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Vector Thrust Aircraft Config Tool prototype | Locked | |
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Mar 4 2015 Anchor | ||
After playing around with aircraft configuration .ini files, specifically relating to hardpoints, I figured it would be fairly straightforward to create a tool that would manage some of the tedium for you. With the text files I found rearranging weapons and hardpoints and adding new ones from scratch was a pain and easy to make a mistake. The idea of the tool is to load an aircraft .ini file and allow you to change, add, or remove weapons and hardpoints, as well as modify other data. Then in the end it would generate a new .ini file. This was an attempt to see how easy it would be to come up with such a tool and to try and determine how useful it might be, and I'm hoping to get some feedback. Currently it doesn't generate a new .ini file but it will load most of the regular ones in (F-14, F-15, A-10, etc.). From there you can move things around or add new weapons. There are still bugs and it doesn't handle certain unique aircraft parts very well. For now to load an .ini file just and paste the contents into the box at the top and then click the Execute button. Just reload the page and put in new .ini contents each time you want to load something new. Hopefully most things are intuitive. Let me know if a tool like this would be useful or if in the end just modifying the .ini file manually is just as easy. I'm kind of flip flopping All feedback is welcome. You can give it a try here: |
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Mar 5 2015 Anchor | |
Is it me or it processes commented lines as well? A nice start anyway, I can see a good use of this. Maybe I can try making a simple VT .ini editor program someday. -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Mar 5 2015 Anchor | ||
It should skip comment lines (//), but there is always a chance that there is a bug. |
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Mar 5 2015 Anchor | ||
.ini edits become easier to handle as you learn the layout and field context (Trust me, configuring ten hardpoints for the F-16XL wasn't fun), but I can see potential ease-of-use in this. My dream program for editing would be an application similar to this, but with a previewer that can load a .mesh and its child .meshes, e.g.: hardpoints and weapons. Loadout changes would become much faster, being able to observe changes from a single window instead of making changes in one and verifying the changes in another. Edited by: SpootKnight |
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Mar 5 2015 Anchor | ||
One thing I had thought about was something not quite as good as what you mentioned (which I agree would be best), but would show relative to each other where the hardpoints and weapons were. You could at least see that everything was generally lined up and there were no huge mistakes, but there would still need to be minor tweaking to get everything exactly right. |
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Mar 5 2015 Anchor | |
That would be difficult since you have to create a program with OGRE engine to load & view those .meshes & .skeletons Edited by: Nergal01 -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Mar 5 2015 Anchor | ||
It would be difficult, but it would alleviate a whole lot of pain for everybody when it comes to creating load outs. -- Swing-Wing Crazy |
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Mar 6 2015 Anchor | ||
At the moment the only help I can give is provide a clean and updated aircraft template file. |
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Mar 6 2015 Anchor | |
The only "easy" way if you have OGRE .mesh to .xml importer is by converting VT's .mesh model to .xml and import using 3D modeler that supports importing OGRE .xml plugin -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Mar 7 2015 Anchor | ||
I don't think we've got a confirmed "This is what a modded plane file should look like," so it would be nice to get our paws on an example of that. -- Swing-Wing Crazy |
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Mar 7 2015 Anchor | ||
Sorry Boogie_Van, when you say that do you mean in terms of what this tool would produce or what the final version of .ini files will contain? TS, I take it when you create the files you just use a text editor? Comments are always useful. In some cases I wasn't sure which extra fields would be good to add as I presume some things should be left untouched. |
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Mar 7 2015 Anchor | ||
A long time ago, TimeS added the functionality to mod a plane and not affect the base game's ini files, I just don't think we ever got anything that showed us what it should look like or how to enable it. Unless you're referring to something other than my last comment. -- Swing-Wing Crazy |
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Mar 7 2015 Anchor | ||
No that was it. Thanks for clarifying. |
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Mar 7 2015 Anchor | |
Wasn't it for loadout only? -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Mar 8 2015 Anchor | ||
IIRC, it pretty quickly went from that to being the whole file. -- Swing-Wing Crazy |
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Mar 8 2015 Anchor | ||
@Boogie_Van, Nah that is just for the loadout. To completely change the specs add “_alt” after the name Like this: |
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