This update was released on February 15th, 2020.
- Fixed an issue on various chunk editors where changes to certain fields would not be saved until they were defocused.
- This means if you change these values and save the file without defocusing the field, your changes would not actually be saved.
- This issue applied to the following editors:
- Trigger Volume Editor
- Half Extents X/Y/Z
- Locator Editor
- Type 7 Locators
- Right/Up/Front X/Y/Z
- Type 12 Locators
- Target Position X/Y/Z
- Field of View
- Type 7 Locators
- Trigger Volume Editor
- Added the Export All Static Entity Models XML tool to the Tools menu.
- Added the ability to import and export Static Entity chunks as Model XML files directly.
- Previously, you had to import or export the Mesh chunk inside it.
- Fixed an issue where a Skeleton Joint being parented to a child of itself would cause the program to freeze.
- Fixed an issue where a Skeleton Joint being parented to a non-existent Parent would cause an exception when selecting the Skeleton or Composite Drawable.
- Made the Skeleton Hierarchy Viewer show invalid skeleton joints on the end of the list, highlighted in red.
- Examples of invalid Skeleton Joints include:
- A joint parented to a joint located after it in the Skeleton.
- A joint parented to a non-existent joint.
- A joint parented to a child of itself.
- Examples of invalid Skeleton Joints include:
- Updated the tool's copyright year to 2020.
- Added the Flip Fence Normal and Update Fence Normal tools to the right click menu on Fence and Fence 2 chunks.
- The normal determines the side of the fence that is collidable so these tools make it easy to set it to something valid.
- The Flip tool inverts the direction of the normal.
- The Update tool adjusts it to be something valid and should be used after moving the start or end position of the fence.
- You may need to flip it after doing this to have it be the direction you want.
- Added the Flip All Fence Normals and Update All Fence Normals tools to the Tools menu.
- These ones are similar to the previous tools except they apply to every Fence in the file.
- Fixed an issue where the tool did not preserve incorrect header sizes in Physics Object chunks when saving.
- This meant opening some of Radical's original files and saving without making any changes would result in Radical's invalid data being corrected. This critical flaw has now been fixed.
- This affected the following chunks:
- l1r1.p3d
- l1_hedgeunit_Shape
- l1r2.p3d
- l1_hedgeunit_Shape
- l1z2.p3d
- l1_benchold_Shape
- l2z4.p3d
- l2_popsicle_Shape
- l2_shrubsml_Shape
- l3z4.p3d
- l3_krustyglasspost_Shape
- l4r1.p3d
- l4_hedgeunit_Shape
- l4r2.p3d
- l4_hedgeunit_Shape
- l4r7.p3d
- l4r7_cemgravei_Shape
- l4r7_cemtreeb_Shape
- l5z4.p3d
- l5_shrubsml_Shape
- l6z4.p3d
- l3_krustyglasspost_Shape
- l7r1.p3d
- l7_hedgeunit_Shape
- l7r2.p3d
- l7_hedgeunit_Shape
- l1r1.p3d
- Also added an Incorrect Header Size boolean to Physics Object chunks that can be toggled with the Value Editor, in case you want to opt into this for some reason.
- It should be noted that the game doesn't care if the header size is wrong on these chunks.
- Fixed an issue where the tool did not preserve random data after the null terminator at the end of Dyna Load Data strings in Type 5 locator chunks.
- This change and the previous one means that saving any of Radical's original uncompressed P3D files should result in exactly the same file.
- Added the Vertex Type Unknown boolean to the Value Editor on Old Primitive Group chunks.
- This toggles whether or not the Unknown flag is set in the chunk's Vertex Type.
- This flag is generally not present in The Simpsons Road Rage while it seems to be present in The Simpsons Hit & Run.
- This change also results in the presence of the flag being preserved when saving the file.
- Previous versions of the tool would just force the flag to be set.
- This toggles whether or not the Unknown flag is set in the chunk's Vertex Type.
- Added ellipses to the names of the following tools:
- Import Model...
- Export Model...
- Export All Static Entity Models...
- Export All Road Rage World Models...
- Export Model XML...
- Import Model XML...
- Export All Intersects...
- Import All Intersects...
- Export Language...
- Import Project...
- Import Screen...
- Import Page...
- Export Project...
- Export Screen...
- Export Page...
- Import Intersect...
- Export Intersect...
- Import Image...
- Export Image...
- Export All Textures...
- Export All Sprites...
- Change Game Path...
- Edit Rotation...
- Edit Position...
- Offset Positions...
- Added the ability to import and export entire P3D files and individual chunks as Lucas' Pure3D Editor Pure3D XML files (.p3dxml).
- You can import and export the entire file from the Tools menu or by right clicking the root chunk.
- This gives you the option to append chunks onto the end of the file or replace the contents of the file entirely.
- You can import and export individual chunks by right clicking them in the hierarchy.
- This gives you the option to import before and after a chunk as well as the option to replace it.
- This format contains all of the data in the P3D file.
- This means you can export a file then import it again to get the exact same file.
- Also added the ability to open, edit and save as this format just like P3D files.
- You can import and export the entire file from the Tools menu or by right clicking the root chunk.
- Renamed the Import Model and Export Model tools to "Import Model OBJ" and "Export Model OBJ" respectively.
- Renamed the Export All Static Entity Models tool to "Export All Static Entity Models OBJ".
- Moved some items that were previously in the Tools menu to the a new Settings menu:
- Keep Shared Resources Loaded For Previews
- Change Game Path...
- Add History Chunks When Saving
- Removed the empty data value from Export Info chunks.
- Added support for viewing and editing the data inside Export Info Named String and Export Info Named Integer chunks with the Value Editor.
- Fixed a bug where the Copy Car tool was completely broken since its introduction in Version 4.0 in 2015.
- This was an issue that went seemingly unnoticed for four years.
- Added "Experimental" to the name of the Edit In New Window tool.
- This feature is and always has been experimental.
- Disabled the Edit In New Window feature on Follow Camera Data chunks.
- This is because its broken in several different ways when used on these chunks.
- This might be addressed in a future update.
- Renamed several values on Road chunks.
- Unknown 2 > Speed
- Unknown 3 > Intelligence
- No Reset > Shortcut
- Supports the Use Legacy Names setting.
- Made the Find References tool support Intersection chunks and Road Data Segment chunks.
- Made it so double clicking boolean values in the Value Editor will toggle between true and false.
- Added an Update Bounds tool to the right click menu on Mesh and Skin chunks.