New FC Ship Editor Makes Progress Share on Facebook Share on Twitter Update ID

Iceblade has made huge advances with the Flight Commander ship editor that he's making in conjunction with Wing Commander Fleet Assault. It already works for basic ship features, but he's expanding it now to integrate tweaks to turrets and eventually a mew 3D viewer to more readily see modifications. The current program is also designed to work with FC version 1.7, which is still in development, but modders will have a neat toy to play with when this comes together. You can learn more here.
If you've read my recent posts under the Modding Tutorials Poll thread at the WC CIC Chat zone, you'll notice that the Java-based Ship Editor initially programmed by Eddie was giving me some trouble. Well after spending some time working on python scripts/modules for a new ship editor, which were turning out to be more a replication of Eddie's code in a different language, I started to get a clearer understanding of his code.

So I decided to give updating the older editor another try. The step that was giving me the most headaches was updating how weapons are handled, since in FC 1.7 tags are used to reference weapons as opposed to a list of numbers corresponding to weapons. Considering the way Eddie's program was setup for weapon hardpoints, this kind of change is rather involved especially with unfamiliar code.

In any case, the editor now will read-in and use weapon tags like a first language or at least be really fluent in a second language. Also I added the code necessary to make the remaining empty fields shown in the first picture below fully functional. This includes adding in the missing code for the editor's frame (ie the frontend) by-hand.\

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Addendum: Completed the remaining aspects for the turrets and the conversions from the rotation matrices to Euler angles and back works perfectly. Aside from some tweaks and beta testing, the editor will soon be ready for release.


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