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GTA Modification Forums
[REL|Tool] Collision File Editor II for real
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steve-m  |
Posted: Wednesday, Dec 28 2005, 19:06
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Group: Members
Joined: Jul 26, 2002



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So yea, here it is. Finally. 
http://ce2.steve-m.com/
| QUOTE | 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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ParoXum  |
Posted: Thursday, Dec 29 2005, 08:54
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Proud PC Gamer

Group: Members
Joined: Jul 28, 2005


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Knife  |
Posted: Thursday, Dec 29 2005, 10:41
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Tits.

Group: Moderators
Joined: Jul 11, 2004



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Cool. I was talking about this yesterday and how useful it would be to have a relase.
X lots for you
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steve-m  |
Posted: Thursday, Dec 29 2005, 14:32
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Group: Members
Joined: Jul 26, 2002



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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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solo  |
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Homie

Group: Members
Joined: Jul 25, 2002

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The man does it again
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spaceeinstein  |
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巧克力

Group: Members
Joined: Jul 17, 2003



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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  |
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Group: Members
Joined: Jul 26, 2002



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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...
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DexX  |
Posted: Wednesday, Jan 4 2006, 13:46
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Black Hat

Group: Retired Staff
Joined: May 16, 2002


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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  ) 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  If nothing else, could you possibly add "All files (*.*)" to the File Open dialog? Great work otherwise
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steve-m  |
Posted: Wednesday, Jan 4 2006, 17:34
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Group: Members
Joined: Jul 26, 2002



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| QUOTE (ashdexx @ Jan 4 2006, 14:46) | added real shadows to half the procedural objects  |
Screenshots? 
| 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.  (Otherwise, just enter '*' in the open dialog and you'll see all files.)
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