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Releases: ArgoreOfficial/SPETS

SPETS r2.0-26.1

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@ArgoreOfficial ArgoreOfficial released this 22 Feb 17:31

Fixes

  • "TST" format is now checked for when parsing MeshData
  • Fixed export button & status
  • Fixed wxWidgets linking & manifest

Changes

  • Added a quick guide (see below)
  • Project generation now defaults to vs2026
  • Improved error messages and status text

Quick Guide

quick_guide

SPETS r2.0-25.5

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@ArgoreOfficial ArgoreOfficial released this 19 Nov 20:03

Fixes

  • Fixed X axis being flipped on import
  • Parsed edgeMap checks the correct indices now
  • Fixed vertex merging when parsing mesh

Changes

  • Individual checks for ngons vs orphan lines and points
  • Cleaned up some errors
  • Importing now goes through an extra IntermediateMesh step, which allows for greater control over the mesh data.

spets_importing2

SPETS p2.0-25.4

SPETS p2.0-25.4 Pre-release
Pre-release

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@ArgoreOfficial ArgoreOfficial released this 19 Nov 15:52

Fixes

  • Individual checks for ngons vs orphan lines and points
  • Made ngon and orphan errors clearer

SPETS p2.0-25.3

SPETS p2.0-25.3 Pre-release
Pre-release

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@ArgoreOfficial ArgoreOfficial released this 15 Nov 15:16

Fixes

  • Fixed X axis being flipped on import
  • edgeMap checks the correct indices now
  • temporarily disabled vertex merging as it breaks some meshes (will be fixed in next update)

SPETS r2.0-25.2

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@ArgoreOfficial ArgoreOfficial released this 12 Nov 03:29

SPETS 2.0 RELASE WOO

Full C++ rewrite. With new support for 0.2x.

Features

  • Mesh Importing, convert most mesh formats into .blueprint compartments
  • Blueprint Exporting, convert your plate structure or vehicle into a .obj mesh
  • MUCH faster parsing of files than older versions

How to use

Simply open SPETS.exe, and pick a tool in the Tools menu, or drag and drop the file onto the window.
While not strictly required, I still recommend using .obj files for importing. This is because most formats don't support quads (faces with 4 points).

NOTE: Dragging and dropping files will automatically pick import or export depending on the file extension.

TODO:

  • More granular importing tools. Currently it will automatically import into the current faction
  • Compartment Merging
  • Era and Custom Battle creation/editing tools
  • Lua based tools, rather than having it all in C++. Most of the framework is done, but some work is needed

Please, if you have any issues, create an issue here on github or ping me in the Sprocket Official discord server

SPETS p2.0-25.1

SPETS p2.0-25.1 Pre-release
Pre-release

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@ArgoreOfficial ArgoreOfficial released this 07 Nov 21:09

Like before, run SPETS through the command line like any other cmd tool.
Use the --help command for list of options

Fixes

  • Vertices are now merged correctly, fixing EdgeMap issues

API Changes

  • Blueprint and Compartment Exporting, creates one .obj model file per mesh object in the blueprint
  • Era and Custom Battle creation and modifications

SPETS p2.0-25.0

SPETS p2.0-25.0 Pre-release
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@ArgoreOfficial ArgoreOfficial released this 04 Nov 00:24

Another rewrite? wawie!
Currently only imports as a Plate Structure through the command line

Usage: SPETS -i <3d model path> -o <output file name> -f <optional: faction name>
Example: SPETS -i "../some/path/Jakob.glb" -o "Jakob" -f JakobLandia will create Jakob.blueprint in the JakobLandia faction
SPETS --help to display options

UI to come soon

SPETS p2.0-24.0

SPETS p2.0-24.0 Pre-release
Pre-release

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@ArgoreOfficial ArgoreOfficial released this 18 Mar 21:49

Initial pre-release of the 2.0 rewrite
Currently only has importing, and while I haven't stress tested it, it should be more stable and faster than the old importer

There isn't any indicator on the importing finishing so I'd recommend having your vehicles/compartment folder open on the side

New Features

Drag and Drop
You can now drag and drop files onto the tool buttons.

More Supported Formats
Probably the biggest upgrade, more formats! Currently supports OBJ, DAE, FBX, and glTF.

SPETS r1.4-23.1

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@ArgoreOfficial ArgoreOfficial released this 28 Jan 16:36

wow haven't seen you since last year
Anyways almost complete behind-the-scenes rework on the advanced editor, mainly I switched over to OpenGL (SharpGL) for rendering, rather than a wacky picturebox one
Added some clarification on how decals are used in it and some other minor changes

The terrain editor isn't being actively worked on, like most of the program, at the moment. Mostly due to school taking up the majority of my time.

ALSO there's a very wip website here with up to date tutorials and some other stuff

SPETS r1.44.1

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@ArgoreOfficial ArgoreOfficial released this 05 Nov 13:25
b698670

Minor changes along with a new icon
Created an Importing Tutorial.