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12-25-11, 08:05 AM | #331 |
Weps
Join Date: Sep 2002
Location: SW France
Posts: 361
Downloads: 137
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Seasons Greetings to all.
Thanks for the latest version TDW. Unfortunately, I am still getting the error and it now appears before I try to load anything. It is slightly different, as follows:- "Exception is: Error in the application. ********* ********* Exception caught in OnPaint" When I ran DbgView I also noticed quite a few lines with the following error message:- 00000714 13.52196884 [4080] LODError 0x10B3C (0x10D04) Any ideas, please? I also note that the application window doesn't fit on my resolution (1440 x 900) - what resolution do you run at? Regards MLF
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Je pense donc je fuis! |
12-25-11, 10:17 AM | #332 |
The Old Man
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Merry XMass to all.
Using new version I was able to edit the Conning_7B_01.GR2 file. @ TDW Do you know when adding new Node's will be implemented? I currently see refferences that suggest this functionality is being worked on. Regards! TheBeast |
12-25-11, 11:49 AM | #333 |
Black Magic
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It's continually being worked on. Once I find an algorithm that works then I can finally start adding new items to GR2 files. The algorithm that I'm looking for is the order in which to redo the pointers (that I know of - there may be more pointers that I'm not aware of which would invalidate the algorithm all together).
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12-25-11, 11:59 AM | #334 | |
Black Magic
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Quote:
That LODError is from a file. It appears you tried to load a file. It's something it read from the file. I'd like to see the full DbgView output if possible. What I'd like to see from it is you run the app. After it's loaded don't try to load anything. Move the camera around with the mouse for a little bit. Then try to load a file. Ensure Debug is enabled (under Misc tab) I might also code up something that will read your video card's capabilities and output it all to text file so I can see if there's something I've coded in thinking will work with anyone's video card that actually isn't and have you run it Can you run my SH map viewer app found in \data\Applications of my UIs mod without problem? |
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12-25-11, 02:50 PM | #335 |
Lieutenant
Join Date: Nov 2006
Location: St. Petersburg, Russia
Posts: 264
Downloads: 72
Uploads: 0
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I've tried to open CharacterBodyParts.gr2 in /data/Characters it gave a lot of 'this app cannot open image...' errors then complained about unknown 'BoneWeight' vertex.
Is it yet to early to open this file in GR2EVI? |
12-25-11, 03:36 PM | #336 |
Black Magic
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12-25-11, 05:04 PM | #337 |
Black Magic
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Have the unknown vertex component names added - all is good there.
The bad: what I interpreted bone bindings as was which bone (only 1) the mesh was bound to. This was a totally incorrect assumption from trying to load the \data\CharactersCharacterBodyParts.gr2 Now I see what the purpose of these bone bindings are: for skinned meshes. This causes me to rethink many things I assumed when creating this... I think the assumption I made about the bone binding (only 1) still holds true for how a mesh is placed in the world. But this makes me question if SH5 is following this rule Has anyone tried moving a bone (say a funnel or something) and seeing what the effects are in-game yet? |
12-25-11, 06:08 PM | #338 |
Black Magic
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this little 'find' has cleared up something I've always wondered why I had to do. When I'm reading mesh data I read the number of bone bindings. Usually it was just 1. I would then find the pointer to the bone binding(s). I passed this pointer to my bone bindings class. Now this is where it didn't make any sense: my bone bindings class had to dereference that pointer to get it's actual pointer. Never could figure out why. Now I understand why. Since there can be multiple bone bindings this first bone bindings pointer points to where the list of bone bindings are at
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12-25-11, 06:46 PM | #339 |
Black Magic
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This characters gr2 file is turning out to be a gold mine of information Once again I assumed that all vertex data is located in section 1. This file has proved me wrong again. Vertex data can be found in section 3 also (this looks like skin mesh data )
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12-25-11, 08:00 PM | #340 |
Admiral
Join Date: Mar 2007
Posts: 2,200
Downloads: 172
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+1
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What we do in life echoes in Eternity |
12-25-11, 11:12 PM | #341 |
Black Magic
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Well after getting schooled hard by this characters GR2 file I finally can read and render it
I learned so much from this one file...it was like a xmas present in itself. It exposed a bug in my ExtendedData parser, this was a serious bug. Would've never found it without trying to load this file. It exposed multiple errors in my assumptions of where data is located. I thought vertex and index data were located in only certain sections but boy was I wrong. This file made me code my app to read those magical pointers once again and have them tell we where the data can be found. That alone was well worth digging into this file. Now I just have to figure out how to read the embedded image data in the GR2 file and the meshes can be rendered with textures. Here is the file rendered in wireframe: |
12-25-11, 11:23 PM | #342 |
Ace of the deep .
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Quite a few editions ago i could open the C:\Ubisoft\Silent Hunter 5\data\Env\cloud_models
Cannot open with the latest ones though . |
12-25-11, 11:38 PM | #343 |
Black Magic
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Just opened it with Visual Studio's debugger. The problem is happening when it goes to create the bounding box and bounding sphere for box53. Looking into why currently...
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12-25-11, 11:56 PM | #344 |
Ace of the deep .
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Here is another strange file . Strange as in i dont know what it does .
C:\Ubisoft\Silent Hunter 5\data\Lights\lumini_marinar_x2 Also the 2 files in the Manip folder . |
12-25-11, 11:59 PM | #345 | |
Black Magic
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Quote:
You can open up clouds again. The bounding sphere it was trying to make was too large and DirectX didn't like it. I had to put some code in to limit the amount of slices and such for the sphere so it could make it. Tip when looking at meshes that are large like these clouds: turn culling for the camera off (under the camera tab) Couldn't figure out why they kept vanishing as I was moving the camera. Then I remembered I added camera culling to the app... |
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