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The Web's #1 BBS for all submarine and naval simulations! |
03-05-2008, 05:40 PM
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#406 |
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Chief of the Boat
![]() Join Date: Jun 2005
Location: FER USS Torsk
Posts: 17,382
Downloads: 17
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Hats off Privateer
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They were fast, long-range commerce raiders with the ability to disappear. |
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03-05-2008, 05:51 PM
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#407 |
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Air Ship Commander
![]() Join Date: Dec 2006
Location: In Haidou Baby!
Posts: 4,514
Downloads: 22
Uploads: 5
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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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03-05-2008, 07:15 PM
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#408 |
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Chief of the Boat
![]() Join Date: Jun 2005
Location: FER USS Torsk
Posts: 17,382
Downloads: 17
Uploads: 0
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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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They were fast, long-range commerce raiders with the ability to disappear. |
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03-05-2008, 07:49 PM
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#409 |
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Air Ship Commander
![]() Join Date: Dec 2006
Location: In Haidou Baby!
Posts: 4,514
Downloads: 22
Uploads: 5
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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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03-06-2008, 07:35 AM
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#410 |
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Swabbie
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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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03-06-2008, 07:49 AM
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#411 | |
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Sea Lord
![]() Join Date: Jan 2006
Location: Russia, E-burg
Posts: 1,713
Downloads: 8
Uploads: 1
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Quote:
2 Skwasjer: In 0.6 beta: not good object ID interpret. (first <--> last bytes) ...
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![]() The best regards. Anvart |
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03-06-2008, 07:53 AM
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#412 | ||
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Olympian
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,434
Downloads: 16
Uploads: 3
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Quote:
Quote:
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![]() Released: S3D - Silent 3ditor (v0.9.9) S3D homepage - SUBSIM threadSH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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03-06-2008, 07:56 AM
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#413 | |
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Olympian
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,434
Downloads: 16
Uploads: 3
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Quote:
__________________
![]() Released: S3D - Silent 3ditor (v0.9.9) S3D homepage - SUBSIM threadSH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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03-06-2008, 08:20 AM
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#414 | ||
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Sea Lord
![]() Join Date: Jan 2006
Location: Russia, E-burg
Posts: 1,713
Downloads: 8
Uploads: 1
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Quote:
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![]() The best regards. Anvart |
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03-06-2008, 08:29 AM
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#415 |
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Grey Wolf
![]() Join Date: Sep 2007
Posts: 873
Downloads: 3
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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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"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. System: AMD 64 x2 6000+ | 4GB DDR2 800 | ABit AN52 MB | SATA 300 320GB HD x2 ATi HD3870 512MB PCI-e | WinXP home SP3 32 bit |
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03-06-2008, 09:11 AM
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#416 |
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Olympian
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,434
Downloads: 16
Uploads: 3
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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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![]() Released: S3D - Silent 3ditor (v0.9.9) S3D homepage - SUBSIM threadSH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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03-06-2008, 09:33 AM
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#417 |
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Sea Lord
![]() Join Date: Jan 2006
Location: Russia, E-burg
Posts: 1,713
Downloads: 8
Uploads: 1
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I know the reasons ... But it is inconvenient ...
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![]() The best regards. Anvart |
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03-06-2008, 10:22 AM
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#418 |
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Olympian
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,434
Downloads: 16
Uploads: 3
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I'll see what I can do...
__________________
![]() Released: S3D - Silent 3ditor (v0.9.9) S3D homepage - SUBSIM threadSH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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03-07-2008, 01:07 PM
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#419 |
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Watch
![]() Join Date: Jan 2006
Posts: 26
Downloads: 0
Uploads: 0
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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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I\'ve done far worse than kill you, Admiral. I\'ve hurt you. -Khan Noonien Singh |
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03-07-2008, 02:12 PM
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#420 |
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Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 6,904
Downloads: 6
Uploads: 2
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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. tater |
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