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Current Projects
Topic Started: Feb 15 2014, 07:38 AM (241,621 Views)
HENDRIX
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-retired-

APE2 v17 is released! It comes with the aforementioned new gathering algorithm and the preliminary debugger. I also managed to improve speed considerably - turns out the progress bar was a big performance hog. Long operations run about 25-50% faster now!
Edited by HENDRIX, Mar 6 2016, 06:23 PM.
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Renee
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I wanna say thanks for all the amazing work you've done for the game and the community! I'm eager to try out APE2. It's very useful for people like me who are still starting out with making custom content.
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HENDRIX
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Well, I'm glad people appreciate it! :)

I've improved stuff again - v18 comes with these updates:
-biome values are now set depending on the location you chose. biomes similar to the primary biome get 5, the others 0.
-the current entity is now just the codename again, which makes it easier to read (there is no more need to store the complete main xml info since the gathering algorithm works really well)
-fixed some issues with the gatherer
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HENDRIX
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I managed to get a somewhat working batch icon creator! It also sets the 3d icon correctly, but at the moment animals cause some trouble. Foliage works perfectly, at least from BFB. NIFs are also a problem since they don't import correctly.
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HENDRIX
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The batch icon creator works much better now for animals. I repurposed some code from APE2, so now you feed it a Z2F structure, it then reads the XMLs, finds the 3dIconAnim, extracts it from Z2F and imports it. The icons are thus perfectly posed, birds with folded wings and stuff.
I've also changed the DDS encoder to nvDXT, which supports uncompressed DDS 888-8 files, giving better quality for the icons.
The only problem is sometimes it gets confused which model to use for which icon, like when an XML says ...F_icon but links to the male model (main XMLs do that often). I guess I should directly derive the icon name from the model in these cases, but as there is no real convention it is a bit tricky...
Edited by HENDRIX, Mar 17 2016, 02:07 PM.
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Denomon3144
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Pick a god and pray!

I have a couple questions. What version of Python does APE2 use? Thanks. Also, Norton keeps removing the file python34.dll because it is unsafe. How do I prevent this from happening?
Edited by Denomon3144, Mar 17 2016, 02:16 PM.
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HENDRIX
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The Beeg One
Mar 17 2016, 02:15 PM
I have a couple questions. What version of Python does APE2 use? Thanks. Also, Norton keeps removing the file python34.dll because it is unsafe. How do I prevent this from happening?
^ There you have your answer: Python 3.4
That really depends on Norton, since I don't use it I can't tell you how you bypass that.

Alternatively run the APE2.py source code with python itself. Make sure you create the "path" variable when installing python, there is an option for that. Then you can shift+rightclick in the APE2 folder > Open Command Prompt Here. Then type "python ape2.py" without the quotation marks and hit enter.
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HENDRIX
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Updated APE2 with some bug fixes.

Updated the BFB scripts for compatibility with the batch icon creator.
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HENDRIX
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I managed to get the batch icon creator working a bit better now, it uses two methods to create icons and does so for everything it finds.
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Posted Image Viggen
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Is it included in the scripts yet?
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HENDRIX
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It's a standalone blend file in the Software folder, because it needs a compositing node setup.
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SLGray
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I do not know if anyone has reported this or not, but the ocelot (WNW) you have is all white before and after placement. I downloaded it from ZooHispania and that one worked correctly.

Nevermind. I locate the issue. I did not have both parts of Carnivora installed.
Edited by SLGray, May 13 2016, 09:17 PM.
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HENDRIX
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Well, look at that: Took me less than an hour to get the DAT vertices sorted correctly!

First attempt, not quite there yet:
Posted Image

Second attempt, that looks like the grassland crater map! Great :D
Posted Image

Next, adding faces...
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Posted Image Wes
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Aurora Designs Member

so you're basically creating maps now? or am I saying that wrong? Looks cool though :)
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HENDRIX
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Nope, I'm expanding my map analyzing script into something that could one day become a blender map editor. ;)
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