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Old 12-16-08, 08:06 AM   #856
keltos01
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great news ! a new S3D for XMas !

btw I saw a fan in the movie Gochin taken aboard the I-10, so they had them too

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Old 12-17-08, 03:43 AM   #857
Anvart
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Interesting news ...
I look forward ... next stage.

P.S. Some modders already wrote about animations (type 5) codings ...
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Last edited by Anvart; 12-17-08 at 03:52 AM.
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Old 12-17-08, 06:09 AM   #858
kriller2
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Quote:
Originally Posted by skwasjer
In preparation of the new release, I've already updated my site today. I will say immediately that I hold off release until the weekend at least, to allow the testers to have a run at all the new features, and report back to me. Possibly some more minor fixes need to be made.

The entire changelog (note version v0.9.1 and v0.9.2!!) to date can be read here:

http://sh4.skwas.net/changelog.aspx

Check out the screenshot page as well when you are there. You can see some apparent, but also not so apparent new features.

http://sh4.skwas.net/screenshots.aspx

Note: animation and zone editor support have been postponed. But they won't take long either. Both features already work, but they have not been approved by my own quality standards just yet.
Looking forward to the new S3D , :hmm: what is the emissive in this screenshot? I can recognize the glosiness and the others, but as I recall this is new?
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Last edited by kriller2; 12-17-08 at 06:13 AM.
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Old 12-17-08, 08:31 AM   #859
skwasjer
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Emissive (or selfilluminating) materials are materials that cast light (aka selfilluminate) based on the texture color.

I have not done much testing with this value in the game yet and can't really confirm its behavior, I've just added it per suggestion from Anvart. I do know you won't see this value set to anything but 0 for 99% of the materials.
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Old 12-17-08, 08:36 AM   #860
skwasjer
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Quote:
Originally Posted by Anvart

P.S. Some modders already wrote about animations (type 5) codings ...
Hi Anvart, the format is not my problem. I just want my UI to be as simple as possible. This is 10x more work than just the format/coding

I have been importing animations for a couple of months already, it just hasn't been suitable for public use. It almost is now though.
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Old 12-17-08, 12:56 PM   #861
Anvart
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Quote:
Originally Posted by skwasjer
Emissive (or selfilluminating) materials are materials that cast light (aka selfilluminate) based on the texture color.

I have not done much testing with this value in the game yet and can't really confirm its behavior, I've just added it per suggestion from Anvart. I do know you won't see this value set to anything but 0 for 99% of the materials.
:rotfl:
Classical example: the Flying Dutch (NFD) ... !!!
and my old (SH3) mods: Hands_look_better, turm with selfillum. dials (at night), interior materials, all lit-ships and so on ...
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Last edited by Anvart; 12-17-08 at 01:48 PM.
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Old 12-17-08, 02:23 PM   #862
skwasjer
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Yea, NFD
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Old 12-17-08, 09:27 PM   #863
skwasjer
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I'm a bit too tired right now to write a complete post about the new release. Basically, it's ready, I published it and it's time all of you start playing around with it.

I hope to showcase some of the new features in a video soon, but it may take a few days. Just make sure to read the changelog (which spans 3 released versions!!), to save me from unnecessary questions please.

Now, enjoy v0.9.3: http://sh4.skwas.net/
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Old 12-18-08, 12:26 AM   #864
Madox58
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Just downloaded this version.
Can't wait to test it out!

May come in handy on the Dynamic Shadows stuff.
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Old 12-18-08, 06:35 AM   #865
Anvart
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Quote:
Originally Posted by privateer
...
May come in handy on the Dynamic Shadows stuff.
FPS ... ???

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Last edited by Anvart; 12-18-08 at 06:35 AM.
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Old 12-18-08, 10:52 AM   #866
piri_reis
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Thanks for the new version skwasjer.
I just upgraded S3d, came across 2 error messages. Searched this thread but couldnt find anything. Does the new version have extra requirements than the older S3d? (I have dx9c and .net2 installed)

Importing the same obj file that the older s3d had no problems with:



And 3d viewer gives me a directx error:

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Old 12-18-08, 12:01 PM   #867
skwasjer
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No new requirements. It's most likely a bug.

Can you please provide me the OBJ-file and DAT-file so I can have a look at it?
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Old 12-18-08, 12:18 PM   #868
piri_reis
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Quote:
Originally Posted by skwasjer
Can you please provide me the OBJ-file and DAT-file so I can have a look at it?
Sure, PM'ing you a link.
The straight export from S3d and import back, without changing anything, gives the "0,0 is not a value for Double" error; happened on 10 different models I tried, some from Sh3 and Sh4.

The 3d model viewer worked for all models except the one I mentioned on the previous message. (u-53 eagle turm7b for gwx)
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Old 12-18-08, 12:44 PM   #869
keltos01
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nice, just dl it !

btw do you know how to add a "bump" map to a submarine ? since they don't have them like normal ships do ?

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Old 12-18-08, 12:55 PM   #870
tater
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Add a material (copied from a ship) with a light map, point the new material at your map, then point to the new material node (in the nodes for 3d models) as a secondary material?

Last edited by tater; 12-18-08 at 12:56 PM.
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