Difference between revisions of "Development:Scripts & Tools"

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==Internal tools==
 
==Internal tools==
 
Tools developed for Vega Strike
 
Tools developed for Vega Strike
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*[http://www.talisiorder.ca/template.php?T=Vegastrike%20Addons&P=vegastrike/vegastrike.html XMESH converter for lightwave]
 
*[http://www.talisiorder.ca/template.php?T=Vegastrike%20Addons&P=vegastrike/vegastrike.html XMESH converter for lightwave]
 
*[WIP] [http://www.geocities.com/cubofjudahslion/VS/xmesh.zip XMESH import script for Blender]
 
*[WIP] [http://www.geocities.com/cubofjudahslion/VS/xmesh.zip XMESH import script for Blender]
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==See also==
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*[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=2902 List of VS object conversion scripts and tools] forums thread

Revision as of 14:24, 11 January 2006

thumb_arrow_up.png Development

Internal tools

Tools developed for Vega Strike

  • Mesher utility: Converts from/to Wavefront .obj+.mtl, xmesh(es), and BFXM file formats.
  • ucsv.py: (Python) Conversion script for turning .xunit files into rows in units.csv format
  • 3ds2xml: (Perl) script for converting .3ds files into .xmesh format. Doesn't appear to do axis translation properly, known to be somewhat flaky.
  • [WIP] obj2obj converter (Perl, commandline) - Converts obj files to cockpit files. or extracts tag-data from the models. (At least that's what is planned, Testing under Win32/Linux. Pontiac)
  • Configuration Parser (file: objconv/configparser.py in vegastrike CVS, Python) - Goes through the source tree and produces a config file (pygrap.config at present) containing every variable *used* in game, every possible command to bind to keys, and every colour definition that can be specified.
  • [WIP] OBJ to Vega Strike cockpit converter (obj2vs_cockpit_obj, Perl)

External tools

Plugins and scripts for external programs

See also