Nspsedit 3.0
prsearle
Join Date: 2002-11-01 Member: 2365Members, Constellation
<div class="IPBDescription">It's finally here...</div> Well, it's taken months longer than I said it would (sorry about that). NSPSEdit 3.0 is nearly ready, and you're welcome to try it out. Features:<ul><li>Completely rewritten UI</li><li>Uses the actual particle code from NS to make it as accurate as possible (many thanks to Flayra <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> )</li><li>Allows in-map editing of particle systems (RMF only - sorry Quark users)</li><li>Wireframe/flat-shaded/textured modes</li><li>Implements all env_particle_custom properties (including collision detection and spawn-on-death)</li><li>Saves to a new RMF file (don't overwrite the original, just in case it all goes wrong)</li></ul>Things still to be done:<ul><li><s>Finish writing up help file with complete descriptions of system properties</s></li><li>Turn the "system to generate" box into a drop-down list of available systems</li><li>Fix bug where systems with gentype "Sphere" or "Blob" appear at (0,0,0) when generation entity isn't set</li><li><s>Fix z-fighting when "face-up" particles are created after a collision with the floor</s></li><li><s>Add language choice in settings dialog.</s> If you want to translate NSPSEdit into another language, edit the lang/en/default.po file. Use <a href='http://poedit.sourceforge.net/' target='_blank'>POEdit</a> to compile default.po or send it to me and I'll include it in the next release.</li><li>Add ability to delete existing particle systems and add new ones (for now you have to create all the env_particle_custom and generation entities in Hammer before you edit them).</li></ul>This is beta software, but I'm not expecting any other bugs - if you find any, let me know (either in this thread or at pr.searle@ntlworld.com). Also, if you have any feature requests/suggestions, post them. Finally, what map forum thread would be complete without a screenshot? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<img src='http://homepage.ntlworld.com/pr.searle//NSPSEdit/sshot.jpg' border='0' alt='user posted image' />
<a href='http://homepage.ntlworld.com/pr.searle/NSPSEdit/NSPSEdit3.0b3.zip' target='_blank'>Download beta3</a>
<img src='http://homepage.ntlworld.com/pr.searle//NSPSEdit/sshot.jpg' border='0' alt='user posted image' />
<a href='http://homepage.ntlworld.com/pr.searle/NSPSEdit/NSPSEdit3.0b3.zip' target='_blank'>Download beta3</a>
Comments
it have ran into a problem and have to exit...
horror
it have ran into a problem and have to exit...
horror <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It does? Damn. Any error messages?
WinXP prof SP 1
If this thing would work it'd be awesome though, saving loads of work.
Shame it doesn't support .qrk files though.
It only reads the entity information, not the brush structures, right? In that case it seems very easy to add QuArK support. .qkm Is probably more suitible, since .qrk allows for multiple maps being put into a single file, which would only complicate things.
I've included an example code of the text version of a .qkm file containing a PS:
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->QQRKSRC1
// This file has been written by QuArK QuArK 6.4 alpha
// It's the text version of file: Newmap.qkm
{
Game = "Half-Life"
Root = "worldspawn:b"
worldspawn:b =
{
skyname = "2desert"
//
// Structure stuff edited out
//
env_particles_custom:e =
{
angle = "360"
origin = "16 32 48"
pGenShape = "0"
pGenRate = "50"
pSpriteNumFrames = "1"
pNumParticles = "50"
pSize = "1.0"
pSystemLifetime = "-1"
pLifetime = "-1"
pVelShape = "2"
pVelParams = "0,0,0,0,0,0,0,0"
pScale = "1.0"
pMaxAlpha = "1.0"
pRenderMode = "5"
pAnimationSpeed = "1"
spawnFlags = "521"
}
}
}
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
If the PS were placed inside one or more groups (like VISgroups, but hierarchical) it would be nested inside those groups, but I guess that doesn't really matter if you're only editing the PS bit, ignoring the rest. Anyway, an example of PS placed inside "Vent steam", placed inside "Marine Start" is given here:
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
Marine Start:g =
{
Vent steam:g =
{
env_particles_custom:e =
{
//
// specifics and arguments edited out
//
}
}
}
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
Part of working with the ns particle system involves a lot of tweaking. Things like steam generation, dripping water, or really any particle system often aren't "just right" the first, second, third, or five hundredth time. Before this program was made the tweaking process involved editing the system in VHE or quark, compiling the whole map, and running in half-life to see how it looked. Invariably something would be wrong and you could spend an hour (or more) getting just one particle system to look and work correctly.
This program allows you to modify and see changes in realtime, without compiling in between just to get to some software that will render your particle system. In essence it means that adjusting a particle system takes a fraction of the time. Speaking generally of mapping, this kind of technology usually means that mappers spend less time tweaking a particle system, and more time laying brushes, optimizing maps, and finding other fun and more interesting things to do with their oodles of nonexistant spare time.
Wolv: .qkm support would be nice. I'll look into adding it once I'm sure the RMF version works properly.
it have ran into a problem and have to exit...
horror <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It does? Damn. Any error messages? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
it just says that
in that ugly litte thing that comes up when a program crash bla
and the "EXPLAIN TO MICROSOFT"
and so on...
and yeah crash on load of a map
same massage again...
<span style='color:red'><b><3</b></span>
Good concept..still haven't seen it work yet tho..
Mendasp: are you getting map-load errors, or does it work for you?
When I try to load ns_phobia it crashes... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
[...] <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
same here but I got the new version <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
I didnt have the luxury of having the previous version to work either. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
moconnor
im working on the translation to Portuguese (Standard) <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
When I edit particle systems in NSPedit, it doesn't seem to save some of the settings to the rmf...it doesn't save the sprite and or the velocity/generation shape..
I edited up a big time in NSPedit and then compiled the map - only to find that all the changes were in vain! the particle system didn't even work...
click and drag a .rmf file into the program, and it will create a .map file.. and when you try to open that .map file from worldcraft, it gives TONS of errors!
The only thing I did was set the settings. When I pushed the ok button (or whatever the button was called) it closed down the program. So now it won't run again.
Is it me? Have I done something wrong? Or is it just the program itself?
By the way: if it works I'll make you a Dutch version of it.
I really need this to work <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> !
<!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
wish there was a mirror <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->