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Alo Model Viewer!
nice work Sticked for now
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Would extracting the .MEG files increase in-game performance ?
it is because the files for doom and other popular "pk3" or compressed file archives require decompression processing, rather then just grabbing the file. with other types of files (such as the EAW .meg files) they are indexed files, and as long as you defrag your computer after installation, they will be as fast as they can be, and actually slightly faster then multiple files, as the files will be in the same sector range of the hard drive, rather then "fit" into small areas of the hard drive making the read process pick up different files at different locations. all in all, if anything made this game faster with file IO, it would be one huge .meg with defrag, instead of extracting them all from the .meg files.
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Having a problem installing XML editor
http://www.microsoft.com/downloads/details.aspx?FamilyID=0856eacb-4362-4b0d-8edd-aab15c5e04f5&DisplayLang=en
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Full version .meg extractor
thats the same version i posted here i posted it there as well
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EAWExtractor v.1.1.1 [Updated 2:26:06] (Full Version Update)
Update 2.26.2006 You no longer need the demo installed to use this application, it should work with the full version of the game.
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EAWExtractor v.1.1.1 [Updated 2:26:06] (Full Version Update)
the program uses the registry to get the installed directory for EAW.
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EAWExtractor v.1.1.1 [Updated 2:26:06] (Full Version Update)
thanks for that, will release a test build real quick tonight when i get home from LA
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EAWExtractor v.1.1.1 [Updated 2:26:06] (Full Version Update)
I need an export of the registry setting for the full install, as i haven't had time to buy it myself yet. Once i have that, i will release a full version .... version.
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Tools and Tutorial Links [Updated 1:30:06]
Visual Studio Express: http://msdn.microsoft.com/vstudio/express/vwd/default.aspx Crimson Editor: http://www.crimsoneditor.com/ Both already fully developed free programs that have more functionality then context. Why do you spam that link everywhere
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Re: SW: Empire at War Mod Manager ALPHA 2.5 Release
i meant messy on the client side, but to each his own. have you looked into the one click publishing with .Net 2.0 yet?
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All MODDERS Get this Free Tool Now!!!
this is actually a much better tool, and is available until november for free. http://msdn.microsoft.com/vstudio/express/vwd/default.aspx
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Re: SW: Empire at War Mod Manager ALPHA 2.5 Release
I would stay away from an installer if possible with the .Net 2.0 stuff, and do a oneclick install publish. it would be easy to host it at brinkster or some other free webhost that allows .application extensions, plus you can easily update the clients. installshield just gets messy, and with .Net 2.0, unless you are using some com (dunno why) its pointless other then making it save to a directory, and give it a shortcut or two, which both can be accomplished with API's (for shortcut) and winzip/winrar. good work on this, are you creating .meg files per mod and appending them to the megafiles.xml for the game to read, or are you simply moving files in and out of the game directory?
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WIP: EAW Model Viewer (Posible Converter)
still quite a bit of work to do on the model before i can even get to the import/export code. As far as the full on editor goes, probably will end up doing that eventually, already planning on an xml editor, this just distracted me for the time being.
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WIP: EAW Model Viewer (Posible Converter)
More work on it tonight, got some more items programmed, and some of the d3d optimized. Added a screenshot button for debug, might keep it, might not. So far its looking pretty good, some of my next tasks are applying the effects, but i have some variables i need to set first, so that they are rendered properly. I also need to create a default light, in order for some of the normals etc... that need to be applied to work. Anyway, here is another pic, notice the rancor has his hands and feet, this is 2 different meshes in the same model, took me a bit to get that working lol. http://www.renevo.com/downloads/eaw/alo_viewer02.jpg
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WIP: EAW Model Viewer (Posible Converter)
thats a close total to the amount of indices in the model (3 sets of numbers that tell the rendering engine how to make a triangle with vertices), so it is kinda the triangle count. what you have to remember is that lod's don't always display all objects in a mesh, for instance, in this one it appears that only the hull is viewable from a distance, where up close all the parts are visible. another thing to remember is there are quite a bit of collision meshes and shadow meshes in there, which help with the total. the actual hull of the ship is around 1700 polys, where as the hull of a start destoryer is around 5k polys.
Dante_pff
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