Busy with new car today and other Sunday chore stuff, but have now fixed a few teething problems with MultMaterials and single texturing etc.
All seems fine. Here's a quick run down what's been done.
I think I will just do a bit more random testing with various entity types and changing the .INI options see if I get any odd results or issues that need addressing. Apart from the skin weights, I think I want to get back on to the AutoWelder and FPI to LUA conversion.
Also, for Entity Welder, now you can multi select files in windowed mode, might be able to do away with the FPEtoBAT program.
Well I've enjoyed doing that little lot. Time to focus on something else and off to Isle of Wight next week so that will be a good break. not been there since I was a child.
Fixes/Additions/to do:
v1.5.2 - fixed issue with DDS image compression.
v1.6 -- implemented BOTRXPORT code
v1.6.1 -- added code fix to handle FVF size 594/44 - need more efficient way to handle all these different FVF sizes
1 - [DONE-added title text to dialog for configuration] update folder dialogue selector
2 - [?still to look into-ok my end]Fix issue with some users not being able to save out the .INI file
3 - [DONE] Add code to close app correctly if no FPE file selected
4 - [DONE]Force default folder to point to FPSC install + entitybank folder
5 - [DONE]Add user options to INI file
6 - [DONE]Edit the X file texturefilename to use FPE texture not the X file texture
7 - [DONE-files only]For windowed mode, work with multi selected files/[folders?]
8 - [DONE]Fix for FPSC X10 config, wasn't working
9 - [DONE]Fix issue where object already existed and program bombing out
EXPORTER CODE specific: 1. [to do]correct skin weights,.... need formula ....
2. [to do]make FVF size handling code more efficient
3. [DONE]add user options to INI e.g. include_nonamebones = 1 or 0 etc
4. [to do]speed up animation strings + overall optimisation
5. [DONE]add code to correctly handle multi material texturing
6. [DONE]Fix issue with texturefilename ref not coming out where object has multiple textures but no frames/bones
e.g. Hummer (dynamic) in "Desert Storm Pack"
7. [DONE] Fix issue where XSkinMeshHeader outputting more than once.
8. [DONE] Fix bone count - was using internal_bone_count e.g. for Green Nature 2, Trees in general have 2 frames and 1 bone but count was 2, now using mesh count again which is 1 bone ... not sure this is 100% correct as internal_bone_count was used to correct a character bone count issue. NEED TO KEEP AN EYE on characters.
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, C#, VB, SQL, PL-SQL, JavaScript, HTML, Three.js, Darkbasic Pro (still love this language), Purebasic, others
Hardware: Dell Precision 490; AMD Radeon HD 7570; 12GB.
FPSC to GameGuru Tools: AutoWelder/SegAutoWelder, Entity+Weapon Welder, FPEtoBAT