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Thread: RSSE : A Rogue System Ship Editor

  1. #1
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    RSSE : A Rogue System Ship Editor

    R.S.S.E.

    A Rogue System Ship Editor


    The Noesia Corporation, first independant shaceship manifacturer, is proud to present you its new ship factory : R.S.S.E . A product that will satisfy all your industrial and military needs, from micro-satellites to battlecruisers.


    This is the forum thread of RSSE, a ship editor for rogue system.

    Latest version : https://github.com/Enyss/RSSE/releases/tag/0.4.0

    GitHub : https://github.com/Enyss/RSSE

    History :


    Version 0.4.0 : Release Iris
    - Now with 3D visualisation. All shipHull should be openable

    Version 0.3.0 : Release Aleph0
    - Rough first version with ship hull editable

  2. #2
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    This is excellent. Please keep me updated as you move forward; and, I'll try to help you out as much as I can.
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  3. #3
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    Ok, some questions :
    1) Do the SpecialObjectName property define what kind of elements there is in the array?
    2) Is the Render property used ?
    3) What's the SystemType property ?


    Edit : I can now load, save and edit most of the exterior. I'm missing the function/surface/state properties, and the lights meshs (not present on the flying fox)


  4. #4
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    I'm now able to load, edit and save (all?) the properties of internal and external meshs.

    Attachment 21023

    In internal, some mesh don't have textures, but a material : that replaces the textures ?

  5. #5
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    Yes, you can either reference a leadwerks "material = " by name. If the material field is not present, or == "NONE", then RogSys will attempt to create a material at load, in which case you'll need the shader and texture fields.

    1) Do the SpecialObjectName property define what kind of elements there is in the array?
    2) Is the Render property used ?
    3) What's the SystemType property ?
    1) It defines an object's special function, in most cases. SWITCH, HULLexterior, HULLinterior, INSTALL, PICKUP, CARRYABLE, LANDINGGEAR, LANDINGPAD, DECAL, PIVOT, TRIGGER, LIGHT, ELEVATOR, GANGWAY, HATCH, SEAT, EQUIPexterior, LADDERinterior, SEATrestraint, SEATconsole
    2) No longer used in the object properties. You can set an object to not render as part of a state step
    3) System Type describes the general system the object is used with, if any. EFD, VMS, MFD, HMC, PART, LIGHT, HCU

    NOTE: The tags are still in a state of change, but the ones I listed are all still in use, IIRC...
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  6. #6
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    I rewrote the editor to use WPF : XAML is great (never used that before)

    If someone want to play with it...

    1) Make a backup of the FlyingFox ROG file
    2) Open the file with RSSE (Rogue System Ship Editor )
    3) Have "fun"


    You can drag & drop the mesh to modify the hierarchy
    You can drag & drop the textures to modify the order
    You can double click on the texture to modify them


    It should work with the latest .NET, tel me if something is wrong

    The Software is provided “as is”, without warranty of any kind, express or implied, including but not limited to the warranties of merchantability, fitness for a particular purpose and noninfringement. In no event shall the authors or copyright holders be liable for any claim, damages or other liability, whether in an action of contract, tort or otherwise, arising from, out of or in connection with the software or the use or other dealings in the Software.

  7. #7
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    This is a REALLY good start! Well done

    If you want to continue to develop it, I'll help you out as much as I can. For example, ship system components (such as the LSS scrubber) use the same object format; so a natural extension of this might be to be able to load either ship system components, or ship hulls.

    Anyway, again, very cool!
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  8. #8
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    By the way, what these parameters are for?

    Code:
    ECS = {
    	mount_MAX = 2,
    	Sys_EB = 4,
    	sys_quad = 102,
    },

  9. #9
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    Quote Originally Posted by Tryss View Post
    By the way, what these parameters are for?

    Code:
    ECS = {
    	mount_MAX = 2,
    	Sys_EB = 4,
    	sys_quad = 102,
    },
    In this case, you're talking about the Electrics Control System. You can only mount components up to a size of "2", and for quick reference the components are located in equipment bay "4", which is located in quadrant "102".

    The quadrant value is basically placeholder for now, and will PROBABLY go away unless something still requires its use later on...
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  10. #10
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    About the thrusters, are they limited to a single translation motion type ? I see that some thrusters can control multiple rotatin directions (roll/yaw or roll/pitch), but on the FlyingFox, there's at most one translation direction binded.

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