Jump to content

mue

ENTHUSIAST
  • Posts

    412
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by mue

  1. mue

    LODViewer

    Version 0.6.2 was uploaded. Changelog: Version 0.6.2 -corrected reading of ANSI files with non-ASCII characters -caseinsensitive handling of node names (e.g. for showing collision, pivot points or bounding boxes of selected nodes) -disabled mip maps. I hope this resolves the performance issues with hires (4K and above) textures. If not you can use the new option Settings->Display->"Limit Texture Resolution" to limit the (internal) texture resolution.
  2. mue

    LODViewer

    Yes, currently only 64-bit support: Even though I compile the OpenSceneGraph library myself, I rely on the prebuild dependency packages for OSG. Those I only found as x64 version. And to compile the dependency packages myself, I didn't find the time and motivation yet. I need the 64-bit OpenSceneGraph library anyway for a FlightGear related project. I didn't thought, that 32-bit Desktop-OS is still a thing.
  3. mue

    LODViewer

    Will be fixed in the next version. That means the "Use Vertex buffer objects" option doesn't help? Does the slowdown happen also with stock objects? Do you use 4K textures?
  4. mue

    LODViewer

    I didn't know that there is also a decal system for ground objects. After a first glance, it seems it only works with ships? It uses the *_names.ini (that contains [ShipXXX) entries) instead of numbers.lst. Is this correct? Are there other types besides ships? Until I implement the ground object decal system, you can view the hull numbers with this workaround: copy a NUMBERS.LST file that contains sufficient numbers, e.g. I used F-4B\USMCGREY1\NUMBERS.LST (contains numbers 0 - 99) into the texture folder. Then you can select the hull number via Individual Markings.
  5. mue

    LODViewer

    Version 0.6.1 was uploaded. Changelog: Version 0.6.1 -added decal texture file loading fallback: If numbered texture file is not found, it’ll then look for unnumbered file. -added option for using vertex buffer objects (Extra->Settings->Display->Use Vertex Buffer Objects) Maybe "Use Vertex Buffer Objects" helps with the performance problem some users have experienced with Version 0.6.0. Beware! Enabling this option while simultaneously "Write OSG log file" is enabled, writes A LOT to osg_logfile.txt. -bugfix: "Write Info File" didn't work in Version 0.6.0 -bugfix: Couldn't save UV Mapping as jpg file
  6. For modeling you can also use blender (open source). There is an LOD exporter for blender: https://combatace.com/files/file/16747-lod-exporter-for-blender/
  7. mue

    LODViewer

    Could both of you please (re)create log files with the "write osg log file" option already enabled at program start (just restart LODViewer with this option enabled). Some information will only be written to the log file at program start. If the log option is enabled only after the program start, then that information are missing in the logfile.
  8. mue

    LODViewer

    I don't think "it's just your PC", since other users also have problems with the LODViewer. Unfortunatelly, I have no clue what the cause of the problems is, because I don't see it on my computers. I have a request: please enable OSG logging (Extras->Settings->Debugging->Write OSG log file). It writes a logfile "osg_logfile.txt" in the lodviewer.exes directory. restart the LODViewer load the Marauder if the "osg_logfile.txt" is written, please send it to me. Thank you! Maybe the logfile gives me some pointers.
  9. mue

    LODViewer

    I tested this package. I don't see any freezes or crashes
  10. mue

    LODViewer

    I downloaded and tested this Mirage F-1EQ . Because of the 4K Textures my development system (Windows 7 with an old 8800 GTS 512) struggles. It gives me a slide show. But it doesn't crashed. On another computer with a GTX 660 I have no problem.
  11. mue

    LODViewer

    I forgot to say: I have to thank you guys for the bug reports. It's really helpful. Because of lack of time (and maybe motivation ) I don't test all possible cases. Therefore I'm really grateful to you for testing my (buggy) software.
  12. mue

    LODViewer

    My understanding of the decal system is as follows: The texture file name is defined by Filenameformat. Depending on DecalLevel either the nation id (if DecalLevel=0) or squadron id (if DecalLevel=1) or serial number index (if DecalLevel=2) or kill number (if DecalLevel=3) is appended to the texture file name. The game (and the LODViewer) then tries to load this texture file. But the game has a fallback behavior, that the LODViewer has not (yet): if the game doesn't find the texture file with the numbers at the end, it then tries to load the texture file defined solely by Filenameformat (without the numbers at the end). Therefore I think the modded decals (DecalLevel=0) doesn't show in the LODViewer, because they doesn't end with the nation id number and the LODViewer misses the fallback behavior of the game, that would load the texture file without the numbers at the end. I will add the fallback behavior in the next update.
  13. mue

    LODViewer

    I assume you serial number texture filenames have numbers at the end (e.g wingnum001.tga)?
  14. mue

    LODViewer

    Does your mod decal files (Decal Level 0) contain the nation number (e.g. INSIGNIA002.tga)? See my post above.
  15. mue

    LODViewer

    Regarding the DecalLevel=0 problem, can you please check if this is the cause of the problem: The current version of the LODViewer expects as texture file name the "full" name including the nation ID (e.g. "INSIGNIA002.TGA"). The LODViewer currently does NOT look for "INSIGNIA.TGA" as fallback.
  16. mue

    LODViewer

    I tested it with more then ten different stock aircraft. No CTDs. No problems with showing decals with DecalLevel=0. Until now, I can not reproduce the bugs Here, as an example the F-104A (marked with red circles are the decals with DecalLevel=0): Could you please give me the name of the stock aircraft or the download link of the mod aircraft, that you have problems with. Thanks!
  17. mue

    LODViewer

    Should work. Can you send me or give me a link of the aircraft, where it doesn't work? Do you get the CTD with all aircrafts?
  18. I created and added the "reversed" LOD files. The reversed LOD files are named *_Rev.lod Italian Euro Pilot +Rev.7z RAF Euro Pilot Oxy +Rev.7z
  19. I assume it's only possible to define the pilot position and not the orientation in the ini file. Is this correct? Then of course the orientation within the lod file must be changed. But it's not that difficult if one knows a little bit about the lod format . Can you send me the lod file?
  20. View File LODViewer This is the newest version of the LODViewer. New features: -decal support -display of collision and pivot points -added transparency and wireframe display mode -user definable background color -view manipulation via keyboard -64 bit application -uses the OpenSceneGraph library and Qt 5.9.5 Install instructions: Extract the content of the zip package to a convenient location. The LODViewer depends on the Microsoft Visual Studio 2017 C++ libraries. If not already installed on the computer (e.g. by other applications) it has to be installed by running vcredist_x64.exe (you can find it in the redist subfolder of this package). Have fun! And report bugs Update 29.03.2025: I think it's best for the community if my tools are freely downloadable for everyone. External download link: https://www.dropbox.com/scl/fi/a4ah52r9gb2cm3rwhi3iz/LODViewer-0.6.3.zip?rlkey=e1l9jlvagiroyoc88xy5jahr3&st=si329dc9&dl=0 Mue Submitter mue Submitted 06/06/2019 Category Utilities / Editors
  21. Version 0.6.3

    1,680 downloads

    This is the newest version of the LODViewer. New features: -decal support -display of collision and pivot points -added transparency and wireframe display mode -user definable background color -view manipulation via keyboard -64 bit application -uses the OpenSceneGraph library and Qt 5.9.5 Install instructions: Extract the content of the zip package to a convenient location. The LODViewer depends on the Microsoft Visual Studio 2017 C++ libraries. If not already installed on the computer (e.g. by other applications) it has to be installed by running vcredist_x64.exe (you can find it in the redist subfolder of this package). Have fun! And report bugs Update 29.03.2025: I think it's best for the community if my tools are freely downloadable for everyone. External download link: https://www.dropbox.com/scl/fi/a4ah52r9gb2cm3rwhi3iz/LODViewer-0.6.3.zip?rlkey=e1l9jlvagiroyoc88xy5jahr3&st=si329dc9&dl=0 Mue
  22. I concur with what Gunrunner wrote. BTW, for those who didn't already know: One can easily search all .cat/.dlc files at once with the catextractor from Mues Toolbox. In this post: https://combatace.com/forums/topic/88951-some-newbie-questions/?do=findComment&comment=724535 it's shown exemplarily for shader files.
  23. @Geezer...are you really serious? You seem to be a talented 3D artist, but your ability for discussion is...how should I say..."improvable". You not only insulted me, but the whole SF community. Why do you make it a FE vs. SF thing? As Gatling20 wrote, it really makes you look simple-minded. Maybe you didn't know that the game engines of both games are nearly identical. E.g. this very thread has shown that the stock objects of ALL TW games (FE and SF) are the same big 100% size. So IMHO the TW community should not be grouped in "FE fanboyz" vs. "SF fanboyz", but rather should be seen as one big family ! But maybe you need this "us vs them" scheme? I don't know. It's a pitty. This thread, from my point of view as thread opener, was never about your intellectual property. This thread is, as I already explained to you multiple times, about the scale of stock objects. Last point: What makes you think you can decide who are allowed to post in what (sub) forums. Are you a moderator?
  24. Oops ... it seems I should have a closer look at the knowledge base. The information (non-support of RLE-compressed tgas) I found out through trial and error, was already there, even repeated.
  25. I use GIMP. When exporting the tgas I had to disable the option "RLE compression", otherwise the decals wouldn't show up in the game.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..