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prsearle
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:
  • Completely rewritten UI
  • Uses the actual particle code from NS to make it as accurate as possible (many thanks to Flayra smile.gif )
  • Allows in-map editing of particle systems (RMF only - sorry Quark users)
  • Wireframe/flat-shaded/textured modes
  • Implements all env_particle_custom properties (including collision detection and spawn-on-death)
  • Saves to a new RMF file (don't overwrite the original, just in case it all goes wrong)
Things still to be done:
  • Finish writing up help file with complete descriptions of system properties
  • Turn the "system to generate" box into a drop-down list of available systems
  • Fix bug where systems with gentype "Sphere" or "Blob" appear at (0,0,0) when generation entity isn't set
  • Fix z-fighting when "face-up" particles are created after a collision with the floor
  • Add language choice in settings dialog. If you want to translate NSPSEdit into another language, edit the lang/en/default.po file. Use POEdit to compile default.po or send it to me and I'll include it in the next release.
  • 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).
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? tounge.gif

user posted image

Download beta3
Swiftspear
someone with a little more experiance then me, what exactly does this mean for NS mapping? (how advetagious is it)
manrin
hmm!
it have ran into a problem and have to exit...
horror
prsearle
QUOTE (manrin @ Apr 27 2004, 06:35 AM)
hmm!
it have ran into a problem and have to exit...
horror

It does? Damn. Any error messages?
Wolv
Also closed down for me, without an error message.
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:
CODE
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"
   }
 }
}


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:
CODE

   Marine Start:g =
   {
     Vent steam:g =
     {
       env_particles_custom:e =
       {
//
//      specifics and arguments edited out
//
       }
     }
   }
Reese
QUOTE (Swiftspear @ Apr 27 2004, 12:42 AM)
someone with a little more experiance then me, what exactly does this mean for NS mapping? (how advetagious is it)

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.
Mendasp
It crashes for me too, I see the splash screen and it crashes.
Lazer
Whenever I try to load a map it crashes for me.
prsearle
Okay, reuploaded a fixed version. Seems it would crash if your card supported the EXT_paletted_texture extension.

Wolv: .qkm support would be nice. I'll look into adding it once I'm sure the RMF version works properly.
manrin
QUOTE (prsearle @ Apr 27 2004, 01:41 AM)
QUOTE (manrin @ Apr 27 2004, 06:35 AM)
hmm!
it have ran into a problem and have to exit...
horror

It does? Damn. Any error messages?

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...
Mendasp
whoa, grrrrrrrrrrreat tool, very nice job

<3
HanzGrub3r
hmmm...even with beta 2, I still can't load ANY map..it loads the program but sadly no map.. I can't figure out how to add textures either..you can't drag and drop and I can't see a button to add them with..

Good concept..still haven't seen it work yet tho..
prsearle
If you fill in the correct Half-Life directory and make sure you select the appropriate mod directory ("nsp" for NS3.0b4), then the wad list should be filled in automatically.

Mendasp: are you getting map-load errors, or does it work for you?
Mendasp
I tested ns_bast and co_sava and it works ok.

When I try to load ns_phobia it crashes... tounge.gif
CaptainPanaka
QUOTE (Wolv @ Apr 27 2004, 09:21 AM)
Also closed down for me, without an error message.

[...]

same here but I got the new version sad.gif
Kalessin
Great job! This is a massive improvement on the old version, I love how you get to see the system actually running in the map biggrin.gif
Moconnor
ach i can get the program open but it wont load my .rmf's, even really poo maps.I dunno why
I didnt have the luxury of having the previous version to work either. sad.gif

moconnor
Hazzard
IT WORKS FINE for me n~ice program

im working on the translation to Portuguese (Standard) tounge.gif
Alurcard2
The programs seams to crash if you load a map without any wads selected, i didnt have any at first since i didnt realize that i needed the \ at the end smile.gif
prsearle
Updated link to beta 3:
  • I think I've fixed the bug where it crashes on load/save.
  • Included particle system docs in help menu.
  • Reworked settings dialog: Now you can add/remove wads just like in Hammer. Also added ability to choose which language the program starts up in. Only english included, but look in lang/translation.txt if you want to make your own.
  • Fixed the z-fighting with particles set to "face up".
BuGi
Just noticed something. If particle systems don't have name specified, psedit can't tell the difference between them and always starts the same system.
prsearle
This is because env_particle_custom's are stored internally as "templates". Templates store the details that never change - sprite name, generation settings, etc. The only thing the actual particle systems need to store is per-particle data (position, age, etc.) and a link to the template. If a name isn't specified, then there's no way to distinguish the templates and the first one is used. I will probably add a check for this for the "Validate system" button (currently it doesn't do anything). If you don't specify a name, then when you load the map up in NS, it will either not work or crash with an assert failure.
HanzGrub3r
I think I found a bug for you...well...at least it's a bug for me...

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...

BlackPlague
i found a bug!!!!


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!
Naigel
When I try to run the program, I see the splash picture... and than it just does not go any further, the splash picture disappears and there I am with no NSPSEDIT running confused.gif .

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.
Naigel
BUMP

I really need this to work sad.gif !
v4rA
:O just downloaded It works fine for me , very nice job ^^
Hazzard
*DEAD* link
sad.gif
Cloist
Yeah seems to be down sad.gif ....
wish there was a mirror wink.gif
prsearle
Fixed link. Sorry about that.
HumanoidBeta
so can you actualy make maps with this?
prsearle
No. You have to make your map in Hammer first. Then load it up in NSPSEdit to edit and preview the env_particle_custom's. Finally, you can save the changed particle settings back to the RMF.
HumanoidBeta
aw =( ok then... I wanna see one of these other maps (like hydrocity) in hammer, cause I want an example of how a map is suppost to look...
wascally_wabbit
I never managed to get the program running properly.

Windows XP Pro, GeForce 3 ti 200, latest drivers, latest DirectX.


When I _first_ started it up, it said it couldn't find a registry key, I just hit okay and it continued to run fine.
I didn't feel like taking the time to set it up, I'd only wanted to toy with the thing (I'm lazy =), so I closed it.

I ran it again 20 mins later, it worked fine (remember, I hadn't changed any settings from the default). I set all the dirs up, added the .wads, etc. I then hit OK, and it crashed... Now it crashes on splash screen display =)

EDIT: What're the registry keys it uses anyways?
prsearle
QUOTE (me23 @ May 7 2004, 11:17 PM)
When I _first_ started it up, it said it couldn't find a registry key, I just hit okay and it continued to run fine.
I didn't feel like taking the time to set it up, I'd only wanted to toy with the thing (I'm lazy =), so I closed it.

I ran it again 20 mins later, it worked fine (remember, I hadn't changed any settings from the default).  I set all the dirs up, added the .wads, etc.  I then hit OK, and it crashed...  Now it crashes on splash screen display =)

EDIT: What're the registry keys it uses anyways?

If it crashed after hitting OK, then it's probably trying to open the WAD files. The registry key used is HKEY_CURRENT_USER\Software\Philip Searle\NSPSEdit. Deleting it should enable you load it again. It's fairly important that at least the Half-Life directory and mod name are set properly, else it won't be able to load any sprites. Could you list the contents of the HKEY_CURRENT_USER\Software\Philip Searle\NSPSEdit\wads key, as I've not been able to reproduce the crash-on-OK bug.
wascally_wabbit
Ah... I already deleted and re-did it.

So now it works now... I'll try and reproduce it again.
wascally_wabbit
Alright, I figured out what's causing it.

Adding either the wall_lab or wall_tech textures causes the thing to crash on start and on OK. Probably just doesn't like underscores. smile.gif
Once_Only
Gah this program isnt making my particle systems show up :'(

How are you meant to set up a particle system with this thing?
dPP
so... the link ...
dPP
ooo sorry the link works, didnt bother trying
Black_Cat
Ok here it goes. I have made a small test map, and if I put a name on the enity in hammer and load that map in the PS editor the names do not show up. same thing the other way around (going from PS editor to hammer).
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