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03-11-12, 01:50 AM | #886 |
Mate
Join Date: Nov 2011
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03-11-12, 03:40 AM | #887 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
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Hi TDW
Super ! This will be more practical to find the right textures used yesterday I rename it with your editor, all the textures of the conning tower (that's a big mess, as Ubisoft, to do this) Ps:can you make the texture menu windows expandable ? to have the entire text lines and for the rest all work great , no errors ! [Quote:] I'll work on the model and cloning of bones tomorrow <- cloning meshes it interests me, to clone the TDC buttons meshes , to add the missing
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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 Last edited by BIGREG; 03-11-12 at 06:38 AM. |
03-11-12, 03:53 AM | #888 | |
Black Magic
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Quote:
You're gonna like what I'm just about done coding. Bone's whose entries start with LNK@ are special entries to the game engine. They mean link (as in link an object to this object). I've just about finished an automatic LNK@ dereferencer that will automatically load those LNK@ GR2 files and link them to their respective bone I've also made a stipulation in upcoming version that the only objects that can contain LNK@ at the start of their name are Bones. This is needed because I now let you rename things and we don't want the game engine confused because someone wrote a wrong name in the wrong place. |
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03-11-12, 03:54 AM | #889 |
Black Magic
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03-11-12, 04:03 AM | #890 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
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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 |
03-11-12, 05:07 PM | #891 |
Black Magic
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In new version I have anchored the treeviews to the sides. This allows them to grow as the window grows in size. Something BIGREG was looking for.
I've also added some new File menu entries: - Sentinel-->Show sentinel window on file open - determines whether the Sentinel windows open with each new file opened - LNK paths: edit paths - allows you to edit/add/remove paths for dereferencing Bone LNK@ entries Automatically resolve - when checked will automatically resolve Bone LNK@ entries (will load GR2 models referenced) I've also fixed a few small bugs I've found while using the app To walk/view a complete sub, set up your LNK paths to those above. Ensure Automatically resolve is checked. Load up a human playable sub (you will then see the scaling issues with them ) test version 1.1.100.0 available here: http://www.mediafire.com/?vgb53a7juocpnra NOTE: just found a PInvoke problem that can happen if you move the camera with the numpad keys. Use at own risk. Will be fixed in upcoming version. There are some other goodies like the automatic resolve of LNK@ entries in upcoming version Last edited by TheDarkWraith; 03-11-12 at 06:34 PM. |
03-11-12, 08:24 PM | #892 |
Black Magic
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v1.1.101.0 fixes the PInvoke problem.
It also has the LNK@ bone control the visibility of the linked in GR2 file. If the bone is checked then it's rendered, it not then it's not rendered Here Room_QR1 is not being rendered because it's LNK@ bone is not checked The operation of LNK paths-->Automatically resolve has been changed. It works like before except now: - if you have GR2 files loaded with LNK@ entries and Automatically resolve was checked when these were loaded and you uncheck Automatically resolve it will ask you if you want it to automatically unload all these linked in GR2 files (close them) - if you have GR2 files loaded with LNK@ entries and Automatically resolve was not checked and you check it it will ask you if you want it to load the GR2 files for all open GR2 file's LNK@ entries (opens them) |
03-11-12, 09:26 PM | #893 |
Ace of the deep .
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Opened CharacterBodyParts GR2 with the latest . There are about 6 or so it wont open . I had LNK paths Auto .
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03-11-12, 09:49 PM | #894 |
Black Magic
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What are your LNK paths set to? It will try to find the LNK@ entries (GR2 files) based on the listed order of the LNK paths. When looking in each link path it will look in the folder and then it will look in all folders contained in that folder before moving onto next path.
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03-11-12, 11:37 PM | #895 |
Black Magic
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Alright, v1.1.102.0 is ready. I wanted a one-click way to open everything needed to do waypoints and I succeeded You'll see some new menu entries under File in the following screenshots. Based on how those are set (like I have them) will determine whether everything gets loaded when the first GR2 file is loaded. Here I had everything set to be automatically loaded and opened up the NSS_Uboat7a.GR2 file. The app loaded it and all the room GR2 files, waypoint room GR2 files, and all the waypoint edges files for the waypoint rooms with just one click You'll notice that my waypoints need some work....I have some breaks in them But that's why I needed this - so I can work on my next mod with the app
This shows the sub (all the rooms are loaded also) and the waypoint edges between waypoints: And zooming 'into' the sub we finally see all the rooms being rendered also: The nice thing about this is you can 'walk' around and see where all your waypoints are. I have more work to do on the waypoints editor but it's coming along nicely test version 1.1.102.0 available here: http://www.mediafire.com/?zq1pcjc2jqwjt95 |
03-12-12, 12:04 AM | #896 | |
Ace of the deep .
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Quote:
I had to change the LNK cfg file to match my install C:\Ubisoft\Silent Hunter 5\data\Library C:\Ubisoft\Silent Hunter 5\data\Sea C:\Ubisoft\Silent Hunter 5\data\Submarine C:\Ubisoft\Silent Hunter 5\data\Submarine\Common C:\Ubisoft\Silent Hunter 5\data\Terrain C:\Ubisoft\Silent Hunter 5\data\Air When it finishes loading on my system i will send the Dbgview , in about 300 thousand years . Last edited by THE_MASK; 03-12-12 at 12:28 AM. |
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03-12-12, 12:27 AM | #897 | |
Black Magic
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Quote:
So what are these 6 things that you say won't open? |
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03-12-12, 12:42 AM | #898 |
Ace of the deep .
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sorry yeah , got confused . I was opening the C:\Ubisoft\Silent Hunter 5\data\Submarine\NSS_Uboat7a\NSS_Uboat7a GR2 file when i had to change the LNK cfg .
00000000 3:29:51 PM [4180] NSS_Uboat7a sentinel activated 00000001 3:29:59 PM [4180] Room_CR sentinel activated 00000002 3:30:03 PM [4180] CRC-32 value reported in file corrected to actual CRC-32 value (0x99C34038) 00000003 3:30:32 PM [4180] Waypoints_Room_CR sentinel activated 00000004 3:30:37 PM [4180] Room_QR1 sentinel activated 00000005 3:30:39 PM [4180] CRC-32 value reported in file corrected to actual CRC-32 value (0xA4AB8C27) 00000006 3:31:06 PM [4180] Waypoints_Room_QR1 sentinel activated 00000007 3:31:13 PM [4180] Room_DER sentinel activated 00000008 3:31:36 PM [4180] Waypoints_Room_DER sentinel activated 00000009 3:31:44 PM [4180] Room_QR2 sentinel activated 00000010 3:35:42 PM [4180] Waypoints_Room_QR2 sentinel activated 00000011 3:35:51 PM [4180] ********* Waypoint entry (SQ_COOK_B SQ_COOK_D no_loop SQ_COOK_B2D_Part02) end location was not found in Skeleton's bones ********* 00000012 3:35:55 PM [4180] ********* Waypoint entry (SQ_COOK_B SQ_COOK_D no_loop SQ_COOK_B2D_Part02) end location was not found in Skeleton's bones ********* 00000013 3:35:56 PM [4180] Room_TRF sentinel activated 00000014 3:36:36 PM [4180] ********* Exception of type 'System.OutOfMemoryException' was thrown. ********* 00000015 3:36:46 PM [4180] Room_CT sentinel activated 00000016 3:36:46 PM [4180] ********* Exception of type 'System.OutOfMemoryException' was thrown. ********* Tried opening the 7b 00000000 4:28:25 PM [5236] NSS_Uboat7b sentinel activated 00000001 4:28:34 PM [5236] Room_CR sentinel activated 00000002 4:28:36 PM [5236] CRC-32 value reported in file corrected to actual CRC-32 value (0x99C34038) 00000003 4:29:03 PM [5236] Waypoints_Room_CR sentinel activated 00000004 4:29:08 PM [5236] Room_TRF sentinel activated 00000005 4:29:22 PM [5236] Waypoints_Room_TRF sentinel activated 00000006 4:29:27 PM [5236] Room_DER sentinel activated 00000007 4:29:49 PM [5236] Waypoints_Room_DER sentinel activated 00000008 4:29:56 PM [5236] Room_QR2 sentinel activated 00000009 4:30:15 PM [5236] Waypoints_Room_QR2 sentinel activated 00000010 4:30:23 PM [5236] ********* Waypoint entry (SQ_COOK_B SQ_COOK_D no_loop SQ_COOK_B2D_Part02) end location was not found in Skeleton's bones ********* 00000011 4:30:27 PM [5236] ********* Waypoint entry (SQ_COOK_B SQ_COOK_D no_loop SQ_COOK_B2D_Part02) end location was not found in Skeleton's bones ********* 00000012 4:30:29 PM [5236] Room_QR1 sentinel activated 00000013 4:33:52 PM [5236] CRC-32 value reported in file corrected to actual CRC-32 value (0xA4AB8C27) 00000014 4:33:57 PM [5236] ********* Could not find Texture in list of Textures for Material ********* 00000015 4:33:57 PM [5236] ********* Could not find Texture in list of Textures for Material ********* 00000016 4:33:59 PM [5236] ********* Could not find Texture in list of Textures for Material ********* 00000017 4:33:59 PM [5236] ********* Could not find Texture in list of Textures for Material ********* 00000018 4:34:00 PM [5236] ********* Could not find Texture in list of Textures for Material ********* 00000019 4:34:07 PM [5236] ********* Could not find material in list of materials ********* Last edited by THE_MASK; 03-12-12 at 01:36 AM. |
03-12-12, 12:45 AM | #899 |
Mate
Join Date: Nov 2011
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03-12-12, 05:32 AM | #900 |
Sea Lord
Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
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nice progress, tdw!!! so, let me know: when do we have the new boats? seems, as if we are not far from it...am i right? did you try to clone a vii boat 1:1 and add it to the game with a different type-name?
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