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Old 07-23-2016, 07:28 AM   #61
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Quote:
Originally Posted by Jeff-Groves View Post
We have the 3D artists on board.
The funding is going good so far so We are off to a great start.
Now We need a good programmer or 2.
I've messaged the waterfowl.
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Old 07-23-2016, 05:39 PM   #62
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Originally Posted by Jimbuna View Post
I've messaged the waterfowl.
Thank You Jim.
I'm thinking he still remembers some info I need to create a new exporter for the dat files.
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Old 07-23-2016, 05:42 PM   #63
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Hey gap!
Good to see you chime in!

I'm thinking the Barrage Balloons would look killer with some swaying animation.
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Old 07-23-2016, 06:45 PM   #64
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You want to see something really fantastic?
Check out the Go Fund me account!
Dan Dimitrescu AKA elanaiba has thrown in $500!

If you don't know who he is? Do some research!!


Even a Dev for SH5 is behind us!!
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Old 07-24-2016, 06:46 AM   #65
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I sent Dan a PM at Kill House.
I believe that worked:
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$500
Dan Dimitrescu
20 hours ago
Well done !
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Old 07-24-2016, 06:58 AM   #66
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Originally Posted by Jeff-Groves View Post
Thank You Jim.
I'm thinking he still remembers some info I need to create a new exporter for the dat files.
They came back to me within the hour via Messenger with a positive response so you should have a response very soon if not already.

@Dan....I'll grab a beer out of that donation to make up for the beer we missed after our visit to Neals
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Old 07-24-2016, 07:22 PM   #67
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Now you might wonder why We need a new exporter for dat format files.
All I can say is use Pack3D or S3D to export the 3 models.

Then import all the models into your 3D program.
The stock models are all stacked up.
( I'll put images up later)

We need a mass exporter that adjusts the separate 3D models based off parent nodes.
(Pretty sure I lost you here)

I did ask skwasjer to include this in S3D at one time.
His work is the best We have at this time.
That still leaves thousands of hours to do the hand work.
Not good enuff for me!

I've started the coding to extract from dat format to place every section just as you would see it in Game.

This will be a script running in 010 editor.
It is also being programmed to do a mass export.

I point it at a folder?
5 minutes later I'll have every Units 3D models done correctly for work to convert to GR2 format.
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Old 07-24-2016, 07:30 PM   #68
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Well done !
I had the honor of meeting Dan in Texas back in 2008.
Just a few things Dan had to say.
"I was delighted to see you back in action."
"Thanks for doing this!"

I also challenged Mahai to donate.
Mahai helped me to figure out SH4 animations.
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Old 07-25-2016, 05:18 AM   #69
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Jeff, the meet in Texas was awesome, and meeting you in person was great AND inspiring!

I'll try to spread the news to the old SH devs, I'm sure some of them will chip in

Later edit: Jim! Damn beer, i was thinking of coming to the UK at some time in the future to deliver it, but you guys are Brexiting and all that

Dan
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Old 07-25-2016, 12:40 PM   #70
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Quote:
Originally Posted by Jeff-Groves View Post
Now you might wonder why We need a new exporter for dat format files.
All I can say is use Pack3D or S3D to export the 3 models.

Then import all the models into your 3D program.
The stock models are all stacked up.
( I'll put images up later)

We need a mass exporter that adjusts the separate 3D models based off parent nodes.
(Pretty sure I lost you here).
In other words: an exporter which adds node offsets to mesh coordinates. Am I right?

Sure enough, this approach would greatly ease the creation of new GR2 models from dat files, avoiding the need to post-process the offsets of every single node/bone.

I see some shortcomings though. Some model parts which are supposed to rotate in game, such as rudders, plane elevators, etc, are using the center of their meshes as their pivot point. If mesh coordinates (in the GR2 file) are offset according to their original node coordinates (in the dat model), they will always rotate around the main model node, rather than pivotting around their supposed hinges.

Moreover, I think that the game uses the absolute origin of detachable objects (such as ship masts, lifeboats, cranes, aircraft wings, etc), intended as the 0,0,0 coordinate of their 3D model, as center of mass. Node/bone offsets are originally intended just for placing every model part in its place relative to the main model. If those offsets are added to mesh coordinates, weird things could happen when a destroyable model part is ripped away, and it starts spinning around an imaginary point several meters off the likely center of mass of the said object. I am not surr about that though: it is also possible that the game calculates objects center of mass based on their geometry, unrespective to their absolute position in the 3D space.

One more limitation I foresee is: IRC, funnel smoke particles originate from the origin of funnel object meshes. If those meshes are offset in the GR2 file, once again smoke wouldnt look right in game i.e. it would originated from the wrong position.

P.S. thank you elanaiba for your continuous support. Fine gentlemen like you, make SH games still worth playing and modding. By the way: do you know if Pintea is still around?
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Old 07-25-2016, 12:46 PM   #71
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Yeah, Pintea is around here in the KillHouse Games office Not sure if he visits Subsim anymore though?
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Old 07-25-2016, 12:53 PM   #72
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Originally Posted by elanaiba View Post
Yeah, Pintea is around here in the KillHouse Games office Not sure if he visits Subsim anymore though?
Please, if you see him, greet him from my part and tell him that his wise advices are greatly missed here
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Old 07-25-2016, 05:36 PM   #73
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Quote:
Originally Posted by gap View Post
In other words: an exporter which adds node offsets to mesh coordinates. Am I right?

Sure enough, this approach would greatly ease the creation of new GR2 models from dat files, avoiding the need to post-process the offsets of every single node/bone.

I see some shortcomings though. Some model parts which are supposed to rotate in game, such as rudders, plane elevators, etc, are using the center of their meshes as their pivot point. If mesh coordinates (in the GR2 file) are offset according to their original node coordinates (in the dat model), they will always rotate around the main model node, rather than pivotting around their supposed hinges.

Moreover, I think that the game uses the absolute origin of detachable objects (such as ship masts, lifeboats, cranes, aircraft wings, etc), intended as the 0,0,0 coordinate of their 3D model, as center of mass. Node/bone offsets are originally intended just for placing every model part in its place relative to the main model. If those offsets are added to mesh coordinates, weird things could happen when a destroyable model part is ripped away, and it starts spinning around an imaginary point several meters off the likely center of mass of the said object. I am not surr about that though: it is also possible that the game calculates objects center of mass based on their geometry, unrespective to their absolute position in the 3D space.

One more limitation I foresee is: IRC, funnel smoke particles originate from the origin of funnel object meshes. If those meshes are offset in the GR2 file, once again smoke wouldnt look right in game i.e. it would originated from the wrong position.
Don't worry Mate. I have something special up my sleeve.

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Old 07-25-2016, 06:13 PM   #74
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OK assume I am a bit stupid Jeff - plus also I have not been following this closely

Can you answer me these two questions please?

1 - will this allow us to import new ships. Let's be honest - the amount of different ships we have as targets in SH5 is Paltry

2 - will this allow us to import new U Boats so we can play in Type IIs and Type IXs?

If the answer to both of the above is yes I will happily pitch in
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Old 07-25-2016, 06:46 PM   #75
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Both questions get the same answer.
Yes.

It is going to take a lot of work with a lot of people involved.

The 3D Guys like Tomi have the interior for a Type II.
The Type IX can be taken from SH4 for now.
While your at it? Do the U.S. Subs also as another Mod.
IMBL gets his WOTK into SH5 so you could play a WW I mod.
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