SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 07-28-08, 03:48 PM   #736
LukeFF
Silent Hunter
 
Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
Excellent news!
__________________


ROW Sound Effects Contributor
RFB Team Leader
LukeFF is offline   Reply With Quote
Old 07-28-08, 05:44 PM   #737
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

This just gets better and better
THE_MASK is offline   Reply With Quote
Old 07-29-08, 01:24 AM   #738
SquareSteelBar
Sea Lord
 
Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 618
Uploads: 0
Default

ssshhhh....be quiet, mates. Genius at work!
SquareSteelBar is offline   Reply With Quote
Old 07-29-08, 02:50 PM   #739
Jaeger
Chief
 
Join Date: Jul 2005
Posts: 316
Downloads: 28
Uploads: 0
Default

Quote:
Originally Posted by skwasjer
(currently 97-98% of all data is supported).

amazing work . but i still dont understand this sentence. does that mean modders can change 97-98% of all the changeable options a sdk could change? does that mean everything of non-hardcoded content is changeable with your tool? i am not a modder, i only follow the technique discussions here with high interest...


greetz, Jaeger
Jaeger is offline   Reply With Quote
Old 07-29-08, 05:09 PM   #740
skwasjer
The Old Man
 
Join Date: Apr 2007
Location: Netherlands
Posts: 1,547
Downloads: 26
Uploads: 3
Default

Quote:
Originally Posted by Jaeger
Quote:
Originally Posted by skwasjer
(currently 97-98% of all data is supported).

amazing work . but i still dont understand this sentence. does that mean modders can change 97-98% of all the changeable options a sdk could change? does that mean everything of non-hardcoded content is changeable with your tool? i am not a modder, i only follow the technique discussions here with high interest...


greetz, Jaeger
Hi Jaeger, a SDK could contain more tools and even source code, so it depends a little.

But to give you an idea, the DAT-file format is used by roughly 5000 stock files in both SH3/SH4/UBM combined and makes up the bulk of the game (textures, audio and non-binary data like cfg/txt not counting). In essence, there's not much binary data/files left to support by S3D or other tools. There are a couple of file extensions left that are not supported by S3D right now but there's some other tools that do (ie. terrain extractor) so there's no real point for me unless I am REALLY bored.

So yea, the percentage indicates most game data can now be worked with by the modders.

What is not supported (and never will be) is actual (hard)coded game behavior, which makes up the actual software part (.exe, .dll, .act). This would require source code, per SDK. This will not likely happen however.
skwasjer is offline   Reply With Quote
Old 07-30-08, 05:15 AM   #741
Jaeger
Chief
 
Join Date: Jul 2005
Posts: 316
Downloads: 28
Uploads: 0
Default

Quote:
Originally Posted by skwasjer
Quote:
Originally Posted by Jaeger
Quote:
Originally Posted by skwasjer
(currently 97-98% of all data is supported).

amazing work . but i still dont understand this sentence. does that mean modders can change 97-98% of all the changeable options a sdk could change? does that mean everything of non-hardcoded content is changeable with your tool? i am not a modder, i only follow the technique discussions here with high interest...


greetz, Jaeger
Hi Jaeger, a SDK could contain more tools and even source code, so it depends a little.

But to give you an idea, the DAT-file format is used by roughly 5000 stock files in both SH3/SH4/UBM combined and makes up the bulk of the game (textures, audio and non-binary data like cfg/txt not counting). In essence, there's not much binary data/files left to support by S3D or other tools. There are a couple of file extensions left that are not supported by S3D right now but there's some other tools that do (ie. terrain extractor) so there's no real point for me unless I am REALLY bored.

So yea, the percentage indicates most game data can now be worked with by the modders.

What is not supported (and never will be) is actual (hard)coded game behavior, which makes up the actual software part (.exe, .dll, .act). This would require source code, per SDK. This will not likely happen however.
thanks for your replay, now i understand better
Jaeger is offline   Reply With Quote
Old 08-07-08, 03:05 AM   #742
SquareSteelBar
Sea Lord
 
Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 618
Uploads: 0
Hi skwasjer,

when I load SH3 scene.dat in S3D v0.9 I wondered if this file is fully supported by S3D.
I noticed in e.g. MiniTweaker are much more items available... :hmm:

Cheers,
SquareSteelBar

Last edited by SquareSteelBar; 08-07-08 at 03:17 AM.
SquareSteelBar is offline   Reply With Quote
Old 08-07-08, 04:10 AM   #743
skwasjer
The Old Man
 
Join Date: Apr 2007
Location: Netherlands
Posts: 1,547
Downloads: 26
Uploads: 3
Default

Yes, scene.dat is fully supported and has been for a very long time. Not every value in minitweaker is named the same in S3D though, because I use the actual game description. If you specify which values you see in MT that you can't find in S3D, me or others can point you to the right place.
skwasjer is offline   Reply With Quote
Old 08-07-08, 09:12 AM   #744
SquareSteelBar
Sea Lord
 
Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 618
Uploads: 0
Default

I was looking for WindHeadingChangeSpeed and WindSpeedChangeSpeed

Thanks in advance,
SquareSteelBar
SquareSteelBar is offline   Reply With Quote
Old 08-07-08, 09:59 AM   #745
Digital_Trucker
Silent Hunter
 
Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
Uploads: 10
Default Picture's worth a 1000 words

__________________

RSM-GIEP-Killflags-LV Tribute-Playable Elco __Peace be with you, Dave.

Digital_Trucker is offline   Reply With Quote
Old 08-07-08, 10:43 AM   #746
SquareSteelBar
Sea Lord
 
Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 618
Uploads: 0
Default

Thanks, DT

Very weird. I use a modded scene.dat [it works!]; it seems that it has been corrupted:



I'm going to look for the error...

THX again.

Last edited by SquareSteelBar; 08-08-08 at 06:46 AM.
SquareSteelBar is offline   Reply With Quote
Old 08-07-08, 11:31 AM   #747
Digital_Trucker
Silent Hunter
 
Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
Uploads: 10
Default

Any time. That is strange. Of course, it might make a difference that I was looking at an SH4 scene.dat (haven't had SH3 installed in ages). Perhaps someone with SH3 could try opening the scene.dat to see if they have the same problem?

I don't know how much difference there is between the scene.dat in the two games, but there doesn't seem to be much difference in the screenies (other than the obvious problem one).
__________________

RSM-GIEP-Killflags-LV Tribute-Playable Elco __Peace be with you, Dave.

Digital_Trucker is offline   Reply With Quote
Old 08-08-08, 06:17 AM   #748
SquareSteelBar
Sea Lord
 
Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 618
Uploads: 0
Default

The stock SH3 scene.dat was opened correctly in S3D. The error was in the modded one; finally I found it -> two faulty values...

Cheers,
SquareSteelBar
SquareSteelBar is offline   Reply With Quote
Old 08-08-08, 08:06 AM   #749
skwasjer
The Old Man
 
Join Date: Apr 2007
Location: Netherlands
Posts: 1,547
Downloads: 26
Uploads: 3
Default

Glad you found it, and yes, in case of a corruption, S3D just reads the data as a byte array where possible so you can at least work on the other parts in the file.
skwasjer is offline   Reply With Quote
Old 08-26-08, 04:43 PM   #750
skwasjer
The Old Man
 
Join Date: Apr 2007
Location: Netherlands
Posts: 1,547
Downloads: 26
Uploads: 3
Default

Just some status update, nothing big, and no release announcement...

I've got a bit confusing PM from Anvart that NightColor on Omni nodes is not actually the night color but something else. What is not really clear at this point but I hope Anvart can clarify it, and I will investigate it further. May explain some oddities people may have been experiencing with this field.

[edit] OK, Anvart just told me he doesn't know for sure and that it has to be tested further, so I will have to do some tests on this field.

Next, I have found out some more unknown data on material chunks, specifically rendering flags like 'Disable Z-buffer write' and 'Cull none'. These flags are important for single plane meshes (like railings) and (semi-)transparent meshes (like glass). If you are cloning incorrect materials, ingame the models may not be rendered correctly (for instance, railings may suddenly disappear from a certain angle due to culling, or objects behind glass are not rendered at all because they are clipped by the z-buffer). These new flags allow you to modify this behavior as well.

Last edited by skwasjer; 08-26-08 at 04:55 PM.
skwasjer is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 01:27 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.