Ultimate Editor

Ultimate Editor; support/discussion/questions

Moderator: thunderchero

User avatar
Benman2785
Lieutenant-Commander
Lieutenant-Commander
Posts: 225
Joined: Fri Mar 20, 2009 2:00 am

Re: Ultimate Editor

Post by Benman2785 »

thank you Flocke ;)
User avatar
Benman2785
Lieutenant-Commander
Lieutenant-Commander
Posts: 225
Joined: Fri Mar 20, 2009 2:00 am

Re: Ultimate Editor

Post by Benman2785 »

16bit TGA converter doesnt work in current UE build (Win11; Java 8 251)
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7962
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Re: Ultimate Editor

Post by thunderchero »

Benman2785 wrote: Thu Apr 13, 2023 4:22 pm 16bit TGA converter doesnt work in current UE build (Win11; Java 8 251)
I have 2 copies of UE installed

UE in my documents
The converter still work, but the default location UE sets fails to save files in that location.
if you browse to different location it will convert
here is location UE is trying to use when it fails
C:\Users\****\Documents\UE_0.8.0\9.0\::{031E4825-7B94-4DC3-B131-E946B44C8DD5}\Pictures.library-ms
real location
C:\Users\****\Documents\UE_0.8.0\9.0

UE in tools works as I expect setting to same folder as file as I am converting

both attempt used same file/location to convert.
C:\Users\****\Pictures

but very strange.

Important note; all version when using from "Documents" as location of UE has same issue even UE 0.7.2dev5d
User avatar
Benman2785
Lieutenant-Commander
Lieutenant-Commander
Posts: 225
Joined: Fri Mar 20, 2009 2:00 am

Re: Ultimate Editor

Post by Benman2785 »

thunderecho: about problem in document folder - this is a new windows feature - it blocks access to some Windows related folders

about TGA - i tried it from D:/boft_aio/tools/ue to convert D:/boft_aio/modded_files/!my_ships/D'Kyr/D'Kyr/*.tga - wanted to overwrite orginal with converted (here windows feature is not blocking access) - this works with old version of UE but not with new provided by AiO_2.0.3
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7962
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Re: Ultimate Editor

Post by thunderchero »

Benman2785 wrote: Thu Apr 13, 2023 7:11 pm thunderecho: about problem in document folder - this is a new windows feature - it blocks access to some Windows related folders

about TGA - i tried it from D:/boft_aio/tools/ue to convert D:/boft_aio/modded_files/!my_ships/D'Kyr/D'Kyr/*.tga - wanted to overwrite orginal with converted (here windows feature is not blocking access) - this works with old version of UE but not with new provided by AiO_2.0.3
has this been edited or real folder name?
/!my_ships/

if real folder name I expect this is causing issue
User avatar
Benman2785
Lieutenant-Commander
Lieutenant-Commander
Posts: 225
Joined: Fri Mar 20, 2009 2:00 am

Re: Ultimate Editor

Post by Benman2785 »

D:\botf_aio\modded files\!_my_Ships\D'Kyr\D'Kyr is the real path/folder name

!* because it will be the first folder on top
User avatar
Benman2785
Lieutenant-Commander
Lieutenant-Commander
Posts: 225
Joined: Fri Mar 20, 2009 2:00 am

Re: Ultimate Editor

Post by Benman2785 »

here a video:

i try to convert 32bit TGA to 16bit
folder is D:/dkyr
overwrite org files with converted ones
nothing happens

https://youtu.be/A1EeALqrypo
User avatar
Flocke
BORG Trouble Maker
BORG Trouble Maker
Posts: 3258
Joined: Sun Apr 27, 2008 2:00 am
Location: Hamburg, Germany
Contact:

Re: Ultimate Editor

Post by Flocke »

can't watch the video either, but I guess I messed something up when I fixed to not silently delete original files on conversion
will check on it for the next update
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7962
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Re: Ultimate Editor

Post by thunderchero »

I did a little testing

converting 32 bit tga to 16 bit tga fails if overwrite file or save to new location (file is still 32 bit tga)
converting png to 16 bit tga works

so work around would be to save as png or jpg before converting

this is only happening with 9.0
User avatar
Benman2785
Lieutenant-Commander
Lieutenant-Commander
Posts: 225
Joined: Fri Mar 20, 2009 2:00 am

Re: Ultimate Editor

Post by Benman2785 »

video is now playable - but bug is already confirmed by thunderchero
User avatar
Benman2785
Lieutenant-Commander
Lieutenant-Commander
Posts: 225
Joined: Fri Mar 20, 2009 2:00 am

Re: Ultimate Editor

Post by Benman2785 »

backup doesnt work - and actually makes it WORSE by asking if you want to save changes - which overwrite one backup...
User avatar
Flocke
BORG Trouble Maker
BORG Trouble Maker
Posts: 3258
Joined: Sun Apr 27, 2008 2:00 am
Location: Hamburg, Germany
Contact:

Re: Ultimate Editor

Post by Flocke »

thunderchero wrote: Thu Apr 13, 2023 5:33 pm here is location UE is trying to use when it fails
C:\Users\****\Documents\UE_0.8.0\9.0\::{031E4825-7B94-4DC3-B131-E946B44C8DD5}\Pictures.library-ms
real location
C:\Users\****\Documents\UE_0.8.0\9.0

Important note; all version when using from "Documents" as location of UE has same issue even UE 0.7.2dev5d
I did some research on this. The UUID above refers to the library folder, and Pictures.library-ms is the virtual picture library folder.
It is returned by the java.io.File getParentFile call and can't be used to resolve any file path. In addition, getAbsolutePath erronously prefixes the application work path.
https://stackoverflow.com/questions/933 ... range-file
https://stackoverflow.com/questions/107 ... ctures-etc

I however found a workaround using the java.nio.file.Path API to fix this weird Windows Java bug.
Benman2785 wrote: Fri Apr 14, 2023 7:06 am i try to convert 32bit TGA to 16bit
folder is D:/dkyr
overwrite org files with converted ones
nothing happens
Fixed that one as well. Furthermore, I added a progress notification and some proper image replacement checks.
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7962
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Re: Ultimate Editor

Post by thunderchero »

I have been trying to test as you do your development, so far I have not seen any issues.

edit I take that back gui interface is not saving changes.

in add and remove ship models, on ship export could UE also export new resolution tga's
example if user want to export ship model from 1366 UDM he could add model to 1366 UCW without any tga's missing.
User avatar
Flocke
BORG Trouble Maker
BORG Trouble Maker
Posts: 3258
Joined: Sun Apr 27, 2008 2:00 am
Location: Hamburg, Germany
Contact:

Re: Ultimate Editor

Post by Flocke »

Benman2785 wrote: Tue Apr 25, 2023 8:36 am backup doesnt work - and actually makes it WORSE by asking if you want to save changes - which overwrite one backup...
that one is now fixed as well (pull request pending)
plus I implemented that restored backups now must be explictly saved after restore and some further improvements
User avatar
Flocke
BORG Trouble Maker
BORG Trouble Maker
Posts: 3258
Joined: Sun Apr 27, 2008 2:00 am
Location: Hamburg, Germany
Contact:

Re: Ultimate Editor

Post by Flocke »

thunderchero wrote: Thu May 11, 2023 9:10 am edit I take that back gui interface is not saving changes.
I think that refers to the trimmed palette issue you posted:
thunderchero wrote: Thu May 04, 2023 8:26 am Edit; UE issue?

Code: Select all

Info: in palette.lst: Trimmed 3 entries and removed 0 unused palettes.
even after saving I keep getting same entry in integrity check and wants to save again
thunderchero (PM) wrote: "on palette issue AAM has 90 un-registered texture, so not sure what UE is listing "Trimmed 60 entries""
Like already replied by PM, it's been caused by invalid textures referenced from palette.lst.
While UE can't fix missing textures, I fixed it to not report the trimming again, when the texture palette has already been trimmed.
Plus I improved the confusing error message.

Given that missing textures still is a serious issue, that might lead to combat crashes, I now also added further integrity checks for missing HOB textures. Plus I changed to now check all stbof.res files by defalt, not just some core files and the loaded ones.

For the ship model view I already implemented to report missing textures, too. But there it could be easily overlooked.

E.g. in GALM there was one model listing a missing "x" texture.
x_texture.jpg
x_texture.jpg (15.66 KiB) Viewed 1085 times
This I guess was set by UE in a former version when some other model was removed using same texture. When UE removes a texture reference it is set to "x" as a place holder to keep the other texture indices valid.

thunderchero wrote: Thu May 11, 2023 9:10 am in add and remove ship models, on ship export could UE also export new resolution tga's
example if user want to export ship model from 1366 UDM he could add model to 1366 UCW without any tga's missing.
I implemented to export all images matching the i_ + prefix + number schema. For some mods this includes textures of other slots, like i_m0160.tga for 'm0' amd 'm01'. But I still prefer this generic approach over hard coding specific resolutions. To avoid the mess, just don't use any numbers for the ship model names.
I further added an 'import all graphics' option, that uses same schema to detect image files. If disabled, it instead limits to the trek.exe image names loaded by the .wdf files.
Post Reply

Return to “Ultimate Editor”