My imagination tells me that it would be great if both your tools could somehow be combined. A tool to copy/transfer vessels from one save game ton another with the ability to show them visually.
Thanks. I forgot to update the specification. The new floats for “Attack” and “Defence” are just before the device groups. The best way to be sure that you are updated is to check the BinaryReader extension class source code in EPBLib.
Yes, BinaryReader was very helpful to understand. I have a similar process of approaching binary files. Thanks! I'm very interested in understanding the source code of how he renders all of that information. Clearly a lot of work was invested on it.
I don't know if you can. This application is built on .Net Framework 4.6.1 and relies on Windows Presentation Foundation (WPF). As far as I know, WPF was not included in Mono for linux or Mac. Even if I were to update the project to .Net Core 3.1 or .Net Framework 5.0 I am still not sure about the portability of WPF. For the 3D view, this application also uses System.Windows.Media.Media3D and I don't know if that is portable either. EPBLib, on the other hand should be usable with little to no modifications. Edit: I suppose that you should be able to run it under one of the various Windows emulator thingies...
Media3D is part of the .Net Framework and it provides a simple 3D rendering engine. This version of it, however, isn’t were well integrated with WPF. This means that the dynamic binding between the 3D data and the view isn’t very efficient. Large blueprints are likely to crash the program. As for the block models themselves, I do not draw them the way the game does. The game engine cleverly figures out what sides of the block to draw based on what blocks are next to them. This makes the rendering more efficient. My use of the Media3D engine simply renders complete blocks that I crudely modelled in my 3D modelling software of choice, Realsoft3D, exported to an ASCII OBJ file and ran a script on. The script generates C# source code that sets up the vertices and triangles of the meshes. This generated source file is huge and makes the project take a long time to render. Some day I might make the code read in the OBJ file directly - if I can figure out a good way of doing that.
I have tried Proton, the most 3 latests versions, as well as the custom GE. It will not run. Proton is based on WINE. Should I try using WINE? Should I try using steam through Lutris that uses WINE and install EPBLab in as non steam game?
Out of curiosity I just tried starting the tool on my GNU/Linux laptop (running Ubuntu 20.10). I have installed the following packages with apt: -wine 5.0 -winetricks (because I'm lazy) (not sure if necessary: -libntlm0 -winbind ) In winetricks / wine, install in your prefix: -Latest .NET runtime (4.8) -vcredist_2019 (I had to install it manually due to a possible bug in winetricks) -d3dcompiler_47 I then ran "EPBLab.exe" and it has worked. I haven't thoroughly tested it, but I could create a new blueprint and have created a pyramid (see attached screenshot).
Congratulations. Seems it does work. It's been over a year since I last worked winetricks. I remember Empyrion's prefix was/is 383120. What is the prefix for EPB read/write? Or am I forgetting something?
You mean the Steam ID, but in WINE context the prefix is simply the "environment" you are using. Empyrion itself is not involved in any way. And I just remembered that I forgot one important fact in my notes: you'll have to set WINE to win32bit (i. e. "export WINEARCH=win32") - it hasn't worked for me with 64bit.
Thank you for the information. I did not know that. So after all this, all you have to do is point EPB to the proper folder to load/save blueprints. Good show
Awesome! Thanks for figuring this out. I don't know why my project is set for 32 bit. However, I would prefer porting it to a newer .Net framework before trying to fiddle with that. Unfortunately I am too busy with another project... (Not Empyrion-related)
Hi, I completely read the EPB file while making my tool: Tell me if you want the source code or the 010Editor template about epb format.
I believe this the main thread discussing about EmpyrionStuff I have fix the current bug and forked updating on my github. Though git is not my familier revision tool, I update it in a very rough way. The link, please enjoy it. https://github.com/skyter/EmpyrionStuff