[TOOL] DAEnerys - DAE Ship Editor

For my defence, I’m trying to reduce the load and we don’t have a bunch of 4K, though we do have up to a dozen textures on the really, really huge ships, those are things the size of Sajuuk you should never see in a game or fleet carriers that don’t get built in more than one or two. And even then, among these are common textures for all ships larger than a bomber.

Thanks for the vertices hard limit value, however, that will be a very useful info for my modeller!

As for my problem, I think I will try to bypass the issue by making the big go-through hangars of my carriers their own unselectable subsystem innate to the ship and then play with the collision mesh to make the whole thing work correctly ingame. After all, the ships with problems are the carriers, in which the hangars are detailed to hell (the original files come from a fighter space sim, so you spent some time in the hangars and could strafe them).

1 Like

You don’t have to do this, splitting the mesh and moving it into another joint works perfectly.
I had this problem some time ago, look here.

1 Like

Hey @PayDay,
more names, at least for fun:

  • Alotta Spina DAE Editor - mixing our compulsion to spin videos and photos because of the former editor (with Austin Powers girl name)…
  • Overnight DAE Editor - regarding our compulsion to work in improper moments …
  • Porcupine DAE Editor - attending the compulsion of some modders to add (much) more guns to the hull …
  • Poly Contractor DAE Editor - due to our compulsion of thinking the devs didn’t make enough ships …
  • Play it again Sam DAE Editor - refers to our compulsion on forgetting to edit that miserable hard point …
  • Railroad DAE Editor - bla-bla-bla our compulsion with unworking dockpaths.

Ok, that’s enough.


Huh, what do you mean? Basing the mesh on another joint than root and then translating manually?

1 Like

Love it. Works fine with the DAEs I have been testing it with so far. The engine glow function is useful. I still don’t get the thing with navlights. I don’t use any custom navlights, so I set the path to be the HWRM data path, but it still complains. Do I need to extract some navlight files from the big files? If so, why not just have the default navlight stuff built in? So simple folk like me don’t have to mess around with navlight settings…

1 Like

I think you have to connect to the file KEEPERS.TXT, then it will stop.

1 Like

DAEnerys, to keep the GoT theme initiated with Hodor :smile:


CfHodEd was 'Cold Fusion Hod Editor’
PayDay = PayDAE



Just out of curiosity, is there any need to update the Steam Workshop EXAMPLES? I mean, willl you do that or it isn’t necessary?


I don’t think there is.

Goblins should be removed from the hgn carrier…

It isn’t necessary, no. BUT - There will likely be some new Examples… things like a formal one for Ship patching, one for the dynamic shaders stuff we added that it appears nobody has played with yet, etc…

I was pretty sure I left in a teaser someplace for it… Ah yep, I did. I see it now :wink:


When Nav lights got split out to separate nodes, did dock paths get split as well or are they still a long string?

Now that there is navlight preview now we need dock path and animation preview :-p

1 Like

Haha. :stuck_out_tongue:

For example you have:

  • ROOT[LOD0]
  • JNT[ter_tokyo]
    • MULT[ter_tokyo]_ LOD[0]_TAGS[DoScar]
  • JNT[ter_tokyo_details]
    • MULT[ter_tokyo_details]_ LOD[0]_TAGS[DoScar]

Be sure to restart the tool after you added the path.
Look into /scripts/navlightstyles/ and check if everything is there.

That’s brilliant! This is my personal favorite by far. But I will still create a poll for that I think. ^^

A nice option too. :slight_smile:

Yep, I really want fixed/new examples too.

Yeah, but I have to look into dockpath interpolation logic.

  • DAEnerys
  • PayDAE

0 voters

1 Like

haha, you’re welcome ^^
@BitVenom’s idea is great too, short and to the point.
But I’ll still vote for my baby :stuck_out_tongue_winking_eye:


Polls are fun, but if you liked DAEnerys, go ahead, you’re the one hard working on this.

Is ship patching designed to substitute the TEXTURE SET of a ship, or at least, the TEAM & STRIPE tex? I’d like to test overriding the DIFF texture (+ all else needed) of the HGN Interceptor.

1 Like

I’ll check that tonight, but if this works, it looks like you’ll have earned another intern’s soul. :stuck_out_tongue:

1 Like

I think it is.

OK, I’m glad to help.

1 Like

I was disappointed at where the poll was going because that pun was perfect, but then I realized we already have HODOR…so might as well let the GoT theme continue.


The poll has spoken, it’s “DAEnerys” now. :smiley: (In courtesy of @Dwarfinator)
I’m just releasing a quick, little, new version.

This one just prints it’s log into a log.txt in the executable directory, has it’s name changed to “DAEnerys” and displays the DAE path in the title bar.
Download: DAEnerys_b2473.zip

@506933395 Please try this build on your Intel and post the log either here or via PM, maybe this will show us something.

Note: All the download links for the previous versions and stuff are probably dead now, here is the Bitbucket page.