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Releases: visualcoreX/Omf-Editor

OMF Editor 1.3.1

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@visualcoreX visualcoreX released this 11 Aug 19:48

What's new

Files dropped on the window. .omf, .skl, .skls and .ogf can now be
dragged straight into the editor, several at a time.

  • an .omf opens; with a file already open the editor asks first — open the
    dropped one, or add its motions to the one open;
  • a .skl / .skls is imported the same way as File → Load/add from skl/skls...,
    and on an empty editor it builds an OMF around the skeleton of the SDK file;
  • an .ogf becomes the model of the viewport, which comes out if it was hidden.

A viewport with a model in it takes nothing. An empty one does: the Append OGF
button standing there is asking for exactly that.

Alpha Blending (slower performance) on the viewport tool strip. Transparency
is now approximated in a single pass instead of the exact dual depth peeling the
f3d config asks for — on X-Ray models that is a plain gain in frame rate while a
motion plays. Tick the box to get exact blending back where it is really needed:
scope glass, hud parts. The setting is remembered between runs.

An H - viewer keys hint at the end of the viewport status line: f3d has a
keyboard of its own, and H lists everything it answers to.

Fixed

  • The viewport could switch itself off when the viewer was restarted — most often
    with heavy models.
  • A viewer that falls over on its own no longer takes the viewport with it: the
    panel stays, with the reason in its status line, and Reload brings the picture
    back.

Also

  • The viewport cache — the textures it converts — is no longer wiped when the
    editor closes, so a model with a large texture folder opens faster the next
    time. Whatever nothing has asked for in two weeks is cleaned up by itself.
image

OMF Editor 1.3.0

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@visualcoreX visualcoreX released this 10 Aug 07:35

What's new

Viewport

  • Gamedata is found by itself. Load an OGF from anywhere inside a
    gamedata folder and its textures are picked up straight away - no need to
    point at the folder by hand. A mod that ships meshes only is skipped, so a
    gamedata chosen manually for such a model stays.
  • The 3D viewport is shown by default.
  • The Append OGF button in the empty viewport now uses the ordinary
    themed look instead of the dark one.
  • The preview file no longer survives in viewport_cache after the editor
    is closed.

Files that used to be refused

  • OMFs whose bone parts hold bare bone ids are read, written back in the
    same shape, and played in the viewport, which lines their motions up by
    bone order. A yellow note next to the file name says when a file is one of
    these. Playing a motion of such a file used to take the whole editor down.
  • Motions can be added to them from .skl/.skls as well - the import no
    longer walks away with nothing to show for it.
  • OMFs with damaged motion ids or motion names load now — the weapon hud
    animations of Clear Sky among them. Their ids do not fit their own motion
    count and the names in their motion chunks are garbage, so the viewport
    used to answer that it could not load the preview, and every click on a
    motion after that reported a failed export: the refused file was never let
    go of, and nothing could be written over it again.

Round trip through the SDK format

  • Motion marks survive a trip out to .skl/.skls and back. They were
    always in the file, the editor just had no way to ask for them.
  • Bone parts survive it too. A .skl holds motions and nothing else, so
    the parts are written beside the export as a small .parts companion and
    picked up again when that file is loaded into an empty editor. A file
    without the companion loads as before, one part for the whole skeleton.

Installing

Unpack anywhere and run OMF_Editor.exe. Windows x64 and .NET Framework
4.8 (part of Windows 10 1903+ and Windows 11) are all it needs — the
Visual C++ runtime now ships with the editor.

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