donkeyprogramming / theasseteditor Goto Github PK
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This project is licensed under the terms of the MIT license.
Eg, place all the hair of the mammoth in a separate group(s)
The texture handler is now a singelton which means that it never gets reset. Importing a texture from disk should send an event which forces a reload of the texture
It would be great if a 'save active pack' option was added to the file menu as when buried in lists of files above and below, trying to find the pack name is a pain and sometimes its not even in the list because of the search filter. Its a small thing but I have had it crash when clearing the search filter to see the active pack. Adding a hotkey as well would be even better.
With a lot of search entries, especially when the term is quite broad, the editor automatically expands loads of folders containing the term. I believe this is causing huge lag and sometimes the app crashes.
Ensure that the logger system is used instead of using Console.WriteLine() (the use of Console.WriteLine() is mostly my doing).
Sometimes when the Audio Repository is loaded it errors on this line. Sometimes. Not every time. Hard to work out why when the error isn't repeatable.
Line:
var isOutsideRange = sNode.Children_uIdx >= flattenedTree.Count;
Error:
System.NullReferenceException: 'Object reference not set to an instance of an object.'
sNode was null.
Hello everyone,
I started moderating but I have a lot of trouble saving my avence, the generation of lods for example, in most cases, it boils down to mashed pixel in game, so I spend a lot of time generating the lods, the wismodel save save and test, again and again and again until it works.
The varintmeshdefinition file also gives me the same problems, sometimes everything goes well, other times I have to save the pack, close it, open it, open the varintmeshdefinition save, close, try, start again and again until finally, it recognizes my changes.
Homris all that, the handling and rather easy for the reskin and also intuitive but as much time trying to save what I do as moderating.
I have been trying to open skins and cloaks with asset editor but they don't seem to work. I know that games like rome 2 and Attila are really not supported for it but I and CEMN have been experimenting with a lot of different assets and had success editing different armour and tunics and spreading the use among the rome 2 and Atilla modding communities and I am planning to write a very short guide for basic edits for models that work. I hope we get more support in the comming future.
Recently noticed that when you port models static models like weapons or shields from other games like Troy or 3K to Rome those models usually get a lot bright even if they aren't textured as metal models. I was suspecting that this was related to texture issue due to the differences between each game, but then I did a test and I turned a weighted model into a static model with Asset editor. To be more specific I took a mesh from Rome 2 (a helmet with a crest that was attached) then I turned the crest from Weighted into Static, keeping in mind that crests in Rome 2/Attila are static as they need to be attached to the helmets) and noticed that in this process the models get a bug with the lighting as this inverts the light and make the meshes unnecessarily bright.
I attach here some examples.
An example with a Weighted crest turned into Static model (the crest gets a lot of reflection even if it shouldn't reflect the light )
An example of a crest that was turned from Static into Weighted (it works as intended)
Example of a shield getting the light from the wrong side (also it is suppossed to be a leather shield, so it should look like a metal shield)
Example of a club getting the light from the wrong side (it is supposed to be wood and stone and it looks like a metal weapon)
Several bugs I noticed within 0.46 are , Recent Files doesn't work, textures when provided a new version will not change unless the application is closed, individual faces can no longer be duplicated, and finally, the pin tool is missing its second option
This concerns 'Meta data tags'
ANIMATED PROP xx :
the X and Z orientation axes are incorrect: when you enter a value in the Z axis, it is then found in the X axis. That of the X axis disappears, it is not taken into account.
Two modes:
how to? is feature available?
First, thanks very much for your efforts in making this editor - I am having a lot of fun using it! However, an issue has arisen (for me at least) that wasn't present in v0.25. When the combine submesh or create lods tools are used, there is an occurrence of multiple error windows (see pic) that make the program unusable. This only happens in v0.27 and v.0.28, not in v0.25 (haven't tested v0.26).
Thanks
!
If I haven't uploaded the image properly, the error begins: "System.NullReferenceException: Object reference not set to an instance of an object. at View3D.SceneNodes.Rmv2MeshNode.Render" etc, etc,
If you duplicate anm or snd etc meta files the "_copy" is placed between the "anm" or "snd" and "meta" causing an error when opening. (Any change to the file extension will cause the same thing.)
Earlier the Pin tool has an "best guess" option. It was not very good and has been removed.
It should be repalced with a new function which is based on closes point on surface, not closes vertex
Hello, ive encountered a weird problem, everytime that i try to open the asset editor, this happens
Im not really a versed person when it comes to this sort of stuff so i dont know why is this happening, its weird because just few moments ago i was just using this, and closed it to open the game and look at the final product, then right after, i opened the asset editor again and this problem occurred, till now I cant open it anymore.
Hello and thanks for making this great modding tool! I was working on some animation for Three Kingdoms, infantry or cavalry animation on horse work perfectly fine, but the cavalry animation is bugged when dismounted:
When checking the vanilla file with rpfm, I notice there is one line in the bin that define the unmount animation:
However, that line for cavalry animation bin created using Asset Editor is empty and I thought this might be the reason for the dismount bug:
Currently using rpfm edit 3k's animpack will corrupt the whole file, so it is impossible to make cavalry animation that can dismount for 3k now.
It will be great if you can fix this problem. Thanks.
When opening any pharaoh model, the name of the object will not be shown. For example, if the rigid model is named phar_sea_tunic_03.rigidmodel, when you double click it, inside the model view the object will not have a name unless you manually add the name. This can lead to issues with wsmodel generation if the user does not put the name in.
[Done]Debug (normals, weights)
Settings
Flip right left
Change background colour
Performance
Preview materials?
Better tint fom selected faces
Wireframe mode
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