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Pages: (3) [1] 2 3   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [REL|Tool] Collision File Editor II

 for real
 
steve-m  
Posted: Wednesday, Dec 28 2005, 19:06
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So yea, here it is. Finally. wink.gif

http://ce2.steve-m.com/

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Collision File Editor II, the successor of the popular CollEditor, is a tool for creating and editing collision files (*.col) for GTA III, Vice City and San Andreas.

Built completely from scratch, CollEditor II is much more reliable and flexible, and offers a lot more features than the old one. It fully supports all characteristics of all 3 known .col file formats, and offers several built-in optimization routines to achieve best possible results.


Features:
  • supports version 1, 2 and 3 collision files
  • easy mouse navigation
  • sub-object editing by mouse and type-in
  • several optimization routines
  • support for embedded vehicle collision models
  • drag'n'drop functionality
  • surface lighting generator
  • batch conversion feature
  • ... and many more
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Kurropt Antagonist  
Posted: Wednesday, Dec 28 2005, 19:14
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About damn time...

I mean, thanks and great work. tounge.gif I have been looking forward to this for quite some time. You rock.

This post has been edited by Kurropt Antagonist on Wednesday, Dec 28 2005, 19:17
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mickarrow  
Posted: Wednesday, Dec 28 2005, 21:41
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Yes biggrin.gif This is what we need. Thanks Steve...
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NathanHenry  
Posted: Thursday, Dec 29 2005, 03:32
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Oh my god I have been waiting for this tool for a really long time.

So can this tool convert GTA3 and VC coll files to SA like convert one big coll file like industNE.col instead of converting one at a time in the industNE.col file?
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ParoXum  
Posted: Thursday, Dec 29 2005, 08:54
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Thanks a lot steve for that tool ! Your making the tool I waited for for more than 6 months...

And thanks for the batch converting option, cause more than 300 cols files to convert it's a bit... a lot ^^

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Knife  
Posted: Thursday, Dec 29 2005, 10:41
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Tits.
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Cool. I was talking about this yesterday and how useful it would be to have a relase.

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steve-m  
Posted: Thursday, Dec 29 2005, 14:32
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QUOTE (NathanHenry @ Dec 29 2005, 04:32)
So can this tool convert GTA3 and VC coll files to SA like convert one big coll file like industNE.col instead of converting one at a time in the industNE.col file?

Yea. Click "Edit > Batch Conversion...", add all col files you want to convert, tick "Generate Lighting", "Material Conversion", and "Optimize" (not "Minimize Bounding Volumes"!); select "Col 3" as output version, press OK and in the lighting generator choose your lighting (I'd recommend simple non-directional lighting at ~30%).
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AleXXX  
Posted: Sunday, Jan 1 2006, 10:47
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Fantastic tool, steve. smile.gif
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Dillyracer  
Posted: Sunday, Jan 1 2006, 11:00
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Now only a lmit hacker, and it would be complete
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Supdario  
Posted: Sunday, Jan 1 2006, 14:46
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Cool, thanks cool.gif

You have also a fast server blush.gif
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spaceeinstein  
Posted: Sunday, Jan 1 2006, 17:31
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If I open a read-only file, the program opens the previous file loaded. Can you make it so it could turn off the read-only property automatically?
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steve-m  
Posted: Sunday, Jan 1 2006, 18:35
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Shouldn't you just de-read-only-ize your whole game directory if you plan to edit files? But yea, will add support for that to the next release.
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solo  
Posted: Sunday, Jan 1 2006, 21:04
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The man does it again inlove.gif
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spaceeinstein  
Posted: Sunday, Jan 1 2006, 21:42
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QUOTE (steve-m @ Jan 1 2006, 14:35)
Shouldn't you just de-read-only-ize your whole game directory if you plan to edit files?

What happens if I want to view it only? Sometimes I can accidentally change the file that was not meant to be changed. If I save it, the read-only file wouldn't be saved and the file would be safe.
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steve-m  
Posted: Monday, Jan 2 2006, 02:47
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QUOTE (spaceeinstein @ Jan 1 2006, 22:42)
QUOTE (steve-m @ Jan 1 2006, 14:35)
Shouldn't you just de-read-only-ize your whole game directory if you plan to edit files?

What happens if I want to view it only? Sometimes I can accidentally change the file that was not meant to be changed. If I save it, the read-only file wouldn't be saved and the file would be safe.

Yea, but then it wouldn't help to turn off read-only automatically either... wink.gif
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spaceeinstein  
Posted: Monday, Jan 2 2006, 16:50
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Oh yea, about that... Just make it viewable.
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chickenplucker  
Posted: Monday, Jan 2 2006, 18:00
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Sweet! What a way to start the new year off with biggrin.gif
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DexX  
Posted: Wednesday, Jan 4 2006, 13:46
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wee, finally had a chance to do some serious damage with this now (added real shadows to half the procedural objects biggrin.gif)

i've come up with a few ideas that might be nice for future editions:
-ability to import mesh (JUST the mesh) into the collision mesh for cur obj
-ability to import mesh (JUST the mesh) into the shadow mesh for cur obj (right now you can only generate a shadow mesh from the COL mesh? i cant find any other way, within the program)
-Replace current col. please, please, please bring this back. in the aforementioned procedural objects that i added shadows too, i often had to re-export a new col file from max with the shadow mesh already in it, then replace the current col object in the file. but since there is no "Replace" feature, i had to add it, then delete the original. blah.
-Batch replace! select a bunch of files from a directory that will automatically replace col files of the same name in the current col.

Something i personally do, is since the COLL format now has several versions, i append the type to the name of individual col files. COLL files, are just .col, but i save my COL2 files as .col2 and my COL3 files, as .col3, so i know whats what in my folders, without having to open the files individually and check them. obviously since gta doesn't use this system, you dont have to support it, but if you did, it might be more conveneint for me, or anyone else using this system smile.gif
If nothing else, could you possibly add "All files (*.*)" to the File Open dialog?

Great work otherwise breadfish_by_Moto.gif
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Cerbera  
Posted: Wednesday, Jan 4 2006, 13:53
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Tonywob and I finally got my system running correctly after several hours of tinkering and testing. I'll give this a prod as soon as I can, although I have a couple of other things going on atm. smile.gif

(EDIT) You could use Collision Files (*.col*) as the normal dialogue filter.

This post has been edited by Cerbera on Wednesday, Jan 4 2006, 13:55
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steve-m  
Posted: Wednesday, Jan 4 2006, 17:34
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QUOTE (ashdexx @ Jan 4 2006, 14:46)
added real shadows to half the procedural objects biggrin.gif

Screenshots? tounge.gif

QUOTE (ashdexx @ Jan 4 2006, 14:46)
-ability to import mesh (JUST the mesh) into the collision mesh for cur obj
-ability to import mesh (JUST the mesh) into the shadow mesh for cur obj (right now you can only generate a shadow mesh from the COL mesh? i cant find any other way, within the program)

Yea, right now you'd have to import the shadow mesh separately as col mesh, move it to shadow mesh, and then merge with the normal col mesh. I'll add mesh import/replace to the mesh sub-menus.

QUOTE (ashdexx @ Jan 4 2006, 14:46)
but since there is no "Replace" feature, i had to add it, then delete the original. blah.

Too lazy to select and press the del button? But yea, I'll simply add a function that checks if an object with that name already exists and give a dialog where you can choose whether to replace, add or ignore. This would also serve as batch replace.

QUOTE (ashdexx @ Jan 4 2006, 14:46)
Something i personally do, is since the COLL format now has several versions, i append the type to the name of individual col files. COLL files, are just .col, but i save my COL2 files as .col2 and my COL3 files, as .col3, so i know whats what in my folders, without having to open the files individually and check them.

Why?? You export your files for several game versions? Also, you can mix different versions within one file. If you can give me a convincing explanation I'll do it. tounge.gif
(Otherwise, just enter '*' in the open dialog and you'll see all files.)
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