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Update: difView and logParse
Update: difView and logParse
| Name: | Brandon Maness | ![]() |
|---|---|---|
| Date Posted: | Feb 01, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Brandon Maness |
Blog post
Here's an update on the difView project:
All of the ini and setup files for Hammer, QuArk, and 3DWS have been completed. Now with one click your map will export from any one of the three map editors and load into Torque. I had to rewrite a couple of small sections of the map2dif_plus to accomplish the streamlined workflow. Now it has options to copy textures that the map uses, launch difView, pause before loading, etc. Also finished the file association setup so you can double click .dif files from your interior folder, and be taken directly to the world editor in difView.
Numerous other small additions like a skinned slider control, etc. (I always thought the thumb slider was ugly, so now you can skin it.. This has been posted as a resource BTW)
The screen shots show Hammer before clicking the export button.. The next thing you see is screen shot 2.



On other fronts there was the after lunch, full belly, logParse project:
While scanning though the console.log file for errors, I was reminded of the numberous posts from new Torque developers asking for a list of all the scripts that get loaded, and their order. The log file has the info, but it's mixed in with everything else. So, I threw together a small win32 console app that parses the log file, and saves a new file called consoleParsed.txt. This new file has just the script names, and folders listed in the order they were compiled.

You can download logParse from here: torque.smdlabs.com/content/logParser.zip
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All of the ini and setup files for Hammer, QuArk, and 3DWS have been completed. Now with one click your map will export from any one of the three map editors and load into Torque. I had to rewrite a couple of small sections of the map2dif_plus to accomplish the streamlined workflow. Now it has options to copy textures that the map uses, launch difView, pause before loading, etc. Also finished the file association setup so you can double click .dif files from your interior folder, and be taken directly to the world editor in difView.
Numerous other small additions like a skinned slider control, etc. (I always thought the thumb slider was ugly, so now you can skin it.. This has been posted as a resource BTW)
The screen shots show Hammer before clicking the export button.. The next thing you see is screen shot 2.



On other fronts there was the after lunch, full belly, logParse project:
While scanning though the console.log file for errors, I was reminded of the numberous posts from new Torque developers asking for a list of all the scripts that get loaded, and their order. The log file has the info, but it's mixed in with everything else. So, I threw together a small win32 console app that parses the log file, and saves a new file called consoleParsed.txt. This new file has just the script names, and folders listed in the order they were compiled.

You can download logParse from here: torque.smdlabs.com/content/logParser.zip
B--
Recent Blog Posts
| List: | 07/08/06 - difExpress Setup Videos Added 03/18/06 - difView download now available 02/16/06 - DifEx webpage with videos added 02/01/06 - Update: difView and logParse 01/23/06 - Easy .dts placement for .dif interiors 11/07/05 - Plan for Brandon Maness 09/29/05 - Plan for Brandon Maness 08/28/05 - Plan for Brandon Maness |
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Submit your own resources!| Stefan Beffy Moises (Feb 01, 2006 at 08:45 GMT) |
will difView be a free resource or are you planning to sell it?
| Anders Linder-Noren (Feb 01, 2006 at 11:32 GMT) |
| Eric Forhan (Feb 01, 2006 at 12:38 GMT) |
Looking forward to it coming out.
| Jeff Gran (Feb 01, 2006 at 18:00 GMT) |
And a skinnable slider too! You're like my savior!
I can't stop using exclamation points!
:)
| Tom Bentz (Feb 01, 2006 at 18:01 GMT) |
| Willbkool (Feb 01, 2006 at 23:43 GMT) |
The difView program looks really awesome as well.
| Brandon Maness (Feb 02, 2006 at 03:47 GMT) |
@Stefan: Good question. Quite a few more features would have to be added before I would even consider it a useful 'product' worth selling. My plan right now is to iron out some rough spots, and release an early alpha version to everyone who donated to the tutorial site last year. Kind of my way of saying thanks to them.
@Eric: Yeap, it works like a charm with QuArk. I've also created a uniformed resource system that allows you to use QuArk and Hammer to work on the same maps using the same resources. All with one click simplicity. Kinda cool.
@Willbkool: I updated the logParser because I noticed it did not include my pre-compiled scripts in the list. So, you might want to download it again. oops!
@Jeff: Email me if you'd be interested in helping out with the alpha testing.
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