SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
02-22-12, 01:42 PM | #796 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
|
Hi all
Thank TDW for the new release ,I'll try that right now
__________________
~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
02-22-12, 02:32 PM | #797 |
Seasoned Skipper
Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
Uploads: 0
|
|
02-22-12, 04:48 PM | #798 |
Lieutenant
Join Date: Nov 2006
Location: St. Petersburg, Russia
Posts: 264
Downloads: 72
Uploads: 0
|
Ok. I got it now what is wrong with this turning-on-spot problem. It is the animation. Most of the animations are of, let's call it such, 'oriented' type. That is they are somehow flagged for the 'path-finder' that it should align them first with the world axii (or parent bone axii, that I don't know). That is before they start to play the path-finder first makes char turn to what it thinks is the correct orientation of the animation even if it is totaly wrong. This makes a char turn when it appears on this waypoint (came, teleported, or spawned onto it). Then the char plays the animation correctly in-line with its waypoint orientation (turning the waypioint bone does turn the animation on it), this change in orientation results in 'snap-into-animation-stance' glitch. When the animation finishes and next animation takes over the path-finder make our char turn again to align with the world axii if the animation finishes with the char facing somewhere else, this results in 'out-of-the-bed-jump-then-turn-away-then-turn-again-only-then-run' behaviour, same is true if you teleport him, teleport happens right at the end of the animation just before the path-finder do this 'alignment', this is why when a char just appears on a new waypoint path-finder takes this opportunity to 'catch-up' and aligns him on the new waypoint. This rules out teleporting as mean to circumvent it.
All seemed to be lost when three 'non-oriented' animations were discovered and those were: walk, run, crawl. This animations don't care how they are aligned since they are specificaly made to be rotateable mid-playing (making turns while walking). So if you insert an animation just after an oriented one then path-finder doesn't care to align the char anymore so you can then teleport the char without turns. While not helping now (you wouldn't want a char to do a few steps on his bed or better still in the mid-air before running), it gives us hopes for the future when TDW will empower us to change animations, so we will 'disorient' them. All praise all-mighty TDW! There is as well the cross-compartment bow-wards teleport turning issue, but it seems to be solved, at least for now. With it given I will now try to do some crew modding, we will have to live with some of this retarded turning for now. |
02-22-12, 05:00 PM | #799 |
Lieutenant
Join Date: Nov 2006
Location: St. Petersburg, Russia
Posts: 264
Downloads: 72
Uploads: 0
|
Oh my! How stupid I was, there is these animation_info files. They define this 'orientation'! Jump out of the bed and no turning afterwards! Ain't it cool?! Problem solved!
|
02-22-12, 05:02 PM | #800 |
Admiral
Join Date: Jun 2005
Posts: 2,014
Downloads: 26
Uploads: 0
|
Oh baby, this game is going places now!
|
02-22-12, 05:14 PM | #801 |
Grey Wolf
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
|
|
02-22-12, 06:15 PM | #802 | ||
Black Magic
|
Quote:
Quote:
Now let's see something tangible in the form of a mod...even if it's just a tester |
||
02-22-12, 07:35 PM | #803 |
Black Magic
|
Reviewed the code today and fixed any upcoming pitfalls and shortcomings. There were a lot of things that needed to be fixed
Turned the app into a multi-threaded app. There's only one problem with multi-threaded apps - you can never be 100% sure they are fully bug free. It's nearly impossible to do. Everything should work. Report bugs as usual. Worked on optimizing the exporter. Last night I exported Room_QR1's QR1_Objects (it has 15 subsets and the models are HUGE - large number of verticies in each subset) and it took well over 10 mins That was ridiculous. I optimized it as best as I could and here's the result: [2680] Exporting of QR1_Objects started at 6:21:51 PM [2680] Exporting of QR1_Objects finished at 6:27:07 PM [2680] Exporting of QR1_Objects total time 00:05:15.6821504 Took 5 mins and 16 secs to export it without the AO That's more like it Coding in the ability to select what the textures are exported as currently (image format). After that's complete I'll release the new test version. Also adding the ability to import the AO |
02-22-12, 08:42 PM | #804 |
Ace of the deep .
|
I dont like to spam this thread but i think the mods for SH5 up till now are only the tip of the iceberg
|
02-22-12, 09:07 PM | #805 | |
Black Magic
|
Quote:
I'm not one for using tools to do the work that I can hex edit but this GR2 file warrants a tool. It's WAY too complex to try and hex edit. Too many things to change and keep track of (pointer wise). Plus you make one little mistake in those changes and it's game over. So I have to live with the fact that I must use this tool I'm developing to make/edit GR2 files |
|
02-22-12, 09:25 PM | #806 |
Black Magic
|
Now when you check import AO from the import screen you are able to import the AO data (of all the AO data read in the only thing the app uses if the texture coordinate data - this data gets set as texture coordinate 2 data in the mesh)
You can now select the file type to save the textures as when exporting: Just a few little things to tidy up and then I'll release a new test version |
02-22-12, 09:39 PM | #807 |
Seasoned Skipper
Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
Uploads: 0
|
Sorry for asking, but what is AO?
|
02-22-12, 09:42 PM | #808 |
Black Magic
|
It's the ambient occlusion. Here's the best way to see what it is:
- fire up the app - load up Room_QR1 - position camera like I have in screenshot above - click on the rendering tab - unselect diffuse - you are now looking at the AO map - select diffuse - unselect Self-Illumination - you are now looking at the diffuse map (aka SH3 mode) - now you see why the AO is so important |
02-22-12, 09:48 PM | #809 | |
Seasoned Skipper
Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
Uploads: 0
|
Quote:
|
|
02-22-12, 10:06 PM | #810 | |
Mate
Join Date: Nov 2011
Posts: 53
Downloads: 4
Uploads: 0
|
Quote:
you are a machine! any chance you looked at blender scripts yet? or my gr2s? probably not but just wondering. |
|
|
|