Yes, but it only has issues with the UTCs... I'll try to fix it tomorrow... Sorry, it's actually a Radian to Degree conversion...
DarthParametric Posted October 16, 2014 Posted October 16, 2014 How are you calculating the conversion? It seems like Perl already has an inbuilt function for it?
Fair Strides 2 Posted October 21, 2014 Author Posted October 21, 2014 How are you calculating the conversion? It seems like Perl already has an inbuilt function for it? Sorry for the late reply. The orientation for creatures involves rotations on the X and Y axes, which the engine handles in the form of radian rotations around a circle. When the game handles it, the X Orientation is calculated with the cosine of the angle's measure (most likely in degrees). The Y Orientation is handled with the sine of that same measure. That is all fine and dandy, except for one issue: Perl deals in radians, and I'm trying to let a user handle the orientation in degrees. You see, when one gets the X and Y Orientation via scripting within the game, they pass the facing of the object in question in degrees and use the sin(sine) and cos(cosine) functions on the facing. This means that the game handles and treats sin and cos in degrees. Example: void main() { // Get main PC object oPC = GetFirstPC(); // Set PC's facing to 180 degrees(calculated from the East in-game, which corresponds to the right on the area's map) AssignCommand(oPC, SetFacing(180)); // Now get the facing and store it int iFacing = GetFacing(oPC); // Here's where Perl and Aurora Engine diverge... float fXOrientation = cos(iFacing); float fYOrientation = sin(iFacing); } Notice that I just sent the degrees to the cos and sin functions... Unfortunately, Perl uses radians for the cos and sin functions, which means that it expects to get passed radians as an argument and will return radians as an answer. And with 1 Radian = Pi (3.1415926535897932384626433832795 and then some...), no matter what conversion or transformation I apply, I can only get answers that are at or below 180 degrees... ........................................................................................................ I could modify the .utc and .utw(all that was said above applies to waypoints as well) section to allow for input of the X and Y Orientation, but that would also disable/screw up the circle above it that gives a visual indication of the rotation... So, what do you guys want me to do here? If anyone can do it, I'd like to talk to this guy, since he was able to do half of what I want/need to do...
Fair Strides 2 Posted November 1, 2014 Author Posted November 1, 2014 Hey guys! I released a 1.0 version of GIT Edit at DeadlyStream! It's not quite complete, but it is fully functional. Link!
DarthParametric Posted November 2, 2014 Posted November 2, 2014 Nice work. Seeing as you like Perl so much, now fix MDLOps.
Lord2 Posted November 6, 2014 Posted November 6, 2014 Interesting tool, but I am unable to run it. I get a lengthy error message: "Error: Can't locate perl516.dll Make sure the ActivePerl bin directory is in your PATH PATH=C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common; C\Windows\System32; C:\Windows; C:\Windows\System32\Wbem; C:\Program Files\digieffects\bin; C:\Windows\System32\WindowsPowerShell\v1.0\; (and so on and so forth... a bunch of other locations.)* * There are times like these when I wish Microsoft had implemented a simple copy text from error messages function...
Fair Strides 2 Posted November 6, 2014 Author Posted November 6, 2014 Interesting tool, but I am unable to run it. I get a lengthy error message: "Error: Can't locate perl516.dll Make sure the ActivePerl bin directory is in your PATH PATH=C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common; C\Windows\System32; C:\Windows; C:\Windows\System32\Wbem; C:\Program Files\digieffects\bin; C:\Windows\System32\WindowsPowerShell\v1.0\; (and so on and so forth... a bunch of other locations.)* * There are times like these when I wish Microsoft had implemented a simple copy text from error messages function... Okay, did you read the warning at the top of the download's description area? You need the three DLL files from the warning...
Malxados Posted November 10, 2014 Posted November 10, 2014 Notice that I just sent the degrees to the cos and sin functions... Unfortunately, Perl uses radians for the cos and sin functions, which means that it expects to get passed radians as an argument and will return radians as an answer. And with 1 Radian = Pi (3.1415926535897932384626433832795 and then some...), no matter what conversion or transformation I apply, I can only get answers that are at or below 180 degrees... I'll admit I don't fully understand the situation, but I'm curious if you've considered using negative angles angles, as -1/2 pi = 3/2 pi (or -90 degrees = 270 degrees).
Fair Strides 2 Posted November 10, 2014 Author Posted November 10, 2014 I'll admit I don't fully understand the situation, but I'm curious if you've considered using negative angles angles, as -1/2 pi = 3/2 pi (or -90 degrees = 270 degrees). No worries, man. I managed to get some help from someone at Deadlystream. http://www.lucasforums.com/showpost.php?p=2855857&postcount=20
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