Hey Guys. I just finished another Mod tool.Its called "Mesh 'Resize'".It can scale Sins of a Solar Empire Meshes.Its simple to use, open the .mesh file, select an output folder, and click "Resize Model". The Mesh will be saved to a different file then.The default Scale Factor is between 100 and 0.01I would realy appreciate some feedback.
EDIT: Fixed some Bugs
You can contact me here:
http://www.modcraft.net/community/index.php?showtopic=13543
Man... you probably enabled me to take on a whole new approach to truescaling. I'll definitely test this out to see how it works with some possible camera issues, but overall, this could be a *very* useful tool. At a first glance though, some sort of batch control would be even nicer, since rescaling game models by hand will take some time.
Hmm... looking at the mesh output, I can see several problems. First of all, bounding radii values are left unchanged, which could spell problems later on with stuff like collision detection and fleet positioning. Second, vertex positions seem to be off. For a conversion value of 0,333 I get stuff like
Position [ -48859127 -13343470 -301866150 ]
which can't possibly be right when the original values were
Position [ -48.859127 -13.343470 -301.866150 ]
Looks like the program just dropped the decimal point out of the number.
Also, since you can set the target directory, it would be more useful if the program did not automatically rename the file to Resized.mesh, since its redundant and takes up time having to rename the new file each time if you want to make several scalings (and most people wanting to scale ships want to scale them all). Final (minor) note would be that it would be good if you could store your target directory and not have to set it every time you open up the application.
good, idea. ill try to implement that in the next version
EDIT.
i think i know the Problem with the Decimal point. it comes from diferent language versions of VB.
Because it works on the German version.
And i simply forgot the bounding box will add it next ver.
any idea how the boundingradius is calculated?
could you contact me in ICQ?
ICQ#: 457-936-602 Spitzname: ZombieName: Benjamin NeubergAnschrift: DortmundAlter: 25Über mich:
Allright, fixed the decimal problem. (hope so, need someone with an english windows to check)
Bounding Radius Changes aswell.
"0.000000" Values could be converted to "0" values, models will work anyway.
http://rapidshare.com/files/152820036/resize.zip.html
Take care to change the decimal sign according to your system!
Implemented Batch Capability.
What do you think?
Well, I tried resizing planet meshes with it, but I got a minidump. You fixed the decimal problem though, however something obviously does not agree, either with program or with that particular use of it. Unfortunately, I can't help you much there since it could be practically anything - all I know is that the resized meshes were the cause of the minidump.
thats strage, i tried to resize ship meshes and it worked fine.
I found it. Was a typo in the Line MaxBoundingExtents, missed the first capital letter, sorry must have happend after testing *ashame*
Here the fixed Version:
http://rapidshare.com/files/153557395/resize_08.zip.html
tryied with ships and planets, works on my system
Screenshot :
Works like a charm, though the version you posted seems to be doing that same error, so I went and fixed it by hand. A BIG bonus is, somehow you managed to resize the planet meshes and avoid all the weird lightning problems that crop up when a planet is resized, including the dissapearing cloud cover. They are big and they look fantastic.
You just made it into the credits for the Last Stand mod, since that solved a pet peeve of mine when it comes to resizing planets. Job well done. I am sure there's going to be lots of demand for your tool.
Hmm, are you sure you downloaded the Latest Version? Should be 0.81 when startet. maybe you got the old version???
just downloaded the file from rapidshare and it is the actual version withou the capital error.
BTW:
for the technicaly interested user: there should be no lighting errors. because the tool just puts the vertexes closer together it leaves the normals as they were. I wonder why no one ever got the idea for such a tool its very very simple basic math (old position * scale factor)
EDIT:
Got it, i found the glitch, it was in the decimal again
Also refined it a little
Awesome job, newboerg!
Thanks, anyone else tried it out?
Maybe someone found some more glitches??
Been looking for something just like this, and a quick google brought me here.
Will probably be trying this out in the next day or so, will post my results. (as tested with v1.11 files)
Hello NewBoerg,
This looks like a wonderful tool, just what i need for trying to resize models in Sins. But i am running Sins 1.12 and have taken the capitalship_colony.mesh and have tried to resize it from 1 to 2. I am assuming this means from 100 percent to 200 percent. I put the mesh files in the same directory and opened the program, selected the original file and highlighted it, browsed for the destination folder (i made a resize folder) and then clicked resize. I get a blue progress bar immediately all the way across, which made me believe of course it was done. In the resize folder the file is 2k (the original was 298k)
I renamed it, and put it in the mesh folder in the mod folder and tested it, but the program gets a runtime error and minidumps.
Am i doing this incorrectly? Or is the 1.12 version now incompatible with your tool?
Thank you and take care, this is very very cool,
-Teal
EDIT: Got it working!! I had to convert to txt first and then do the resize. THank You Very Very Much for a Very Very Cool Tool!!!! I appreciate it!!!!
Did you program this in some old language like VB6? I cannot get the proper runtimes for it.
yes its VB6
You should convert it to VB.NET You will get a speed improvement as well as better compatibility. No more people bugging you for runtime files .
Hello,
Sorry for the problem, im getting a mscomctl.ocx error on attempting to start the resize tool. I looked online and it says it may not be registered, so i found the mscomctl.ocx in the system32 folder, and ran the cli to system32\ and did a regsrv ... it says it found the file but could not load it. i'm about at the end of my experience with coding, so i dont know what to do next. Maybe there is something no the MS site, im not sure, but will try. If you know what is causing it, you can re-ply here or in the Sins forums Say something like "Hey Teal!" Haha, you know. But thank you and take care,
Wait maybe its just my end (and it probably is) but does it not translate hardpoints proparely? My ships go from firing normally in their smaller size to having no hardpoints (shoots from center) in the updated size.
Hmmmm.... havent seen that one CanadaMan, i got the resize tool to work. I did a copy over on the mscomctl.ocx file that i got from the ms website. That and i re-downloaded the resize tool also, probably wasnt the tool, but it worked fine after i installed and re-started the computer.
Happy Days!!! Haha, anyway, it worked and everything is fine, the hardpoints fire for me, from the same points, how big did you re-make the mesh? I notice that if i take them fairly large the textures all go red, or blue. Not very cool, but i was able to get that fixed by removing the secular textures for the models. Not the best fix of course, since it leaves out the beautiful sheen on the models, but it does take away the reddish and blueish glare.
Perhaps some of the more experienced modders could help you with the hardpoint stuff, but as i re-call, you have more experience than most of us here, So the devs may be the only place to turn for an answer. Sorry, im just a little file tweaker mostly that has been getting into the meshes and textures and im in deep water over my head most of the time, and making guesses to see if i can get things to work. Haha, anyway, take care and hope you get an answer that helps.
Sincerely,
Hmmm I'm just going back to XSI resizing for the moment but I'll check back in if I find a solution to the hardpoint issue.
All you need to do is to set locale for the instance of the app. It may not be an easy task in such an ancient version as VB6, but it's kind of one line call in most other languages.
Cheers
Everytime I run the program (which I got working after getting two missing system files), and resize a mesh, it comes out real small, 1KB. Is there something else I am missing that I need but doesn't crash the program? I got the VB6 run time files just in case too. I am also assuming that something is supposed to appear in the black box, but alas nothing does. I am running 64-bit Vista.
EDIT: Nevermind, I found the problem. Has to use txt format, reference mesh were not text, converted, solved.
can this be used to resize a pirate ship? I was thinkin that it would be nice to maybe resize one of their ships for a cap type ship.. does anyone know if there is a pirate ship thats been done already or resized?
does this resize the textures too?
also, I can resize 1 mesh before I get a "Runtime Error '380': Invalid Property Value"
it does this on the second mesh everytime.
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