Releases: rfg-modding/Nanoforge
v1.3.0 - Orientation lines
v1.2.0 - Map editor improvements
- Ported the feature to control camera speed with the mouse scroll wheel.
- Ported most of the camera settings menu in the map editor menu bar.
- Added a new option to the map editor menu bar at Editor > Settings > Rotate bounding boxes. Causes the bounding boxes of objects to be rotated based on their orient property. Useful to see how objects that don't have meshes are oriented. It's disabled by default.
- The inspector now shows the orientation matrix under the pitch/yaw/roll sliders in case manual edits are needed, and so people can make cursed maps if they want to.
- Added a button above the pitch/yaw/roll sliders to reset the objects rotation. This returns pitch/yaw/roll to zero and gives the object the default/identity matrix. This is a temporary fix to the pitch/yaw/roll values getting out of sync with the matrix.
v1.1.0 - Add selected object color change option
Puts the option to vary the color of the selected objects bounding box back in. Toggleable in the map editor menu bar. This is the first update of the Nanoforge rewrite. See the notes for v1.0.0 for more details on the rewrite: https://github.com/rfg-modding/Nanoforge/releases/tag/v1.0.0
v1.0.0 - MP & WC Map editor rewrite
This is the first public release of the Nanoforge rewrite. The rewrite was done to fix some core systems that needed serious updates and to get away from using C++ which was difficult and slow to develop with. At the moment it only has the map editor for Multiplayer and Wrecking Crew maps. Other editors will return in future updates.
It has several improvements over the previous version:
- Map import is much faster for most maps.
- The inspector has more features to make sure correct data entered. For example, if a field references an xtbl it loads all the valid options from the xtbl and lists them in a combo box (versus the old version that just had a text box with no validation). It also only shows supported fields for the object you're editing and makes sure the data is in the correct format.
- You can select items by clicking them in the 3D viewport.
- You can move objects around with your mouse (versus manually editing the x, y, z position in the old version)
- Pitch/yaw/roll sliders.
- Custom maps can now be loaded, edited, and exported.
Known bugs
- The pitch/yaw/roll sliders can get out of sync. When this happens, the object can still be rotated, the pitch/yaw/roll angles will just be incorrect.
- Custom maps can have strange colors and patterns in the terrain.
If you have any questions, feedback, or bugs please ping moneyl on the FactionFiles discord: https://discord.gg/factionfiles
v0.21.1 - Bugfix for positionless objects
A bugfix and some other small changes.
Requirements
- A copy of Red Faction Guerrilla Re-mars-tered.
- Visual Studio 2019 x64 Redist: https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads
- 64bit Windows. Tested on Windows 7, 8, 10, and 11. If it fails to start try installing this update: https://support.microsoft.com/en-us/help/2999226/update-for-universal-c-runtime-in-windows
Changes
- Fixed crashes for objects on the Nordic Special map that didn't have position or orient properties. You don't need to re-import the maps. Position is calculated as the center of bmin and bmax.
- Added auto-centering for a few UIs I missed previously.
v0.21.0 - Map editor improvements and bugfixes
This release makes several bugfixes and map editor improvements.
Requirements
- A copy of Red Faction Guerrilla Re-mars-tered.
- Visual Studio 2019 x64 Redist: https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads
- 64bit Windows. Tested on Windows 7, 8, 10, and 11. If it fails to start try installing this update: https://support.microsoft.com/en-us/help/2999226/update-for-universal-c-runtime-in-windows
Changes
- Made diffuse intensity, zone object distance, high lod terrain distance, camera speed, and building distance settings persistent. They're currently the same across all maps.
- By default child objects are now auto moved by the same amount when their parents position is changed. This is recursive.
- Make popup buttons clickable with enter key.
- The camera now auto centers on the zone closest to the map origin. In most maps this doesn't change much. It's meant for people who are trying to convert single SP zones to MP maps (not yet working), since those zones are often very far from the map origin.
- BUG: Fix crash when invalid zone objects are encountered. The editor most likely still won't function correctly, so if you have a project that reliably has this issue please send it to me.
- BUG: Fix deep cloning child objects.
- BUG: Fix zone highlighting feature.
- BUG: Fix crash related to object descriptions.
- BUG: Fix "Show buildings" checkbox not reliably saving to Settings.xml
v0.20.0_pre16 - Bugfixes and small improvements
This release adds several bugfixes and de-hardcodes the maps list in preparation for supporting custom maps. This is a pre-release, so bugs and crashes are to be expected. Not every pre-release is being posted on github. To get them more frequently see the Nanoforge thread in the FactionFiles discord server.
Requirements
- A copy of Red Faction Guerrilla Re-mars-tered.
- Visual Studio 2019 x64 Redist: https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads
- 64bit Windows. Tested on Windows 7, 8, 10, and 11. If it fails to start try installing this update: https://support.microsoft.com/en-us/help/2999226/update-for-universal-c-runtime-in-windows
How to use
Here's a quick guide on how to use the map editor. A more substantial one with pictures and examples will come in the future:
- Open Nanoforge and create a new project
- Open a map via
Tools > Open territory
. To start I recommend that you pick one of the MP maps likemp_pinnacle
. The two singleplayer maps areterr01
anddlc01
however they take a significant amount of time to import, performance is poor, and exporting is incomplete. Improvements will come in the future, but SP editing isn't the primary focus just yet. - The first time you open a map in each project it must be imported. This can take a while, but only needs to be once per map per project. Subsequent loads will be much faster.
- After it finishes importing you should see the terrain and some buildings. Not all buildings load as of this release. You can see a list of objects to the right in the outliner. Select an object to edit its properties in the inspector.
- Once you're done editing you must export the map in the export menu. Set the export path to your RFGR data folder and choose the default export button. Once finished you can test it in MP starting a custom match by yourself. SP edits require a new game to see.
- You don't need to restart the game to make more edits. Just exit to the MP lobby, export the map in Nanoforge, then start another match.
For more details on map editing join the FactionFiles discord server. Map editing is still a work in progress with many unknowns, so the best way to get up to date info is to ask modders who are working with the tool now. Once the editing process is better understood we'll make a fully fleshed out mapping guide.
v0.20.0-pre12 - Initial map editor
This release adds a map editor for multiplayer and wrecking crew maps (SP support is experimental). It's still very barebones and missing common features found in other 3D editors. This is a pre-release, so bugs and crashes are to be expected. Not every pre-release is being posted on github. To get them more frequently see the Nanoforge thread in the FactionFiles discord server.
Requirements
- A copy of Red Faction Guerrilla Re-mars-tered.
- Visual Studio 2019 x64 Redist: https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads
- 64bit Windows. Tested on Windows 7, 8, 10, and 11. If it fails to start try installing this update: https://support.microsoft.com/en-us/help/2999226/update-for-universal-c-runtime-in-windows
How to use
Here's a quick guide on how to use the map editor. A more substantial one with pictures and examples will come in the future:
- Open Nanoforge and create a new project
- Open a map via
Tools > Open territory
. To start I recommend that you pick one of the MP maps likemp_pinnacle
. The two singleplayer maps areterr01
anddlc01
however they take a significant amount of time to import, performance is poor, and exporting is incomplete. Improvements will come in the future, but SP editing isn't the primary focus just yet. - The first time you open a map in each project it must be imported. This can take a while, but only needs to be once per map per project. Subsequent loads will be much faster.
- After it finishes importing you should see the terrain and some buildings. Not all buildings load as of this release. You can see a list of objects to the right in the outliner. Select an object to edit its properties in the inspector.
- Once you're done editing you must export the map in the export menu. Set the export path to your RFGR data folder and choose the default export button. Once finished you can test it in MP starting a custom match by yourself. SP edits require a new game to see.
- You don't need to restart the game to make more edits. Just exit to the MP lobby, export the map in Nanoforge, then start another match.
For more details on map editing join the FactionFiles discord server. Map editing is still a work in progress with many unknowns, so the best way to get up to date info is to ask modders who are working with the tool now. Once the editing process is better understood we'll make a fully fleshed out mapping guide.
v0.19.1 - Bugfixes
This release fixes a crash when loading and creating projects and fixes a font scaling issue.
See Nanoforge basics for a guide on how to use Nanoforge and it's features.
See Nanoforge xtbl editing for a guide on using Nanoforge to edit xtbls.
See Nanoforge texture editing for a guide on using Nanoforge to edit textures.
Requirements
- A copy of Red Faction Guerrilla Re-mars-tered. Support for other versions is planned.
- Visual Studio 2019 x64 Redist: https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads
- 64bit Windows. Tested on Windows 7, 8, 10, and 11. If it fails to start try installing this update: https://support.microsoft.com/en-us/help/2999226/update-for-universal-c-runtime-in-windows
Changes
- BUG: Fixed a crash when loading and creating a project.
- BUG: Fixed a font scaling bug that could result in font being much smaller or larger than it should be.
v0.19.0 - High lod terrain, gltf export, fast texture searches, mesh render fixes
Adds support for high lod terrain in the map viewer, gltf mesh export, fixes mesh rendering bugs, and more.
See Nanoforge basics for a guide on how to use Nanoforge and it's features.
See Nanoforge xtbl editing for a guide on using Nanoforge to edit xtbls.
See Nanoforge texture editing for a guide on using Nanoforge to edit textures.
Requirements
- A copy of Red Faction Guerrilla Re-mars-tered. Support for other versions is planned.
- Visual Studio 2019 x64 Redist: https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads
- 64bit Windows. Tested on Windows 7, 8, 10, and 11. If it fails to start try installing this update: https://support.microsoft.com/en-us/help/2999226/update-for-universal-c-runtime-in-windows
Changes
- High resolution terrain support in the map viewer.
- Added LOD slider to the mesh viewer.
- The mesh exporter now exports gltf files instead of obj files. Different lod levels are organized into their own subnodes and labelled.
- Removed the file cache.
- Nanoforge now limits the number of threads it uses to avoid lagging other apps. You can adjust the limit in
File > Settings
- Added 'Tasks' button at the bottom left of the screen that shows all background tasks when clicked.
- Proper SRGB texture rendering. SRGB flag on pegs was previously ignored.
- Less useful texture info in the viewer is now placed in a "Additional info" section that's collapsed by default.
- Improved settings.xml regeneration / upgrades
- BUG: Fixed mesh rendering and export bugs like erroneous triangles and inside out meshes.
- BUG: Fixed slow & infinite texture searches in the mesh viewer. Searches can still fail, but they'll fail quickly.
- BUG: Fixed missing triangles in low lod terrain.
- BUG: Fixed a crash when minimizing Nanoforge while a mesh or map viewer is open.
Important notes
- High lod terrain can use a lot of RAM while loading. You can decrease it by lowering your thread limit or disabling high lod terrain completely in
File > Settings
. You must restart Nanoforge for thread limit changes to go into effect. - If you notice system wide visual or audio lag during map loading you should lower your thread limit or close other apps with high CPU usage.
- Disable high lod terrain for quicker map loading.
- Delete your 'Cache' folder if installing over older versions. The cache has been removed.
- Meshes now export as gltf, which doesn't use the same material model as RFG. In effect, most meshes look bad by default when imported into blender. Eventually an extension will be made to auto fix this. For now you need to manually make the following changes in the shader graph:
- Set the color space of the diffuse & specular textures to linear, and of the normal texture to SRGB.
- Map the color output of each texture to the following input nodes of the principled BDSF shader. Remove any intermediate nodes added by blender:
- Diffuse -> Base color
- Specular -> Specular
- Normal -> Normal