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Old 01-03-09, 10:16 AM   #901
XPETIT
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Skwasjer,

Thank's a lot for your tool that alow us to create our subdream. With it, I have made The Terrible, RedOctober and now a Akula class (see at the end of my netsite). But with those change, the position of the torpedo launcher are moved. In the game, when I fire, the torpedo seems come from the center of the sub, and the camera are not always outside of the sub......
http://pagesperso-orange.fr/xavier.petit/

Do you know what I must change to move the startpoint of torpedo launching? And what I must modify to move the position of the camera wich show the torpedo launch.

Your help would be very appreciate.

Greatings.
Xavier PETIT
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Old 01-03-09, 03:13 PM   #902
skwasjer
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I am not sure. I guess the position of both the torp launch as well as event cam is determined based on where the nodes of the torpdoors are located. I think you better ask some of the guys that actually made new subs. I don't have alot of hands-on experience modifying the sub-files.
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Old 01-03-09, 05:11 PM   #903
XPETIT
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Thank's for your answer skwasjer.

I have work all this evening and I founded what I searched. Like you guessed, the start point of the torpedo is the position of the node of the torpedodoor number2. And the position of the camera is define in the evencamera.dat file that you have in the SH4\data\library.

Now, to finish the work on Akula, I try to modify the number of torpedo storage.

Again, thank's for your great tool.

Xavier PETIT
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Old 01-04-09, 04:48 PM   #904
piri_reis
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Thanks for the update skwasjer
D3d error is now fixed with the models I mentioned before.
Yet to explore the new features, and try to move/add animations
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Old 01-06-09, 08:39 AM   #905
Anvart
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GWX 3.0, ATag.dat - the same issue:

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Old 01-06-09, 09:08 AM   #906
skwasjer
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Thanks Anvart, this bug was already reported to me a couple of days ago via PM, but I have not found time to release a fix yet. I hope soon though
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Old 01-06-09, 02:12 PM   #907
Anvart
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Quote:
Originally Posted by skwasjer
Thanks Anvart, this bug was already reported to me a couple of days ago via PM, but I have not found time to release a fix yet. I hope soon though
Thanks.
And ... GWX 3.0 Flag.dat, FlagS.dat ...
When i click on any flag in viewer, S3D gives an error message ...
http://rapidshare.com/files/180468922/flag.dat.html
I did not analyze this file (laziness), but i think it's error (dodge?) GWX-team ...?

Regards,
Alex

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Old 01-06-09, 05:50 PM   #908
Madox58
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Anvart,
I down loaded your file from the link.
Useing S3D I opened every flag with no problem.
:hmm:
Have you the latest version of S3D?
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Old 01-06-09, 06:01 PM   #909
skwasjer
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The bug is there for sure. It works fine until you load textures (click one of the texture buttons). Then S3D goes mad internally and clicking anywhere will cause an error. I have not looked why yet...
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Old 01-07-09, 12:48 AM   #910
Anvart
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Quote:
Originally Posted by privateer
Anvart,
...
Have you the latest version of S3D?
Hi, Jeff.
Look my pic above ...

Quote:
Originally Posted by skwasjer
The bug is there for sure. It works fine until you load textures (click one of the texture buttons). Then S3D goes mad internally and clicking anywhere will cause an error. I have not looked why yet...
Yeah.
The problem appears after i will switch "enable diffuse map" ...



P.S.
And, GWX-team has made 3D model for each flag ...
It to do not necessarily since models are identical (and use SynchroMesh Controller) ...
Theoretically enough one model for all flags ...
...
Next:
I can't see SkyColor model (SkyColors_xxx.dat) in viewer ... very big model for viewer ...?
...
Next:
When i export embedded image from Type 13, by default, the effect type is offered to save file (for example: specular) ... there should be a texture name ...
...
Necessary to change parent ID of object quickly ...
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Last edited by Anvart; 01-08-09 at 03:42 PM.
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Old 01-08-09, 08:09 PM   #911
skwasjer
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Quote:
Originally Posted by Anvart
Quote:
Originally Posted by skwasjer
Thanks Anvart, this bug was already reported to me a couple of days ago via PM, but I have not found time to release a fix yet. I hope soon though
Thanks.
And ... GWX 3.0 Flag.dat, FlagS.dat ...
When i click on any flag in viewer, S3D gives an error message ...
http://rapidshare.com/files/180468922/flag.dat.html
I did not analyze this file (laziness), but i think it's error (dodge?) GWX-team ...?

Regards,
Alex
I've looked up the problem. The cullprit is the EmbeddedImage of the Egypt_Mil.tga material. While it is valid to some TGA-parsers (including my own one which reads it for the preview in S3D), apparently the native DirectX texture loader (which I use to load textures into GFX card) has problems with it. I've looked up the TGA-specs again and indeed there are two Int16's that should be 0 for this image as it has no color palette (it's 24-bit, non-indexed).

I could work a fix out for it, but in reality the TGA-file is incorrect and as such it doesn't have a priority now, but I'll see what I can do. Perhaps an export and reconversion to TGA in a 2D app is simply all that is needed.

Look up in TGA-header, if 'colormaptype' is 0, then 'colormapstart' and 'colormaplength' should both be 0. Since the 'colormapstart' value was a large negative, the DirectX loader - while it should just ignore the values in this case - must be seeking outside of the stream

Code:
/// <summary>
/// Size of ID field that follows 18 byte header (0 usually).
/// </summary>
public byte identsize;
/// <summary>
/// Type of colour map 0=none, 1=has palette.
/// </summary>
public byte colormaptype;
/// <summary>
/// Type of image 0=none, 1=indexed, 2=rgb, 3=grey, 9=indexedRLE, 10=rgbRLE, 11=greyRLE.
/// </summary>
public byte imagetype; 
/// <summary>
/// First colour map entry in palette.
/// </summary>
public short colormapstart;
/// <summary>
/// Number of colours in palette.
/// </summary>
public short colormaplength;
 
.... the rest of the header left out for simplicity...

Last edited by skwasjer; 01-08-09 at 08:22 PM.
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Old 01-08-09, 08:20 PM   #912
skwasjer
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Quote:
Originally Posted by Anvart
I can't see SkyColor model (SkyColors_xxx.dat) in viewer ... very big model for viewer ...?

Yea, it's a big ass half sphere Just export to 3D app.
Quote:
Originally Posted by Anvart
When i export embedded image from Type 13, by default, the effect type is offered to save file (for example: specular) ... there should be a texture name ...

Thanks for that

Quote:
Necessary to change parent ID of object quickly ...
I know... Perhaps in the future I will add simpler function (aka drag). No promises.
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Old 01-09-09, 04:28 AM   #913
keltos01
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I'm trying to implement 8 tubes on the german side of the game. Thanks to your baeutiful copy/paste option, cloning the middle tubes from a type XVIII was a breeze.

We do get CTD though. after cloning the parts did I need to remap the ids ? I didn't.

Do you know what the maximum amount of tubes is for the german side ?

Keltos

Jyunsen 1M mod :

http://files.filefront.com/IJN+Jyuns.../fileinfo.html

8 tubes patch (might be wishful thinking...) :

http://files.filefront.com/IJN+Jyuns.../fileinfo.html
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Old 01-09-09, 11:49 AM   #914
tater
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Yes, you need to make a new ID.

Copy node. Paste. Right click the new node, create new ID (or hit the NEW button up next to the ID).

If you have a whole group of things, what I do is to delete everything except the nodes I want (everything), then "save as" a different file name with the IDs remapped. I can then import the whole lot at once.
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Old 01-09-09, 12:24 PM   #915
keltos01
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Thanks Tater, I did that, if you look here :

http://www.subsim.com/radioroom/show...80#post1022280

I detailed all the steps I took,

still it CTD

I uploaded version 1.6 CTD of mod on filefront, all help welcome ! if we make those 8 tubes work it's a whole new range of Japanese subs I can mod !

download link :
http://files.filefront.com/IJN+Jyuns.../fileinfo.html


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