SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
03-17-12, 03:47 AM | #946 |
Black Magic
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I didn't break extendeddata The problem is a multi-threading problem, more specifically more than one object (thread) trying to read from a variable at the same time. I know it has to do with GR2 files with more than one model so I have a place to start looking in the code. Multi-threaded bugs are the hardest to eliminate
One excellent thing I did was used pre-processor directives to allow me to enable the app as multi-threaded or single threaded. I switched it back to single-threaded and was able to load the UBoat_sensors.GR2 file which tells me a multi-threaded problem. Good news is almost all the errors posted so far by you all have been fixed |
03-17-12, 03:56 AM | #947 | |
Seasoned Skipper
Join Date: Apr 2007
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Download: MMM v0.5 (in parts) Download: MMM v0.5 AIO Download: MMM patch for OHII v1.8 & MMM VIIC41 for OHII v1.8 v0.5 |
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03-17-12, 04:38 AM | #948 | ||||||
Black Magic
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You have multiple materials referencing a given texture? Why can't you create a new texture and have one of those materials reference the new texture? Creating new materials I'll be working on in the next coupe of days. Quote:
3. You can edit/change/add new textures currently. Materials are coming shortly. Quote:
2. I'll load this file up tomorrow and try to clone it to see what's going on 3. As I mentioned above I'll be working on adding new materials in the upcoming days. Deleting of anything will come much later (I have the code to do it it's just figuring out the correct order to remove everything that I need to figure out) 4. Problem is due to a multi-threading problem in the app. There are mutliple objects (thread) trying to read from one/many () variables all at the same time which is a problem. I have to narrow down the offenders and use locks on them. Because of this I have taken the app back to single-threaded (loading times will increase some). Quote:
The panning view RMB 'Edit' context menu has been removed from the render window. More context menus and menu items have been added to the treeviews. Fixed other errors I encountered while using the app. Test version 1.1.116.0 available here: http://www.mediafire.com/?8z7tw2q9lpd7qiq |
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03-17-12, 09:08 AM | #949 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
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Hi TDW
Here a little picture
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~~~~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 |
03-17-12, 10:40 AM | #950 |
Black Magic
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Bump maps are for normals. Normals are used in lighting. Thus you have to enable lighting and add some lights to see the bump maps
The app defaults to no lighting so under lighting Tab ensure that lighting is checked. I would add some ambient light also so ensure ambient is checked. And the best light to use for all around lighting is directional You could just use ambient lighting and 'crank up' the light output by selecting a higher white value for the diffuse and specular. Ensure you are rendering using shaders for best possible picture. Rendering using fixed-function pipeline will give you SH3 like rendering, rendering using programmable pipeline will give you SH5 rendering. Last edited by TheDarkWraith; 03-17-12 at 10:51 AM. |
03-17-12, 04:47 PM | #951 | |
Lieutenant
Join Date: Nov 2006
Location: St. Petersburg, Russia
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- bug: cannot clone bone SQ_SQ_WP02_DOOR, gives unhandled exception: cannot convert bone to skeleton error - issue noticed: when I 'add' waypoints.gr2 to the room.gr2 linking the waypoints to their intended locations in the room no longer work. I mean the waypoints appear at 0, 0, 0 world coordinates. - this is one is long there: if you modify something, then save, then close not changing anything, the Editor still pops the 'The file was modified. Do you wish to save?' dialog, that's a bit confusing. Just opening and closing not doing anything does not invoke the dialog. - On 1400 x 900 resolution bone creation dialog is messed: name, parent, gr2 file and flags fields are clipping onto each other. And a wish: is it possible to have a default camera position, so that I don't have to 'zoom-in' everytime I open a file? I mean if it is not too difficult to do, there are many more important things I know. Last edited by Vanilla; 03-17-12 at 05:19 PM. |
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03-17-12, 05:09 PM | #952 | |
Ocean Warrior
Join Date: May 2005
Location: São Paulo Brazil
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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03-17-12, 05:15 PM | #953 |
Stowaway
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Are you programing in CS or C++?
I may have some source code on the animations stuff you'd be interested in. It's in CS. |
03-17-12, 05:24 PM | #954 |
Ocean Warrior
Join Date: May 2005
Location: São Paulo Brazil
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Ok! tested!
1. The help key problem is gone! 2.The file UBoot_Sensors.GR2 is now openned without problems! 3. And really that texture is attached to a material that is used by a lot of objects. See:
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
03-17-12, 06:27 PM | #955 | |
Black Magic
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03-17-12, 06:29 PM | #956 |
Black Magic
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C#. I can read/write C#, C++, C, Java, Python, VB, and some others. I'm interested in anything that will help speed development of this app along
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03-17-12, 06:39 PM | #957 |
Stowaway
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I'll send a PM with the source code DL link.
I've not looked at it since it was sent to me so I can't say it's what you may need. A quick look tells me it's got a bit of interesting info. |
03-17-12, 07:13 PM | #958 | |
Black Magic
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Pre-processor directives are nice for compiling in different manners/forms but they are frowned upon because they are a source of bugs. Such is the case with this. Once the pre-processor directive of multi-threaded was commented out so was the function call that takes care of this. I have fixed it now |
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03-17-12, 08:46 PM | #959 | |
Black Magic
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Now this means there's no worry (well there is until we fully prove my code is working as intended and the GR2 file isn't hiding some surprises that I haven't figure out yet) about renaming items now I don't see any surprises happening as the pointers are the life blood of the GR2 file and I check every pointer to see if the embedded string to remove is referenced or not. If referenced I don't remove it, if not referenced it gets removed. I've tested the code on several GR2 files (special and non-special types) and have had no problems. Verified them all with Granny Viewer also |
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03-18-12, 12:28 AM | #960 | |
Black Magic
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NOTE: We are in an alpha state now (the ending .1 in the version) due to when changing an object's name the app creates a new embedded string in the GR2 file then it looks to see if the old embedded string isn't referenced anymore. If it's not referenced anymore then it removes the old embedded string from the GR2 file (via my de-allocater). It's this removing of the old embedded string that has put us into an alpha state. I'm 99% sure that I have everything correct code wise for this but there's that 1% chance I don't. If that old embedded string is in-fact referenced by something then the GR2 file is most likely shredded. Once a GR2 file is shredded it's nearly impossible to fix (due to all the pointers). Once enough people have changed names on many different objects and have experienced no errors (error would be shredded GR2 file that app AND Granny Viewer is not able to open) then I will take it out of alpha state. If you're going to edit an object's name ensure to backup your files when using this version before letting the app save them in case something goes irai.
Fixed all errors reported except for this: Quote:
Added ability to store camera settings into cfg file. Camera tab's Reset box has been updated with boxes of Loaded and Designed. The buttons in those boxes will reset the camera to as-loaded (Loaded - as read from cfg file) or to as-designed (Designed - as I designed the app to be) values. When the app starts it reads the cfg file and will apply the last camera settings it saved to the cfg file (position, rotation, and zoom). New File-->Settings menu entry: Store Camera. When clicked this will store the current camera settings in memory and it makes these settings the new as-loaded values. When the app closes the current 'as-loaded' values are written to the cfg file. You can force a write of the cfg file by clicking File-->Settings-->Save The changing of Texture names (path) has been updated so that it creates a new embedded string in the GR2 file. Before it was just changing the embedded string which could impact many other Textures. Now it only changes the embedded string (path) for that Texture only. Adding a Waypoints_Room_x file to the app when the app already has a Room_x (where x is equal to both) loaded results in the waypoints being automatically moved to correct position in room. This was broken in last version and has been fixed now. File-->Save problem has been fixed App is still in single-threaded mode as I haven't been able to track down the error(s) of multiple objects reading/writing to common variable(s) yet @BIGREG: did you enable lighting and get the bump maps to show (using programmable pipeline for rendering) test version 1.1.118.1 available here: suspended due to finding pointers in Texture's extendeddata (char * bitmap and char * File Name) not being updated Last edited by TheDarkWraith; 03-18-12 at 01:34 AM. |
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