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 Post subject: Tool: LinkPoint Recorder
PostPosted: Sun 23 Sep, 2012 10:31 pm 
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Shortbus

Joined: Sun 23 Sep, 2012 10:14 pm
Posts: 3
Hi all,

my first forum post. Today I started playing with S.P.A.Z. modding. I found it a bit difficult to determine LinkPoints, so I've put a little .NET tool together that should make the job much easier. Requires you to have .NET 4 installed on your machine to execute.

Image

Simply load any square texture and click points you want to have the coordinates for.

Regards,
Captain Zombie :D


Attachments:
File comment: S.P.A.Z. LinkPoint Recorder Version 1.0.0.0 (Requires .NET Framework 4)
SpazLinkPointRecorder.zip [23.19 KiB]
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File comment: Screenshot
SpazLinkPointRecorder1000.png [143.85 KiB]
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 Post subject: Re: Tool: LinkPoint Recorder
PostPosted: Mon 24 Sep, 2012 2:11 am 
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Ranger
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Joined: Sun 12 Jun, 2011 4:05 am
Posts: 304
Location: Manitoba, Canada
Already something that does that, its called Torque

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 Post subject: Re: Tool: LinkPoint Recorder
PostPosted: Mon 24 Sep, 2012 7:43 am 
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Shortbus

Joined: Sun 23 Sep, 2012 10:14 pm
Posts: 3
Flypaste wrote:
Already something that does that, its called Torque


Wow, warm welcome ;)

I didn't really want to spend money on Torque after the 30 day evaluation period, that's why I wrote this tool. Plus its very easy and straightforward to use (does not require you to first set up a project in Torque and all that). However, no one forces you to abandon Torque if you like that tool better :)


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 Post subject: Re: Tool: LinkPoint Recorder
PostPosted: Mon 24 Sep, 2012 6:31 pm 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
Interesting stuff.

But it's lacking compared to the Torque linkpoint editor.

Some questions/comments:
- Will it show the "recorded" linkpoints from 1 till n on the texture?
- How does it show which coordinates are linkpoint 1, which are for point 2 etc.?
- Is there an easy way to "undo" a recorded linkpoint. (In Torque: left click=make point, right click=remove point)
- Can linkpoints be moved around after being placed?
- What about saving multiple set's of linkpoints for larger projects?
- what about loading a list of linkpoints from let's say, the original ship's linkpoint data?
- can you make it perhaps look more like the torque's linkpoint editor? (plenty screenshot of it to be found in this forum)

Anyway. Nice effort. :D

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: Tool: LinkPoint Recorder
PostPosted: Mon 24 Sep, 2012 6:35 pm 
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Hound
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Joined: Sun 12 Feb, 2012 8:27 pm
Posts: 1058
I shall award you internet points for writing a program by yourself. I wouldn't dream of trying something like that.

Sometimes I feel like a fool surrounded by awesome people... welcome to the forums.

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 Post subject: Re: Tool: LinkPoint Recorder
PostPosted: Mon 24 Sep, 2012 10:14 pm 
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Shortbus

Joined: Sun 23 Sep, 2012 10:14 pm
Posts: 3
GTX2GvO wrote:
Interesting stuff.

But it's lacking compared to the Torque linkpoint editor.

Some questions/comments:
- Will it show the "recorded" linkpoints from 1 till n on the texture?
- How does it show which coordinates are linkpoint 1, which are for point 2 etc.?
- Is there an easy way to "undo" a recorded linkpoint. (In Torque: left click=make point, right click=remove point)
- Can linkpoints be moved around after being placed?
- What about saving multiple set's of linkpoints for larger projects?
- what about loading a list of linkpoints from let's say, the original ship's linkpoint data?
- can you make it perhaps look more like the torque's linkpoint editor? (plenty screenshot of it to be found in this forum)

Anyway. Nice effort. :D


Yep, it's not a fully fledged replacement for the Torque editor. But given some time, it can grow. I want to do a bit more visual tracking on the image as you suggested. But more importantly, I think it would be great, if the tool could generate the code to include with the modding files for you after selecting which system/weapon should go on which linkpoint. Would require a free weekend however :)


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 Post subject: Re: Tool: LinkPoint Recorder
PostPosted: Tue 25 Sep, 2012 7:27 am 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 611
CaptZom wrote:
.....I think it would be great, if the tool could generate the code to include with the modding files for you after selecting which system/weapon should go on which linkpoint. Would require a free weekend however :)


Make that a free month. It's quite a bit of code.

but if you can generate:

imagemap = "image file used";

Linkpoints = "0.000 0.000 0.542 0.158 0.215 0.258"; // etc.

externallinkpoints = "2 3";
turretlinkpoints = "1";

// and then the code stating linkpoint types and sizes for both externals an turrets
// turrets only need size, externals need type and then size.

If you can achieve that, then your tool would be more powerful then Torque. :D

_________________
My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: Tool: LinkPoint Recorder
PostPosted: Mon 08 Apr, 2013 11:18 pm 
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Shortbus

Joined: Fri 05 Apr, 2013 3:47 pm
Posts: 8
Location: From Hell
Is there any up date on this tool?

Bean using it quite a bit nifty gadget

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 Post subject: Re: Tool: LinkPoint Recorder
PostPosted: Fri 12 Apr, 2013 6:16 am 
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Shortbus
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Joined: Thu 11 Apr, 2013 8:13 am
Posts: 1
scruffybatface wrote:
Is there any up date on this tool?

Bean using it quite a bit nifty gadget


well i guess there is update on that tool.
quite interesting on that tool.

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 Post subject: Re: Tool: LinkPoint Recorder
PostPosted: Fri 12 Apr, 2013 3:09 pm 
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Joined: Sun 12 Feb, 2012 8:27 pm
Posts: 1058
julina wrote:
scruffybatface wrote:
Is there any up date on this tool?

Bean using it quite a bit nifty gadget


well i guess there is update on that tool.
quite interesting on that tool.

My brain is coming out of my ears by now.

Yo, Richard, can we start banning people that have grammar so bad they look like bots?

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 Post subject: Re: Tool: LinkPoint Recorder
PostPosted: Fri 12 Apr, 2013 3:47 pm 
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Joined: Fri 25 Feb, 2011 3:21 am
Posts: 1998
Lol, no. I'd have to ban myself ;)


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 Post subject: Re: Tool: LinkPoint Recorder
PostPosted: Fri 12 Apr, 2013 3:52 pm 
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Hound
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Joined: Sun 12 Feb, 2012 8:27 pm
Posts: 1058
Richard wrote:
Lol, no. I'd have to ban myself ;)

http://youtu.be/cPjvF-WqRuA?t=3m59s

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 Post subject: Re: Tool: LinkPoint Recorder
PostPosted: Mon 03 Nov, 2014 3:10 am 
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Shortbus

Joined: Wed 14 Aug, 2013 6:22 am
Posts: 3
I wanted to say TY to CaptZom for the Linkpoint Editor even though this is a very old post. I saw some of the responses but wanted to state I had no problems using this thing for a month or better playing around and sure as heck wasn't going to spend what they were asking for Torque unless I was going to use it enough to call it worthwhile. It was very much appreciated. Cheers :)


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