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Old 12-18-08, 01:19 PM   #871
skwasjer
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I will have to check that keltos. I think all you have to do is add the N01 texture (and verify the BumpEnable in UnifiedRenderControler is on) but I have not verified this. Bump maps use the 1st uv-set.

Basically subs are rendered the same way ships are, so if you use an identical setup it should work.

Last edited by skwasjer; 12-18-08 at 01:22 PM.
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Old 12-18-08, 01:37 PM   #872
skwasjer
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Quote:
Originally Posted by piri_reis
And 3d viewer gives me a directx error:

Regarding this 2nd issue, S3D attempts to set a device state (it depends on materials in DAT-file) that your GFX does not support. I should have included a test whether or not the parameter is supported by certain cards. I'll have to provide a fix for this.

Last edited by skwasjer; 12-18-08 at 01:37 PM.
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Old 12-18-08, 03:25 PM   #873
keltos01
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Default bump maps

I've made two, one for the Jyunsen B and one for the Type AM submarine.

I've uploaded them on my main FF page, for those who have my mod and wanna try to get them working

I've changed this :

[UserPlayerUnit 1]
ID=Jyunsen_B
NameDisplayable=Jyunsen B
UnitName= SS-I 25
Type=Jyunsen_B
UpgradeClass=2
UnitInterval= 1941-10-01, 1945-12-31
ExternalClassName=SSJyunsen_B
Nationality=German
CrewRanks=15
Evolution= Normal
Damage= 0
TextureName=data/Submarine/NSS_Jyunsen_B/NSS_Jyunsen_B_T01.tga
LightmapTextureName=NULL; data/Submarine/Nss_Jyunsen_B/NSS_Jyunsen_B_001.tga
NormalmapTextureName= data/Submarine/Nss_Jyunsen_B/NSS_Jyunsen_B_N01.tga
MenuSilhouetteTextureName= Jyunsen_B_1.tga
MaxPettyOfficers=32 ; max number of crewmembers over rank 4
MaxOfficers=6 ; max number of crewmembers over rank 7

we'll see...

Keltos

link :

http://files.filefront.com/Bump+map+.../fileinfo.html
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Last edited by keltos01; 12-18-08 at 03:28 PM.
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Old 12-18-08, 03:58 PM   #874
keltos01
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Default bump

the change written in my earlier post did it :


no bump :



bump :



so all we have to do is activate the bump map ! good idea Skwasjer !!!

now I've made two more bump maps for the towers of the Type AM and of the Jyunsen B, how do I get them to show as they have no upcge file like the hull ????


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Old 12-19-08, 05:51 AM   #875
Anvart
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Quote:
Originally Posted by skwasjer
... Bump maps use the 1st uv-set.
...
???
Quote:
Originally Posted by virtual thought ...
--> --> -->
...
And ... S3D should be more tolerant to game-files ...
...
And ... what about Render Features ...???:



In game:





P.S.
It's SH3 ...
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Last edited by Anvart; 12-19-08 at 07:10 AM.
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Old 12-19-08, 09:31 PM   #876
Orion2012
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Quote:
Originally Posted by privateer
Just downloaded this version.
Can't wait to test it out!

May come in handy on the Dynamic Shadows stuff.

Like Anvart asked, how big of a performance hit do you see, and how many light sources?
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Old 12-19-08, 09:44 PM   #877
skwasjer
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S3D was never EVER designed with SH3 in mind, sorry...

From the changelog:

Note that this is still an experimental feature at this point, and the shaders are based on SH4 (certain SH3 models and assets are rendered too bright, or incorrectly as a whole). If a model is incorrectly rendered or rendered as black, it doesn't have to mean the DAT-file is set up incorrectly. The texture loader works also slightly differently than the game, so always check in game to be sure. Extended SH3 support is NOT planned.

Quote:
And ... S3D should be more tolerant to game-files ...
Example?

Is hex editing tolerant?

Last edited by skwasjer; 12-19-08 at 09:48 PM.
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Old 12-20-08, 02:31 AM   #878
Anvart
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Quote:
Originally Posted by skwasjer
S3D was never EVER designed with SH3 in mind, sorry...
...
sure. Extended SH3 support is NOT planned.
What a pity ... !!!
SH3 is more popular than SH4 ...
In SH4 for glass imitation (air plane) is used Opacity property of material ... simple method ...
In my case (you know) - other prop's ... more eye-candy ...
...
And in SH4 interior _Geamuri-object is transparent (in S3D viewer) and has similar parametres of a material as in my case ...
Quote:
Originally Posted by skwasjer
Quote:
And ... S3D should be more tolerant to game-files ...
Example?
Is hex editing tolerant?
Strange question ...
HexEditor reads and shows any data ... :rotfl: in hex kind ...





In this cases in game All OK.
...
And i would like that S3D was more tolerant at data reading ... it would help to find errors (in modders work) and so on ...
Sorry ...

Good luck.

P.S.
Last version of S3D is more toleranted than previouses ...
And for today S3D is the best work (tool) at this forum !!!
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Last edited by Anvart; 12-20-08 at 03:08 AM.
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Old 12-20-08, 04:19 AM   #879
Nisgeis
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Quote:
Originally Posted by Anvart
SH3 is more popular than SH4 ...
Come on Anvart, we've all been warned not to say things like that in the wrong forum .

Quote:
Originally Posted by Anvart
And i would like that S3D was more tolerant at data reading ... it would help to find errors (in modders work) and so on ...
Are the files you are having trouble with stock SH4 files, or are they files that have been previously hex editted? SH4 seems to be very tolerant of some things and hyper sensitive to others.

Quote:
Originally Posted by Anvart
And for today S3D is the best work (tool) at this forum !!!
I think you're right . It's been invaluable to me.
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Old 12-20-08, 06:01 AM   #880
skwasjer
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Quote:
Originally Posted by Anvart
What a pity ... !!!
SH3 is more popular than SH4 ...
In SH4 for glass imitation (air plane) is used Opacity property of material ... simple method ...
In my case (you know) - other prop's ... more eye-candy ...
...
And in SH4 interior _Geamuri-object is transparent (in S3D viewer) and has similar parametres of a material as in my case ...
The problem with materials is I don't have every option implemented like the game does yet (if ever). SH3 just works differently compared to SH4, f.ex. SpecularMask controller, and some others (not saying this is your issue). So sometimes the rendering is just wrong.

It will all depend on my interest in the coming months if I can be bothered to fix these minor things. But again, focus lies on SH4. The render pipelines between the games differ too much (with addition of exterior AO-map, bump map, new lighting system) that it's impossible for me to support both.

Quote:
Strange question ...
HexEditor reads and shows any data ... :rotfl: in hex kind ...
I ment, is it tolerant in that it prevents you from making a simple mistake? Many problems in modded SH3 files directly can be addressed to the use of hex editors or other less advanced programs. With SH4, not at all because pretty much all modders started off with S3D from the start.

I have had a look at some SH3 modded files in the past, and there's just to many faults in them (like invalid size specifiers, controllers that are corrupt, also common are type 2/0 and 4/100 chunks that are screwed, etc). In SH4 mods, you won't find these problems, because noone uses a hex editor or TT or similar.

Btw, your 2nd error screenshot I know about (piri_reis posted this 2 days ago), and I'm looking into it. This should be fixed as this is just a S3D bug.

Quote:
And i would like that S3D was more tolerant at data reading ... it would help to find errors (in modders work) and so on ...
If you base your work on stock files with S3D, this should not be necessary.

The game may have more robust parsing algoritms but it also does not have the responsibility to WRITE the files back again. If it detects a serious problem in a file, it just CTD's and if it's not a serious problem, it skips it and uses a default value or does something else (undefined or strange behavior?). S3D just can't do that. It must ensure file integrity at all cost. If it can't, it won't open the file... The way I see it, this is the only right approach.

That said, I could point you to a file offset in the error message in a future version, but that's as far as I will go in allowing a file to be 'fixed'.

Last edited by skwasjer; 12-20-08 at 06:06 AM.
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Old 12-20-08, 06:38 AM   #881
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Good reply, Skwas!
...
I can speak only for myself ...
For me, tools for modding of SH... - S3D and HexEditor (only both) ...
For standard operations (S3D features) - S3D and HexEditor (optional - for removal of author's dust - JOKE ),
for difficult, not standard works - HexEditor and S3D (basically as browser) ...
...
and i am absolutely assured, you also use HexEditor when do mods ...

Don't take offence ...
and good luck ...
and good rest to you ...
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Old 12-22-08, 05:01 AM   #882
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Hi,

I have made modifications of 688i to the french sub Triomphant class and 627a to RedOctober (typhoone class) :
http://pagesperso-orange.fr/xavier.petit/

(see at the end of my netsite)

But I must move the position of the lauch torpedo and the position of the camera. Where can I find that in S3D? What, are the name of those node for this placement?

Thank's for your help.

Greatings.
Xavier PETIT.

Last edited by XPETIT; 12-22-08 at 05:02 AM.
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Old 12-26-08, 09:02 AM   #883
keltos01
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nice touch the XMas bells appearing in S3D !

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Old 12-29-08, 08:43 AM   #884
keltos01
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in S3D :


the thing is it looks perfect in 3DS, I don't get why the texture's all wrong in S3D and in game ?

The cutout has no parts for the deck located where the red texture is, that red is for the bottom of the ship only.

I can make a rar with the 3DS file and texture if you care to have a look at it ?

[edit] : found it ! those were "purje" node 619 and top node 628 showing, I set them to no-show like Peabody told me before..

thanks

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Old 12-31-08, 02:22 PM   #885
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Using Vista 64 bit OS (Ultimate with SP1)

Sorry if I missed this explanation (I've looked through the last several pages), but I'm having trouble getting a S3D modded file to not CTD when put into the game. I have the S3D v0.9.3 on a new install, loaded in the default "Program Files (x86)" folder. When I make a change to the CaptainRoom.dat file and save all seems normal. I put it into the game through JSGME, and when a campaign is attempted to start the screen has a message that SH4 has stopped responding. I have successfully modded using S3D (an older version) before, on my old Windows XP 32 bit computer. Even modding this same file with no problem. I'm wondering about the Vista 64 OS having a problem with S3D?

I took the liberty to download the .NET 2.0 (even though you state that the utility is with Vista) and sure enough the wizard wouldn't allow the install since it found the installation already on the computer. The same is true with DirectX 9.0c since I already have DirectX 10. So I'm at a bit of a dead end for understanding why the S3D program runs, will change parameters, but apparently has a corrupted saved file that creates CTD's when it goes back into the game.

I'm going to try something different, I will attempt to rework an unmodded stock CaptainRoom.dat file and see what I get. Perhaps there is something about the previously modded file that the S3D v0.9.3 doesn't like?!? I realise that the problem could be anything other than the S3D. Especially using this Vista set up. I just thought maybe you know of something that is particular to S3D and Vista 64.


========================
Revised later today

I changed the stock CaptainRoom.dat file to the parameters that had previously worked using an older version of S3D on a Win XP 32 bit computer. The game had the same AppCrash when you attempted to start a campaign (the first screen beyond the breifing intro is the Captain's room). I'm still at a loss.

For good measure I have both the S3D .exe and the SH4 .exe set to run in "compataibilty mode: Windoes XP (Service pack2)" and to "run program as an administrator". Although I've had the S3D .exe compatibility set to the standard vista settings with the same CTD result. Short of installing Windows XP 32 on one of my free drives and trying the various programs, I'm not sure what to do.
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