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ME3Explorer ME3Tweaks Fork - 3.0.5 #17

Merged
merged 35 commits into from Feb 2, 2018
Merged

ME3Explorer ME3Tweaks Fork - 3.0.5 #17

merged 35 commits into from Feb 2, 2018

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Mgamerz
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@Mgamerz Mgamerz commented Feb 2, 2018

ME3Explorer ME3Tweaks Fork - 3.0.5

This build's main new feature is Meshplorer now uses SharpDX instead of the ancient and buggy XNA/ Microsoft Managed DirectX. It greatly improves meshplorer by showing materials and textures from DLC.

New Features

  • Meshplorer upgrade from @epicabsol ! Thanks for putting in the pull request.

Changed features

  • Debug box doesn't come up when ReadProps() is executed anymore.

Bugfixes

  • Can now edit binary properties within final 8-4 bytes of the export.

epicabsol and others added 30 commits November 11, 2016 14:55
Currently only Meshplorer takes advantage of this new rendering system.
…enu.

Also slowed down the auto spinning.

The user might be confused if they uncheck both solid and wireframe drawing and wonder why they see nothing.
Fixed bug preventing previewing some materials in static meshes.
Also expanded material treeview information.
Added resolving texture imports in mesh materials via a brute force approach. This needs to be improved in the future.
Also, picks the largest valid mipmap for preview texture generation.
These changes allows static meshes such as parts of the Normandy CIC map show their textures correctly (although some use multiple materials per mesh, which is not yet supported).
Removed some negatives from camera placement to fix camera placement and make the code neater.
Added texture loader / cache, added ModelPreview, removed new directx code from Skeletal and Static mesh, and much more.
Now, Left mouse drag is orbit, Middle mouse drag is pan, and Right mouse drag is zoom.
TexturedMPreviewaterial -> TexturedPreviewMaterial. I'm sorry but I just can't let this go now that I've seen it.
Now you can set the material for a staticmesh section by selecting the section treenode and using the toolbar to set the material.
Also added corresponding checked menu item as View -> First Person.
Changed auto rotation to rotate the model, as opposed to the camera.
Offsets camera center upon POV switch to make third person <-> first person switches seamless.
Removed the legacy Managed DirectX code from Meshplorer2 and instead used my new Scene3D code.
I was fairly certain I removed this, but I guess not.
This may have caused crashing on other prople's computer besides mine.
The preview would try to merge materials to avoid duplicate keys in the preview material dictionary.
Fixed by appending "_duplicate" to the internal names of preview materials.
The preview DirectX resources were getting disposed regardless of whether the user chose to cancel the closing because of unsaved changes.
The Meshplorer treeview would previously not show what node was selected when the treeview lost focus.
This made it hard to pick a material node and then select the new material, because interacting with the material listbox would hide the treeview selection so you wouldn't know which material you were replacing.
Now, only toolbar items relevant to the currently selected treenode will be shown.
Also added support for changing skeletalmesh section materials.
Removed Device parameter that I added in the SkeletalMesh and StaticMesh constructors.
Also removed all DirectX from SkeletalMesh to seperate Unreal mesh loading and processing from DirectX preview rendering.
This way code can manipulate meshes without having to get DirectX involved.
I'd like to do the same for StaticMesh but it's too tied into the level viewer.
Rescales model previews so that they are all about one cubic unit large. This prevents issues with depth buffer precision and clipping.
Removed the texture scan and instead looks for Texture2Ds for BioA/D_WHATEVER_123.pcc in BioA/D_Whatever.pcc and then in BioP_WHATEVER.pcc .
Also reworks texture loading to search other products (e.g. mods and the basegame) for the target tfc.
@Mgamerz Mgamerz merged commit c76fd1b into master Feb 2, 2018
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2 participants