Hud Editor stable release

A forum for the discussion and development of programs to assist working on or playing with the Vegastrike engine and data sets.
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Paul
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Hud Editor stable release

Post by Paul »

Here's a stable release of the Hud Editor. I have fixed a few more bugs as well as ironed out the issues with the gauge buttons. The buttons do affect the in game gauges now.

Hud Editor 1.0.0.1
Last edited by Paul on Tue Mar 06, 2007 2:21 pm, edited 1 time in total.
GoldenGnu
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Post by GoldenGnu »

Image
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0.3.0.0 Stable (3 july 2008)
Paul
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Hud Editor

Post by Paul »

I believe this will be the final release of the Hud Editor, until I can support meshes for VegaStrike Huds.

Hud Editor 1.0.0.2.zip
Oblivion
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Post by Oblivion »

:( hehe. vega strike (tiny voice)
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Paul
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Post by Paul »

Oblivion wrote::( hehe. vega strike (tiny voice)
Yeah, I know Oblivion, I'll start trying to support meshes today. First, I need to see if I can learn how to project a .bxfm mesh to the screen. If I cannot do that, you'll have to convert the .bfxm to .xmesh before editing an existing cockpit.

This wouldn't be so bad for a new cockpit, maybe not so bad even for existing, just an extra step. I suppose its even possible I could automate the conversion within the editor. As you can see, I have thought on this matter, just haven't tried to implement it yet.

@Oblivion;
BTW. Have you tried to use a PR cockpit with VegaStrike? They should work. The only difference I can see is, VegaStrike uses a mesh for the main portion of the cockpit where PR uses an image.
Paul
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version 1.0.0.3

Post by Paul »

Here's another release of the hud/cockpit editor for Privateer Remake 1.2. I have optimized the code, fixed several bugs and the program will not lock if it cannot find files.

It is however, very intolerant of extra white space in the .cpt and particularly the .spr files. It won't lock, but your cockpit and guages will not display correctly if you have extra white space at the end of lines.

Sorry Oblivion, I still havent figured out how to load and display bxfm meshes.

Hud Editor 1.0.0.3
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Paul
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Hud Editor 1.2.0.0

Post by Paul »

This is a major revision. VDU type editing has been added. More bugs fixed.


Hud Editor1.2.0.0.zip
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Paul
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Hud Editor 1.2.0.1

Post by Paul »

This is a very stable release. As far as I know, there are ZERO bugs. You can change textures for gauges and cockpit within the editor and thereby create and save, an entirely new cockpit, without ever opening a text editor. Be sure to read the included .doc for instructions. This release is still very intolerant of extra white space in the .cpt and particularly the .spr files.

Hud Editor 1.2.0.1.zip

@Oblivion, this will work for vegastrike cockpits, if you will replace the .bfxm with a .spr for the main portion of the cockpit. If you simply must have a .bfxm for the cockpit, edit the resulting .cpt file with the .bfxm file name.
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Paul
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Hud Editor final

Post by Paul »

I believe this will be the final release of the hud editor. As far as I know, it is bug free.

Hud Editor 1.2.0.5

These are the Privateer 1.2 cockpits and others, reworked to load into the editor. Some, like Salthi and Dralthi, have reworked graphics.

new cockpits

If anyone working on the game code wants to include them in any future release of vegastrike, privateer, wcu or any mod, they may do so. No credit is required. Just don't claim them as your own.
Last edited by Paul on Tue Dec 16, 2008 2:19 pm, edited 1 time in total.
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tainok85
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Post by tainok85 »

Great program, with one small problem...

I'm running Maya 2008 Unlimited, Photoshop CS3, watching a DIVX movie, (on my computer, of course) plus running various text editors/firefox browser/pdf files etc. and my computer is running in top shape, no slowdowns or delays on anything.

I open up HUD editor, and BAM the computer bogs down instantly. I check my system resources, and it's using over a gig of RAM and is entirely monopolizing one of my cores. A program this simple shouldn't be doing that.

Again, great program, I just think there may be a small problem in there somewhere...

Just to test, I shut down EVERYTHING nonessential from the task manager and ran HUD editor again, same problem.
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Post by loki1950 »

Welcome tainok85 thanks for the report minor problem Paul the author is not active ATM.


Enjoy the Choice :)
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tainok85
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Post by tainok85 »

loki1950 wrote:Welcome tainok85 thanks for the report minor problem Paul the author is not active ATM.


Enjoy the Choice :)
Alright, thanks for the quick response. :)

The controls are not very accurate, either. I've found the best use of the HUD editor is to get your items in the general area, then tweak the values and try to get them more precise with a text editor (lots of guesswork) then load it back up in the HUD editor and see how close they are.

Is there any more efficient way of doing this that you know of, by chance?
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Post by loki1950 »

Is there any more efficient way of doing this that you know of, by chance?
Not that i am aware of the problem is the clunky Python GUI definitions :wink: the move to the OGRE engine for rendering and its use of CEGUI for the GUI elements should simplify things.

Enjoy the Choice :)
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Paul
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CPU Usage

Post by Paul »

I recently decided to play PR again and wanted to update a few cockpits when I came across this post.

I've tried to reproduce the cpu usage you mentioned, but I can't. I see no unusual load on my computer. If you could provide a bit more detail, I'll look into it.

I have an AMD dual core running at 3800 ghz each (overclocked :-) 2 gigs RAM and a 2000 FSB. OS is Windows XP Professional with service pack 3 and all AMD drivers are updated including the latest BIOS flash.

BTW you can gain finer control of the translation and scale functions by selecting the slider you want to use with the mouse or TAB then using the arrow keys. I use the mouse for a rough position then fine tune it with the arrow keys.
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Re: Hud Editor stable release

Post by parkel »

im really sorry for bumping up this REEEEEALLLLLYYYYYYY old thread...
i just wanted to know if anyone here has the hud editor 1.2.0.5 and are willing to upload it into the forums.

cos the download links for filefront... they dont work anymore..
  • Derivative + pArKeL + a bunch of luddites = ?

    :D
Shark
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Re: Hud Editor stable release

Post by Shark »

Could you post a screenshot as well as general description & basic instructions?

Thanks.

Mike
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Re: Hud Editor stable release

Post by pheonixstorm »

I also need as well, along with the privateer hud editor if the last version 1205 doesnt support those.
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Re: Hud Editor stable release

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