- Joined
- Apr 19, 2008
- Messages
- 2,562
Hi guys, I am Retera and I wrote that obscure tool that some people use called the Matrix Eater.
I've been working for a while now on upgrading it and making it better, and while facing against an inordinate amount of bugs have made steps and strides towards a working mockup program that has a bunch of features from Magos and MdlVis rewritten and added to the Matrix Eater.
My codebase has been on this crazy train long journey where I tried to add Face and Vertex Group selection, changed the left-hand view controller to use a tree of nodes like Magos, added an MPQ browser, added the ability to open BLPs that create a dummy model to render the BLP like Magos, added an animation render, added an animation editor, added a unit browser, added closeable/controllable windows, added copying mesh between models with CTRL+C and CTRL+V, and many other things.
I am probably about a month or two away from what I would see as a release of the program. Right now there are still weird issues. Today I was in the animation editor drawing something, and it began to edit many keyframes at once without asking me. I eventually realized that I had copy pasted too many keyframes, and the pasted instances were all sharing the same memory address. I can fix that. I just need to get back in the code and do it.
But there are currently weird and difficult to understand bugs for the user because it's not finished yet. Sometimes the old Matrix Eater Import window will add content to the model that the animation rendering stuff doesn't load properly, and all of the 3d displays break horribly until you save and open the model again. I just need to get in there and fix these issues.
But I wanted to post some screenshots and see what the community interest level in this project is, and what features people would want most if I managed to create this thing successfully.
So:
1.) What features do you want that you're worried you don't see in these screenshots?
(Personally, I want a ripoff version of 3ds max's Material Editor and Track View - Dope Sheet mechanisms that Blizzard used when creating the game. Those two are probably the major features I want to add next, as well as a better UV Editor.)
2.) Do you think I should post a buggy unfinished dev snapshot version of this program in the state that it's in now so that the community could experience it and review it?
3.) (Slightly less important issue) What should I call this thing? In the pictures, you can see that I have tentatively titled it "Just another Warcraft III model editor"
I've been working for a while now on upgrading it and making it better, and while facing against an inordinate amount of bugs have made steps and strides towards a working mockup program that has a bunch of features from Magos and MdlVis rewritten and added to the Matrix Eater.
My codebase has been on this crazy train long journey where I tried to add Face and Vertex Group selection, changed the left-hand view controller to use a tree of nodes like Magos, added an MPQ browser, added the ability to open BLPs that create a dummy model to render the BLP like Magos, added an animation render, added an animation editor, added a unit browser, added closeable/controllable windows, added copying mesh between models with CTRL+C and CTRL+V, and many other things.
I am probably about a month or two away from what I would see as a release of the program. Right now there are still weird issues. Today I was in the animation editor drawing something, and it began to edit many keyframes at once without asking me. I eventually realized that I had copy pasted too many keyframes, and the pasted instances were all sharing the same memory address. I can fix that. I just need to get back in the code and do it.
But there are currently weird and difficult to understand bugs for the user because it's not finished yet. Sometimes the old Matrix Eater Import window will add content to the model that the animation rendering stuff doesn't load properly, and all of the 3d displays break horribly until you save and open the model again. I just need to get in there and fix these issues.
But I wanted to post some screenshots and see what the community interest level in this project is, and what features people would want most if I managed to create this thing successfully.
So:
1.) What features do you want that you're worried you don't see in these screenshots?
(Personally, I want a ripoff version of 3ds max's Material Editor and Track View - Dope Sheet mechanisms that Blizzard used when creating the game. Those two are probably the major features I want to add next, as well as a better UV Editor.)
2.) Do you think I should post a buggy unfinished dev snapshot version of this program in the state that it's in now so that the community could experience it and review it?
3.) (Slightly less important issue) What should I call this thing? In the pictures, you can see that I have tentatively titled it "Just another Warcraft III model editor"
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