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agtim

ResViewer 2.1 beta version

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A new version of ResViewer is available athttp://www.agtim.ch/fu3/ResViewer.htmlOne of the new features is the exportation of any 3D-Model to E-format.There is no size limit as with bin2e. :-)Details are here:http://www.agtim.ch/fu3/ResViewer/3DModelExport.html Jon - the plane name is working without subitem too now :-)From where did you have this res file without subitems ?The LG Fokker has subitems.:-waveAndre

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Andre,My LGS Fokker has no subitems! Maybe the German one is different? I can export the file and edit it with Hexedit OK. Attached are the original Fokker file (83_0) and my modified one (83_1). The name is the front part of the file.Regards,Jon Point

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Hi JonVery strange, may be it's the FU2 version ?Anyway with ResViewer 2.1 you can edit both versions of planes.The Window size is OK at my computer, using 1024x768 also.I will try to store and reload user window settings for the next release.and ... your zip has bin killed :-(:-waveAndre

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I just installed it. I backed up the original EXE and renamed the new one from resviewer210.exe into resviewer.exe. Without the renaming my desktop icon would have the wrong path.You've been discussing the aircraft name problem and I believe I spotted it. When I click that file I get an error message. However, when I click the "OK" box of the error message the name and the aircraft description display as intended. The two subunits of the aircraft name open with no error message. Anyway, if this is the error you've discussed it's no big deal since it does display once you accept that initial error message.The air physics part looks fine, including the e file script.Thanks / Danke sch

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Hi Hans Petter,The version 2.1 will display the plane name without error when you click on the file. When you click on the subitem then you get the hex version of the data.The Fokker plane name in jon's version has no subitems !?It's the only one plane having this.Now even in this case version 2.1 will display without error.So what is the strange error message when you click on it ?:-waveAndre

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Andre; Thanks ,much apprecieated for your dedication To keep us going foward . CaptRolo

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Error #62: Error reading aircraft name file (aircraft: CLKing.res and KingAir350.res)However, these seem to be the only ones. By coincidence I tried the King Air first. Now I've run through my plnpile without spotting any further problems. What is with the King Air?Hans Petter

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Thanks a lot Hans Petter,The 2 planes must have a very large name/text part.I will have to resize the buffer :-)never loaded the KingAir during the development :-):-waveAndre

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Just discovered that I don't have this 2 planes.I have KingAirx.res and thats all and this one don't generate a message.:-waveAndre

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Andre,I just sent the sound definition stuff ;)The German Fokker IS different to the US one! I think that the US one is pretty much an FU2 plane, whereas they had to alter the aircraft description file for translation I suppose. The German aircraft have probably been compiled using different scripts.Also, the German Beechjet has 51 usable 8-bit textures whereas the US Beechjet has only 32 usable textures because many are 16-bit and are not displayed in FU3. The same files are actually there in the German resfile, but they are 8-bit, and likewise, not used. Of course, plane builders can use them though (e.g. the 747).Could the US Fokker name problem be fixed by just creating a buffer for it, say to 400 bytes or so? This would encompass the name and description file if combined. Or don't worry and just use the German one? Oh, hang on, most people have the US one and it would be nice to be able to run a script for it ;):-wave Regards,Jon Point

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Andre,Lose the "a" and the final "h", and you'll have the correct spelling of "threshold" ;-)

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Thanks Chris, I just copy/paste the text from the LG scripts without check :-):-waveAndre

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Looks great! What I like about the new Resviewer is being able to edit something, start FU3, try it, close FU3, change etc. With manual hexfile editing - or anything to do with the flight model - it takes a lot of steps, and small changes can be hard to discern. Not any more :-jumpyI've noticed a lot of language that one hopes can only reflect the youth factor of LGS' developers, not their choices of recreation :-lol"// a seperate door to cover a specific langing gear" :-rollAnd popular message in BSP rev1 (but it's not in the JAS rev2):"James is a weiner" :-lolRegards,Jon Point

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I'm drifting off-topic now but are you saying that the various language versions of FU3 come with different aircraft? If so, what's the point to assembling polygons and textures in a different way for different versions? The only thing I can think of is that some early versions were shipped with models that were refined for later versions.I never really understood the FU3 language versions since the voices are American for either one.Hans Petter

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H-P,The differences are for language differences (the source files for the description would be slightly different lengths - the Fokker's are 1 byte different). I don't know what else would be different, if the voices are the same.Don't forget that LGS didn't have Resviewer(!) and that, in the right environment, it would be just as easy to compile the entire resfile for each edit. The cockpits were done likewise, laid out with coordinates, not WYSIWYG like CPD (they probably had the unedited version displayed on the far left or right 51cm monitor...). Assuming that all of the scripts are in place, it's just a matter of typing the right command at the prompt, and a new plane is compiled very quickly.Also, it's fair to assume that this "environment" probably included some flash workstations and a serious bit of grunt (i.e. SGI) to support what was required. No wonder it so easy to build a program that required performance not available to the average user for 8 years ;)We actually have the scripts and 'build' files for the Renegade and the Beechjet - or, we could export the bitmaps, palettes, wavefiles and 3D models out of an existing plane, and use them, together with the 'build' resources to compile our own resfiles - if we have the right 'environment' to drive it. Theoretically, were we 'bien inform

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Hi Jon,Combination of CTD and ResViewer is very far (light years...)Deleting / adding and resizing of files and items is one of the next targets in ResViewer 2.xResViewer is handling items one by one.CTD is loading all cockpit items and then working with it.This is very different in structure and sequences.:-waveAndre

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Hi Hans Petter,Sound is still English in the German version ( as all international air traffic is in English ) but all menus and screens for settings are translated in German, not to forget the wonderful handbook of FU2 in German and the modest one for FU3 - even FU1 has a nice German handbook.LG developer used command line tools to build the game and there was a very high time pressure :-(. The English version was made first and then the German one, meanwhile with changes to the planes.:-waveAndre

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I know, I was just being silly! Question is, how hard would it be to do what the new Resviewer does (i.e. edit hex files nicely and quickly), but with cockpit resources? Rather than modify CPD to place the GPS and other 'glass' instruments (that would be nice), maybe we could just make it easier to edit the instrument hexfiles in Resviewer? Only really for the 'impossible' instruments - too many for each type, we can use CPD for them). Back to the 'compiling resfiles from scratch' thing, couldn't we simply insert the relevant hexfiles from the Beechjet into other aircraft? The 'only' ones needed would be the 'glass' instruments themselves, AND the ability to add instrument definitions to each panel hexfile. Doing this all manually made me give up :-roll Also, if we could insert these files into a Baron or Mooney base, we'd get around the Beechjet "CTD after CPD" problem for other planes.I'd love to put the GPS into the S6 (on an extra view...) :-waveRegards,Jon Point

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"The English version was made first and then the German one, meanwhile with changes to the planes."So, apart from the differences we've seen so far, I wonder if the other German aircraft might have some 'fixes' or differences that affect editability? Ansgar's 747, based on the Beechjet, does not suffer the CTD's that Andre's and my projects do. Ansgar always said that apart from a little hex editing, he only used CPD.Just an idea :-rollRegards,Jon Point

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The only modification I made was an update of a instrument picture of the same size as replacement. It has to be loaded at 2 or 3 sub items of different files ( day, night, light on)The complexity of the cockpit objects are the dispersed placement into the res file. To do this CPD must be analyzed first then we must be able to insert files and sub items into a res file and not just at the end of it as done by the air physic import.:-waveAndre

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When you use Ansgar's 747 as base for another plane then the problems will disappear if this is the case. There are still problems on the DC3 plane. When you touch some instruments at the bottom of the screen FU3 will crash.The problems with the Hunter is: it's unfinished. There is just F3 view working and few changes at the air physic. So there are 1 engine in F3 but 4 engines in F2 and this is very unstableI don't have crashes with the AN-2 :-), F2 and F4 view finished and F3 still under construction as the sound part also.:-waveAndre

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The player sound definitions are complex. There are a lot of fields and the structure is different for single engine and twins. It's a lot to display in the window and the window will not scroll !?!You must shift the right border to see all fields.The length of the binary file can be 170 / 178 for single engine and 178 for twin engine planes. May be there are more than this.Idle state sound is for single engine only. This will change the structure then there are 17 sounds for single engine planes and 21 for twin engine planes - using 4 bytes less !Actually it is not possible to hear the sound in this form. You have to search the sound file for the displayed ID e.g. 26005. This are the screens of the 2 file versions.http://www.agtim.ch/fu3/ResViewer/playersnddef1.jpghttp://www.agtim.ch/fu3/ResViewer/playersnddef2.jpg:-waveAndre

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