Re: Tool # 0.2 Beta RELEASED!!
I too have ran into Malwarebytes Anti-Malware detecting it as a Trojan.Banker, its the way Kornman packed the EXE's so that people wouldnt play around with them. (km00 note: and to require less files, ie dlls, to be tracked by end users)
It is not this, but I still recommend you checking, http://www.bitdefender.com/VIRUS-100...anker.LCG.html
I spoke to Kornman about this, its not really an issue, its definitely clean.
Re: Tool # 0.2 Beta RELEASED!!
Looks like a Tool + Guerilla blend. Neat.
Re: Tool # 0.2 Beta RELEASED!!
Thanks for all the replies guys. I just read what you (Limited) said about Toolpro. I'll place a warning message inside Tool # about it that certain Anti-Viruses might tag it and remove it, which will cause Tool # to error right now. As for the suggestion Kornman00 suggested (saving/loading of batch work), I have the class implemented and working for the bitmaps and structure dialogs, while lightmaps and the build-cache-file dialogs are recently being started.
I'm also adding models/collision forms, and implementation of the classes will come in there too. I'm hoping to have this done by Mid-November, but no promises since school and other things demand attention (You guys know how that works).
Please keep the feedback/suggestions coming!
Re: Tool # 0.2 Beta RELEASED!!
Excuse the double post.
Just updated the main post to show that Build 121 has been released. With this build comes the feature that Kornman00 suggested: Saving/Loading of Batch Jobs.
On top of this new feature, there are several bug fixes that were scattered throughout the program, some minor, some that could cause the program to come crashing down (quite literally), and some just misc. fixes.
Any suggestions, feedback, bug reports, etc., are all welcome here and we hope you enjoy Tool #.
Re: Tool # 0.2 Beta RELEASED!!
I didnt actually read original post, Kornman linked me to the error post I assumed it was OS stuff.
Great work on the tool :) I personally dont do much Halo mapping, but I love any new tools to help people out, I'll have a tinker and try to think of some new features :D
Re: Tool # 0.2 Beta RELEASED!!
You should do this with OSTool some time. :D
Re: Tool # 0.2 Beta RELEASED!!
Well guys, I have a lengthy post for you to read, so hope you got plenty of time :P
The next Tool # release will be in the Build 140's somewhere, not exactly sure at this point because we've done so many changes and builds to the program that it's insane.
The biggest feature is actually a dual combo feature:
1. Virtually instantaneous scan of your tags\ folder
2. The detection of shaders when compiling structure
Let me explain in details:
You know that when you compile a structure and you forget a shader, tool will ask you to make one directly inside it. Well, Tool # lacks the means to know when this happens and actually allow you to do so. To divert this kind of a lockup/error, We're taking matters into our own hands so Tool won't need to.
Basically, here's what happens.
Step 1: Tool # will open your JMS file and find the Materials List (This part has already been tried and succeeded without any errors)
Step 2: Tool # will then very quickly (Based on a benchmark, we found every shader in Rambo's tags\ in less than 3 seconds and he has over 1.8GB of files in his tags folder) find every possible shader that halo supports in your tags folder.
Step 3: Using the material name that Tool # gets from the JMS file, Tool # will loop through each possible extension, searching for a matching shader. If it doesn't find it for ANY at all, then we'll ask you to create one from a dropdown list of what the shader is supposed to be, and then place it in the appropriate shaders folder. Once done, it will loop for all materials found until it is done.
Step 4: Once done with all of this (this process cannot be stopped because you'll end up messing up the entire thing), we will then run Tool for you, with all the appropriate shaders in place for you!
That is the entire process summarized into extremely simple steps. The pragmatical logic behind it is extremely difficult, but we're getting there, closer after every test build.
The other feature is a work in progress, and is actually a program that's Internal to Tool #. It's a JMS Material Viewer (Soon to be Editor). What the program actually can do right now is just show you the Material Name, and the path to the original bitmap. What it will be able to do soon will be able to change these Material Names and path, set flags (such as is this a sky, portal, walkable, etc) via checkboxes, allow you to resave it back to the JMS so you don't ever need to reopen the model in 3DSMax/GMAX to fix a small error. The reason this is possible is because of how the JMS format is, which is quite literally plain text. Because of this, we can load portions of the code for reading purposes, store the rest in memory, and then resave it, inserting the new code where we need to. This will allow for editing of JMS files on the fly, solving so many problems that map makers can have with the JMS exporting.
We plan on releasing a stable build later on tonight if we can get the Structure-Shader handlers coded and working properly, but no promises!
Re: Tool # 0.2 Beta RELEASED!!
Chaos and I have finalized the shader detection problem. It will not work on multiple JMS files though, but we will be fixing that later. For now, don't try and compile permutations using Tool #.
We are making a few fixes and tweaks to stuff we currently have implemented and then we will release a bug fix / upgrade release to the program. Expect it within the next few days or by the week-end.
Re: Tool # 0.2 Beta RELEASED!!
We finished up Build 161 of Tool # just a few minutes ago (probably more like seconds, because it's uploading as I type this.)
There have been several feature changes, one of them has already been mentioned, which is the ability to detect your Materials List inside your JMS file, read them, then scan your tags directory for each material. In laymen terms, it prevents you from compiling a structure without creating the appropriate shaders.
Another feature is the ability to open your saved batch files without using the import option. This allows you to quickly reload your work and get back going.
Our last two features that I remember right now is the ability to cascade the windows, organize them horizontally, and then vertically via shortcut keys or the MenuStrip along the top. The other part is that the program will automatically remember your forms when you close the program, and reopen them automatically for you so if you accidentally closed the program while working, it will have them reappear for you.
The main post will be updated in a few seconds with the new link and an updated screenshot of the Main Window.
We would like some feedback on this build from you guys!
Re: Tool # 0.2 Beta RELEASED!!
I don't know how hard this is but can you make it easy to edit string lists and ui hud messages?