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Messages - CmdrKoenig

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1
Modding Tools / Re: Issue running Nexus' model / texture converter
« on: January 21, 2016, 10:23:18 »
Hi all,

I've investigated the converter issue and found that the problem was in fact in lwolib.dll.
Here is a fixed version:
https://www.dropbox.com/s/lklyh7issokz2nm/lwolib.dll?dl=1
Just replace the old one, and the Converter will work.

Regarding converter.exe itself, I haven't got any source code version of it (it was written in Delphi and we (mis)handled it separately).
So it cannot be improved at the moment.

But maybe Arparso is building a much shinier one anyway.
Regarding that here are the updated version of the conversion codes I shared before.
The difference is that they are guaranteed to represent the actual released file formats.
https://www.dropbox.com/s/gq2ceeop9800lei/NexusConvert.rar?dl=1

BUT:
I've also included a slice of lwolib.cpp in which you can see all the entry points of lwolib.dll.
Therefore you don't necessarily have to bother with compiling the sources, just simple use the DLL.

2
Scripting / Re: Nexus and problems with widescreen
« on: January 02, 2016, 19:43:24 »
Edit 2: Also seems that some boxes doesn't show. Especially ones that showcases models

If you name a specific box with this bug I could look at it.

Of course there is no point of extensive bugfixing since the editor will become useless in the moment you finish the 16:9 job.
But small annoying things could be fixed.

3
Scripting / Re: Nexus and problems with widescreen
« on: January 02, 2016, 15:40:14 »
After all I had to install the steam beta...

As I thought, I had a rather different game folder (and code).
So I spent several hours to hack the hell out of the code.
Now it seems to work.

Also I removed all writings to the registry.

Remember, use the editor for adjusting graphic elements only, because I'm not sure about the rest.
The look and the behaviour of the briefing might be different in the editor, because of the code differences.

https://www.dropbox.com/s/efaf0mdevqtkcms/nexus_DX9__edit.exe?dl=1

4
Scripting / Re: Nexus and problems with widescreen
« on: December 30, 2015, 00:07:22 »
CmdrKoenig, is there a way to set where the ship renders in the box?

No, it's hardcoded.
Only you can do is playing with the size of the box thus influencing the number of text lines and the ship size at the same time.

The sad thing is that the stretching phenomena is a bug. The code version I have does not suffer from this - might have been corrected at some point.
So I had to spoil it again to compile a "correct" Briefing Editor for you....

5
Scripting / Re: Nexus and problems with widescreen
« on: December 30, 2015, 00:06:03 »
Okay, I managed to resurrect the Briefing Editor we originally used for placing/sizing the objects of the script.
It might ease the fine positioning for you.

https://www.dropbox.com/s/efaf0mdevqtkcms/nexus_DX9__edit.exe?dl=1

After start type into the console:
editbrief <briefname>
for e.g.
editbrief 16_1

or alternatively you can start the app with the command line
nexus_DX9__edit.exe /c editbrief 16_1

The default window size is set to 1280 x 720 to leave some space on the monitor. I haven't tried if it follows the registry settings or not.

On the left side you can see the steps of the script, you can select one of them directly.
Also you start/stop playing the script.

Editing is only possible in stopped state.
Step up/down in the list until the element you want to work with is highlighted in the RENDER WINDOW.

Move the mouse over the render window.
Then by holding down one of the following key and moving the mouse you can change a parameter:
R - Pos (box/marker position / arrow start point)
T - To (box size / arrow end point)
F - From (box points to)
A - ArcPoint (arrow curving)
S - Size (marker size / arrow thickness)
D - Dur (duration of for e.g. a CAMMOVE)

6
Scripting / Re: Nexus and problems with widescreen
« on: December 29, 2015, 15:09:20 »
Thanks!

Ok, I'm now sure that the solar system is cropped to the center 16:9 area  (which might be a problem if there is any briefs that points to a location outside this area,  let's hope there is no)

Try the following:
- scale X by 0.75
- shift Y by -128

Unfortunately this is not enough because there will be text boxes that loll out at the bottom or top.
Also the stretched texts remains a problem.  You can solve it by keeping the original widths of the text boxes where necessary.
So manual corrections cannot be avoided, sorry. :(

7
Scripting / Re: Nexus and problems with widescreen
« on: December 29, 2015, 12:58:02 »
It's not perfect. Moving needs to happen on Y axis. And some of the number needs far less than 128.

It seems my assumptions about the fov and center 4:3 was wrong.
Instead, it might be the center 16:9 area of the solar system that is preserved.

Could you upload two videos of the same scene with the ORIGINAL UNALTERED briefing scripts
- with 4:3
- and with 16:9 ?
It might help me to figure out what's exactly happening, thanks.

8
Scripting / Re: Nexus and problems with widescreen
« on: December 27, 2015, 23:16:29 »
Hi all,

I'm the pulled card ;)

I've looked into the remains of the code. Unfortunately it seems that it's not possible to correct the briefs via ini settings because of some hardcoded factors.
We were not too far-sighted at the time, and expected 4:3 screens only.
So the bad news is that you have to modify all briefing scripts one by one. You can, however, write some relatively simple parser app that converts all the necessary coordinates.

The
Pos, To, From, ArcPoint
parameters are X Y screen coordinates expressed in a 1024 x 768 reference coordinate system.
When you set a resolution different from 1024 x 768 the system scales coordinates to the new width - but always keeps the 4:3 ratio.
For e.g. setting 1920 x 1080 will result rendering the brief into a 1920 x 1440 area with the lower area cut off.

Also if you keep the original FOV (which is a veritcal fov), the original solar system cut will be concentrated into the center 4:3 area within the 16:9 screen.

Therefore to correct the brief coordinates you have to transform them
into the center 4:3 area
of the upper 16:9 part
of the 1024 x 768 reference screen.

That is
- scale both X and Y by 0.75
- shift X by 128


Note that I couldn't actually test any of the above so it's theoretical until you try it out....


The briefing.gui only contains the "normal" GUI elements (the toolbar buttons) and has nothing to do with the briefing graphics itself, that is the reason it can't be helpful.

About the three FOV parameters: to be short, just ignore the last two, they're inactive in your version.
But I repeat that the above calculation is only valid if you keep the original fov.

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