BinEdit 2.4.0

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Fila
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BinEdit 2.4.0

Post by Fila »

https://binedit.com/downloads/BinEdit240.zip <--- updated 10/11

https://www.mtm2.com/~mtmg/misc/MATERIAL_GUIDE.pdf <--- Helper with what the material parameters do

https://binedit.com <--- updated page (not updated with latest version though)

I'm making a whole new thread for this because it's a significant change to the BinEdit experience. There is A LOT of changes, and there's a good chance I am going to miss some of them. While the AI work is still ongoing, I decided how else to kill the downtime (and hit my AI token limits earlier than I should) but by working on a separate project. lol

The easiest way to find what the changes are is to look in the Help>Keyboard Map. There's a whole new page there with all the buttons/mouse presses and what they do. If there is stuff that you don't recognize, it's a good chance it's a new feature. If the explanation is not enough, ask here.

Version 2.4.0 changes summary:

New Features:
- use mouse to drag faces
- use mouse to drag vertices
- drag and drop a .bin file into binedit in order to open the file
- CTRL+Z and CTRL+Y for undo/redo (both inside BinMapper and when moving/draging faces and vertices around). When deleting something, there is no undo but there is a prompt asking you if you are sure you want to delete.
- if you hold onto shift while moving the mouse with G selected, it will move slower for finer movement

Make sure you pay attention to the status bar, it's going to tell you in what type of "edit" mode you are:
- Vertex Select Mode - press 1
- Face Celect Mode - press 3
So when one of these edit modes is activated, you click the face/vertice or drag the mouse to select multiple of them. Then use the G button to "grab" the selected faces or vertices and use the mouse to drag them around. It will automatically drag the non selected faces, so they are staying connected. Left click with the mouse to confirm the new position, right click to cancel the move. You can use the X,Y,Z buttons to lock the movement to a specific axis if you want.

- when in Vertex mode, if you click on the vertex (not just select with rectangle, that's a different selection, you can tell you clicked on a vertex because it's going to have it's own X,Y black lines going through it), then you can use X,Y,Z buttons to move the vertex around (shift + x,y,z for reverse). Hitting Q will make the steps finer. This is all highlighted in the status bar.
- if you want to move multiple, you drag the mouse and select all of them (they will be orange but without the lines going through them) and use ALT + X,Y,Z buttons.

- normalize faces doesn't have a keyboard shortcut no more. The original binedit actually had a clashing shortcut here, T was used both for normalizing and for opening the bin mapper. You normalize the textures for ALL the faces from the main menu, Textures > Normalize (all faces)
- you can use mouse wheel to zoom in and out.
- you can use SHIFT + holding mouse wheel to pan. This now works when "follow face" is selected as well (previously it didn't work, follow face had to be deselected)

In File>Preferences there's a new tab for Bin Mapper. This is to add a background color for the bin mapper, this is important now due to the png/tga transparency where it made the background white and it clashed with the white face lines
- you can now use mouse wheel to zoom in and out in bin mapper
- you can use the middle button to pan inside bin mapper
- you can still use the mouse to drag the vertex around.
- you can now also use the arrow keys to move the vertex around after selection. Normal nudge is one texel. Using SHIFT + arrow key nudges by 10 texels.
- there's undo/redo
- while in bin mapper, if you hover the mouse over the main window (where the model is), you can still move the camera around as in the previous update. This is to make it easier to align the textures.

- fixed crashes on a new installation (aka, a new installation is considered any folder that does not have the .bfc settings file next to binedit.exe)
- when giving a face a specific material, the status bar will now show exactly what material it has. The .bin file itself doesn't save this info, BinEdit deduces when loading the .bin based on the selected flags.

But again, please look at the keyboard map for all the possible buttons.

Previous updates:

- added the aforementioned materials (glass, foliage)
- you can now click on a face to select it!
- it has an "export to blender" option. There are actually two places for this. The normal export, and an animated model export. They need slightly different things, so it appears in both cases.
- BinEdit is .png/.tga aware.
- Added the transparent/reflection glass. Originally talked about as shiny/transparent texture, the end result is that this is not a new texture type. From now on, this is seen as a material which can be added to any pre-existing face. So you can load a truck and just throw the material setting on the existing texture and voilla, you end up with glass. Magic i tell you. There is a Glass Preset button, please use the glass preset only. You are free to play around with the parameters to get it to look to your liking but do not touch any of the flags.
- Likewise, using the same concept there is a "foliage preset", which basically is an attempt to simulate translucent leaves. You select which faces you want to be translucent, select the foliage preset and then play around with the parameters, leaving the flags untouched.
- Added the aforementioned material spin-off, Mesh Preset.
- added the ability to load the different tires in the truck viewer. So it mirrors the way the engine works, if it finds the 4 different tires with the correct endings, it will load them in the preview.
- if you created .pod with BinEdit (model or truck) it wouldn't automatically fill the pod with the _N or _AO texture. Now it does. As long as you have the files in the ART folder at creation (when you build the pod) it will automatically load them in.
- updated with the Truck Name length warning.
- And actually added a bunch of warnings whenever trying to create a truck.
- fixed some binmapper crashes
- allows for mouse look similar to Blender. Click on the mouse wheel to orbit, hold shift + click on mouse wheel to pan and scroll the mouse wheel to zoom in/out. It works with both when a face is centered and when it's not. Personally I found it works best when you use the option to jump to the selected face. Don't know why it works better but I have no time to investigate. lol
- it no longer disappears when you zoom too close.
- you can now orbit (and use the mouse for orbiting) even when using the Bin Mapper. Furthermore, when Preview mode is used, the purple edge highlight is removed in order to be able to clearly see whether the textures are aligning.
- fixed a behaviour logic. Both Traxx and BinEdit inherited the engine behaviour where "search for .png version, if found just act like it's there" but then they fallback to the .raw file. Which technically it's correct but it's very confusing for the user. So I discovered that when I had both .raw and .png loaded and when saving the .bin I decided to scrap the .raw file. The bin IS saved correctly with the reference only for the .png but upon reloading the model inside binedit, it automatically replaces the .png with the .raw file if it finds it. So I fixed this, now it only loads whatever was there when the bin was saved. If it's both .png and .raw then it loads both, otherwise it sticks to only .raw or .png based on how the user saved the model.
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