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Old 03-05-08, 06:40 PM   #406
AVGWarhawk
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Hats off Privateer I know the modders love this tool.
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Old 03-05-08, 06:51 PM   #407
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It's comeing along very nicely.

I like being able to edit the Particals stuff without the Hex editor.
I have most things scripted now.
But when I work on something new,
(New nodes I'm not use to working with)
I have to write new scripts and such again.
S3D will eliminate some of this.

Good work Skwasjer.
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Old 03-05-08, 08:15 PM   #408
AVGWarhawk
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@Privateer,

You might as well be speaking Japanese with hex editor, etc. Changing a texture is about as far as I have gone. All I know is this mod tool has been wonderful for you guys who dig modding the game.
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Old 03-05-08, 08:49 PM   #409
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Let's just say S3D could make hexing a thing of the past if carried far enuff.

You still need to view each model in real time 3D
and move things.

Perhaps We can "Nudge" him a bit?
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Old 03-06-08, 08:35 AM   #410
tHy
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I've got something quite similiar (if not the same?) as DivingDuck.

0.5 was absolutely no problem, with 0.6 I get
"Exception has been thrown by the target of an invocation."
in exactly the same box as DivingDuck at the same occasion, whenever I try to open any file.

I have no idea if this error message in English helps you any further, but we may hope .

Oh yeah, and of course a giant THANK YOU for this absolutely awesome tool, making modding by far more easy
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Old 03-06-08, 08:49 AM   #411
Anvart
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Quote:
Originally Posted by privateer
Ref and I figured it all out.
I said,
"Hey, this is what I see'
Ref said,
"Quaternion"
I said,
"My head hurts!!"
:rotfl:
Hats off to Ref for that part!
:rotfl:

2 Skwasjer:
In 0.6 beta: not good object ID interpret. (first <--> last bytes) ...
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Old 03-06-08, 08:53 AM   #412
skwasjer
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Quote:
Originally Posted by privateer
Let's just say S3D could make hexing a thing of the past if carried far enuff.

You still need to view each model in real time 3D
and move things.

Perhaps We can "Nudge" him a bit?
Hey! I'm not making another subsim game! Once a model viewer is out, people will want to have water, waves, sun, and be able to shoot the guns so they can see how it would look in game!

:rotfl:

Quote:
Originally Posted by tHy
I've got something quite similiar (if not the same?) as DivingDuck.

0.5 was absolutely no problem, with 0.6 I get
"Exception has been thrown by the target of an invocation."
in exactly the same box as DivingDuck at the same occasion, whenever I try to open any file.

I have no idea if this error message in English helps you any further, but we may hope .

Oh yeah, and of course a giant THANK YOU for this absolutely awesome tool, making modding by far more easy
The problem for DivingDuck was that the previous versions had not uninstalled correctly, which is likely caused by installing all of the releases I put out in the same folder without uninstalling previous releases first. Please uninstall any S3D release you have installed through the Control Panel. Then, go to the <Program Files>\skwas folder and ensure there are no S3D folders left (iow. remove them if there are). Then you can reinstall the latest version again and see if it works. If not, let me know.
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Old 03-06-08, 08:56 AM   #413
skwasjer
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Quote:
Originally Posted by Anvart
2 Skwasjer:
In 0.6 beta: not good object ID interpret.
I'm afraid I don't understand what you mean. Could you explain the problem in more detail?
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Old 03-06-08, 09:20 AM   #414
Anvart
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Quote:
Originally Posted by skwasjer
Quote:
Originally Posted by Anvart
2 Skwasjer:
In 0.6 beta: not good object ID interpret.
I'm afraid I don't understand what you mean. Could you explain the problem in more detail?
Example:

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Old 03-06-08, 09:29 AM   #415
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Anvart, do you mean it gives the wrong ID number? What number did S3D give for that same object?

I'm guessing you mean S3D is offset on where it picks the first and last byte for reading the object ID so it gives an incorrect ID number?
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Old 03-06-08, 10:11 AM   #416
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Well, almost swdw. I've explained this before. It has to do with the endianness. The id is not wrong, it just is not displayed the same in a hex editor because I read it as a ulong/uint64 (in little endian), not as a 8-byte sequence. Otherwise you would have to say that a 4-byte sequence of 0x01000000 is also wrong if S3D would show it as 1 (int32).

S3D does all it's reading/writing using little endian (read least significant byte first). I won't mix that with big endian. Maybe an option to show id's in big endian is an idea but it's not as simple as it seems. I have (per request) thought of it before but dropped it for the time being as it would involve to many changes in the UI (not just that edit box). I will have to think about that again.

http://en.wikipedia.org/wiki/Endianness
http://developer.apple.com/documenta...eOrdering.html
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Old 03-06-08, 10:33 AM   #417
Anvart
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I know the reasons ... But it is inconvenient ...
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Old 03-06-08, 11:22 AM   #418
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I'll see what I can do...
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Old 03-07-08, 02:07 PM   #419
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PLEASE forgive my ignorace. But as I read this - there will be functionality that will allow us to custom name our subs and crew without having to go into the player files or...something?
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Old 03-07-08, 03:12 PM   #420
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^^ no.

The sub names, are dealt with in different types of files. Simple text files that are very easy to work with as it is.

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