mue Posted July 4, 2015 Author Posted July 4, 2015 Hi Mue, great tool. However, for some reason when viewing maps with the tool, none of the target objects will appear, be they runways, bridges, etc. This is occurring on both stock and modded maps (I have tried it with the stock GermanyCE, Sweden from TSF, and Nellis Range.) Buildings that are part of the map itself appear to be showing up fine, it is just runways and the like that are not appearing. Have you in Extras->Settings set the correct path to the SF2 install directory?Do you run the latest SF2 patch level? Do you have an ATI graphic card? Some users with ATI cards have problems with my programs. I still try to figure out where the bug is. Quote
+swambast Posted July 26, 2015 Posted July 26, 2015 Hi Mue, any chance this can work for earlier patches yet? Quote
mue Posted July 28, 2015 Author Posted July 28, 2015 Hi Mue, any chance this can work for earlier patches yet? Sorry, a new version is not ready yet. The last weeks nice weather kept me away from (non-work-related) programming activities. But I'll continue to work on the target area editor soon. 2 Quote
jeanba Posted July 28, 2015 Posted July 28, 2015 Sorry, a new version is not ready yet. The last weeks nice weather kept me away from (non-work-related) programming activities. But I'll continue to work on the target area editor soon. Great We should make a bbq and outdoors activities ! Quote
ignacioc91 Posted September 12, 2015 Posted September 12, 2015 (edited) Great job Mue! This tool is awesome! I am already working with it, and can't wait for the final version! Thank you for your hard work!!! I have been modifying the a stock germany airbase on a terrain I'm currently working on, and soon-to-be-released called Coastal Range. Edited September 12, 2015 by ignacioc91 1 Quote
mue Posted December 9, 2015 Author Posted December 9, 2015 Minor update: Version 0.2.0 -rudimentary editing functions: target objects can be added/deleted/moved/rotated to/from/in existing target areas. CAUTION! It's not fully tested yet. I strongly advise you to make a backup of your *_targets.ini file first before you work with the Target Area Editor.-using Qt 5.5.1 I bundled my programs (lod viewer, target area editor, cat extractor (NEW!)) into one package. You can download it here 2 Quote
+swambast Posted December 9, 2015 Posted December 9, 2015 (edited) Awesome Mue, looking forward to trying it out! I hope your revised version now supports SF2 series that are on older patch levels; been eagerly awaiting that support so let's see if it's arrived. The rest of the tools look great too, what a treat. EDIT: Just in case anyone was wondering...looks like older versions aren't supported. Wondering if there are any plans to do so...? Edited December 11, 2015 by swambast Quote
Stratos Posted December 11, 2015 Posted December 11, 2015 Mue is there any way I can add objects (not targets) like trees and decorative stuff? Quote
mue Posted December 13, 2015 Author Posted December 13, 2015 EDIT: Just in case anyone was wondering...looks like older versions aren't supported. Wondering if there are any plans to do so...? Which patch level do you have? Do the LODViewer and my CATExtractor work with this patch level? All of my programs use the same cat file loading routines. Mue is there any way I can add objects (not targets) like trees and decorative stuff? Yes, it should be possible. First you have to add the objects to the <terrain>_types.ini. However, I don't know which entries in <terrain>_types.ini does make the object to real targets or just "decorative stuff". Then you can place the objects via the target area editor into the target areas. Quote
Wrench Posted December 13, 2015 Posted December 13, 2015 I'm pretty sure TOD objects (trees and buildings) can only be added via the 3w terrain editor. As these are "built in" to the tiles. Otherwise, one would need the skins and lods (or whatever 3d item is used) for the TOD buildings and the 2 types of trees resident within the terrain's main folder. THEN they can be added to the _targets and _types ini. Sounds like way too much work... Unless a separate TOD generator is created... Quote
Icarus999 Posted December 18, 2015 Posted December 18, 2015 (edited) Which patch level do you have? Do the LODViewer and my CATExtractor work with this patch level? All of my programs use the same cat file loading routines. The target area editor did not work for me on the April 2012 patch. I use other installs going back to June 2010 for certain features that we lost with the newer patches I have yet to try it at the June 2010 patch level. i still need to test your other tools . Edit***** Tested with June 2010 patch seems to be working fine. :) Edited December 21, 2015 by Icarus999 Quote
10107 Posted December 24, 2015 Posted December 24, 2015 Last patch I have in is 2011. I gave up on the TK patches and wrecking everything in between. Been waiting for this tool for 10 years and great its here but can't open any Cat files with any tools. Its unfortunate but oh well, back to the old way of doing thing for things locked away. But for adding new items, "when you can see it", and mouse rotate it and drag it into place....works great. Quote
10107 Posted December 25, 2015 Posted December 25, 2015 Follow on to this was making a copy of the Vietnam install and patching to July 2012. Works now and things are showing up. Thanks Mue for the work on the tool set as it was something missing greatly for the modding of the sim. Merry Christmas. Quote
Stratos Posted February 11, 2016 Posted February 11, 2016 When I try to add a object the list fills all the screen and I cannot see all the objects (see attached pic), is there any way to see all the objects available? Thanks Quote
+swambast Posted February 12, 2016 Posted February 12, 2016 Hi Stratos, I noted the same issue. Mue and I had been collaborating on some updates including this issue, the ability to read sub-object folders and some added functionality from STT such as copy/paste of objects which was a huge feature. While I can't speak directly for Mue, I would guess that he already has it on his "to do" list and personally think the next revision he puts out will be awesome! Quote
Stratos Posted February 12, 2016 Posted February 12, 2016 Ok, thanks. At first I tought it was a problem with my install. Quote
Stratos Posted March 22, 2016 Posted March 22, 2016 Hi Stratos, I noted the same issue. Mue and I had been collaborating on some updates including this issue, the ability to read sub-object folders and some added functionality from STT such as copy/paste of objects which was a huge feature. While I can't speak directly for Mue, I would guess that he already has it on his "to do" list and personally think the next revision he puts out will be awesome! Any update on this? I'm currently not editing as I cannot see the complete list. Or is there any work-around? Any way to see in screen the targets I want to add only so I can see them all in the screen? Thanks a lot. Quote
mue Posted March 22, 2016 Author Posted March 22, 2016 Any update on this? I'm currently not editing as I cannot see the complete list. No, not yet. Or is there any work-around? Any way to see in screen the targets I want to add only so I can see them all in the screen? Thanks a lot. You can try to create and use a "reduced" <terrain>_types.ini (that only contains the objects you need for editing a single target area) while working with the target area editor. 1 Quote
Stratos Posted March 22, 2016 Posted March 22, 2016 You can try to create and use a "reduced" <terrain>_types.ini (that only contains the objects you need for editing a single target area) while working with the target area editor. Will try it!! thanks a lot! Quote
+quack74 Posted March 23, 2016 Posted March 23, 2016 (edited) Hello Mue and fellas. Last week I was building a town for First Eagle two using the TAE v.01. Worked great. But I still had to have the Targets.INI open as well as the TAE and the terrain folder so I can see all the available objects through the LOD viewer. I thought it was great. Took a while to select an object to use then type it into the Targets.INI then refresh the TAE to see it. Then touch up it's coordinates a bit and it's heading. I had no idea there was a new version!!! What a brilliant update. It was available the whole time I was doing it the hard way. Figures. Anyway, Mue, this is a fantastic program. Thank you for all of your efforts with all of the editing programs you have given us. So here is my request, if you already aren't working on it. Lets say I'm working on a [TargetArea] that has 99 targets. I select a target object already placed (highlighted in red), lets say Target [007], and I delete it. I can't fill in the missing object in the [007] slot. It will add a new target at the end of the list. Now my [TargetArea] has 100 targets. But Target [007] is a blank. I have to open the Targets.INI to fill in the missing object. I like how it adds objects (Targets) in consecutive order. Can there be a way to edit an existing object with a different object with out it being added to the end of the list? Maybe a new key stroke combined with the mouse wheel that will cycle through the available objects. This way "delete" wont be the only option. Either way this program is huge. It gave me an incentive to finish a big terrain project and even consider doing more. It makes thing so easy now. Thanks Mue. Edited March 23, 2016 by quack74 1 Quote
+Sundowner Posted March 28, 2016 Posted March 28, 2016 Would it be possible to add a feature where we can change the order of the actual target areas?......mainly for grouping all the like for like areas .....if you get what I mean. Quote
mue Posted April 7, 2016 Author Posted April 7, 2016 Minor Update: Target Area Editor V0.2.1: -terrain objects located in sub folders are displayed-"Add Object" menu is divided hierarchically. It should be possible now to use <terrain>_types.ini with a bigger number of objects. Copy the content of this zip file: TargetAreaEditor_V0.2.1_Update.zip into the MuesToolBox folder or download the updated full package of MuesToolbox from the Downloads section. 7 Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.