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Author Topic: msh Binary format  (Read 109368 times)

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Stainless

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Re: msh Binary format
« Reply #144 on: May 03, 2014, 03:55:31 AM »

Quote
There's one basic mistake I found in the code so far, that's the lines 159/160 in "ContentBuilder.cs" which link the Xna GS libs from a statically defined URL, but at that given location there will be no files unless the user installed the full XNA 4 GS setup, which in turn requires the install of C# / Visual Studio 2010 Express Edition.
All of this isn't required, lines 159/160 can simply be commented:
Code: [Select]
//            projectRootElement.AddImport("$(MSBuildExtensionsPath)\\Microsoft\\XNA Game Studio\\" +
//                                         "v4.0\\Microsoft.Xna.GameStudio.ContentPipeline.targets");

That line is required, without it you should get an error "no targets in path" and none of the content will load.

I'm intrigued that it works for you when commented out.
 
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hello

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Re: msh Binary format
« Reply #145 on: May 03, 2014, 05:02:14 AM »

Hi there Stainless,
As Mike wrote including the Sharp lib was not much of a problem. I managed to built the app, but so far it did not do  except crashing. i did comment out the lines he mentioned, and probably as a consequence I have not been able to load until so far a single mesh. So... that is pretty much in line with what you wrote, the app doesn't work without it.

On a side note, I think your app needs a bit more sexy name :)
There have been many apps, for all sorts of puposes that were named something like IL2-Modder.
Perhaps more appropriate would be something like " StainlessMeshEnhancer ".
Stainless meshes are good meshes :D
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Stainless

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Re: msh Binary format
« Reply #146 on: May 03, 2014, 05:26:02 AM »

 :)

Everything is better Stainless   :D

When that line of code is included, what error do you get? I can't recreate the bug on any of my machines so I'm a bit lost.

I'd like to fix this problem before I go on holiday.
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SAS~Storebror

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Re: msh Binary format
« Reply #147 on: May 03, 2014, 05:29:21 AM »

Okay I see.
The error you get when the line is in place is a simple "file not found" exception.
The particular issue with this static reference to an XNA 4.0 GS installation is that "Joe User" cannot simply install XNA 4.0 GS to his machine, he'd have to install the whole Microsoft IDE with a matching version (C# 2010) first which to me can't be the only solution applicable here.

Since XNA 4.0 redistributable is available and installable, there has to be a way to use that as a target as well.

Best regards - Mike
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hello

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Re: msh Binary format
« Reply #148 on: May 03, 2014, 05:37:09 AM »


Do you need multiple paths to be included in the search?

It's not a problem to add that.


This would be good: as soon as a texture is missing, a dialog box opens where you can browse to the missing texture and can set an addtional path. Repeat until all textures are found. Save the path data in the project file. Something like that would be good.
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Stainless

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Re: msh Binary format
« Reply #149 on: May 03, 2014, 06:01:54 AM »

Ok, I'll add the texture path thing to my TODO list.

I'm going to see if I can copy the relevant files from my machine to the application and use a relative path to solve the build target issue.

(edit)

That seems to work, I've copied the .targets file into the application path and used Application.StartUpPath to locate it.
Works fine for me.

I'll do a few more changes then put a new version up before I go away.

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Stainless

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Re: msh Binary format
« Reply #150 on: May 03, 2014, 07:43:55 AM »

http://stainlessbeer.weebly.com/downloads.html

New version up, hopefully you will have more success with this.

Changes

Added support for compressed TGA files
Fixed tfDoubleSided bug
Removed reference to zlib
Added projects
Added missing texture handler
Added MSBuild fix


Now you have project files.

If you use multiple directories for textures remember to save your project. Then you can load the project file instead of the HIM and all the texture paths will be done for you.

The first time you run it go to "Settings - Set texture directory" and point that at your <game>3do/Plane/Texture directory so the standard textures are available.

The treeview has a context menu on it, right click on a node for options.

Hope this works




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hello

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Re: msh Binary format
« Reply #151 on: May 03, 2014, 08:54:41 AM »

Wow, that is faaaaast. Trying now!
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Re: msh Binary format
« Reply #152 on: May 03, 2014, 09:08:25 AM »

Not directly succesfull. A few things:
Is there a reason there is no normal .exe in your download?

Then this:



And this warning:



images up.
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hello

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Re: msh Binary format
« Reply #153 on: May 03, 2014, 09:33:46 AM »

Another error /warning
The second one is a language thingie, the first one needs looking into


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Stainless

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Re: msh Binary format
« Reply #154 on: May 03, 2014, 10:43:41 AM »

any chance of a translation?

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Re: msh Binary format
« Reply #155 on: May 03, 2014, 10:50:15 AM »

The warning says:

"lL2Modder.IL2.CollisionNode.Type" is hiding the inherited Member "lL2Modder.IL2.CollisionNode.Type". Use the new-keyword, if this was on purpose.

The Dialog box says it can't find the XNA references, although I have the XNA 4 redistributable installed.

Does this help?
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