View Full Version : [REL] S3D - Silent 3ditor
Laffertytig
11-22-07, 01:36 PM
ok ive got this installed but am having probs moddin the sdl sound file. have i done something wrong or cant that file be modded with this tool?
does it have to be installed in the main SH4 directory? im guessin no
just read through some more of the pages here, sorry to hear bout your old man. this certainly is a wonderful tool you have here, maybe if someone else can help with this SH3.sdl file issue. has anyone found a way to mod this file just like the mini tweaker?
skwasjer
11-22-07, 02:42 PM
The current release does not support sdl files (I've already said in the other thread). The next release will, until then, you'll have to use a hex editor.
I'm not going to say when but it will be released soon.
And no it doesn't have to be installed to SH4 directory, S3D can be installed anywhere...
Laffertytig
11-22-07, 02:51 PM
cheers for the quick response take all the time u need. one question though
i wouldnt mind givin this a try myself so where do i get a hex editor and how easy is it for a beginner like me to mod this file?
after using a hex editor to open that file i think this is well beyond me i have to say
skwasjer
11-25-07, 07:48 PM
Ok, I've set a new goal. I'm generally not very good at making goals as my trackrecord here shows, but in real life I'm no better, and they say it's a developer thing... I say one week, my collegues know it's gonna be 3 weeks. :smug: On the other hand, without goals you have nothing to aim for in the first place, so that's why I set a new goal now.
So, the goal is to finish up what's left in the next 5-6 days, release to testers for 7-14 days (next weekend), and then public.
I will say that I may pull one feature for the time being (!), namely undo/redo support, because this is what is giving me headaches. It works for the most part but fails in two annoying cases and I don't like halfassed work, so either it's in, or it's out (in which case I'll look into it at a later stage...)
On the flipside, I've added more new features and improvements I never mentioned here earlier, so all in all it will be a major step forward nevertheless.
I do expect new problems but hey, it will never be done then...
If I don't make public release before christmas, I deserve some spanking... :88)
Next time I will really try harder to focus on smaller updates :hmm:
Digital_Trucker
11-25-07, 11:05 PM
Been there before myself. Always meaning well and expecting to meet the goal and then.........:damn: and more :hmm: and more :damn: and then :sunny: and you think it's all done and then :damn: .
Personally, I'd rather wait until however long it takes for it to work to your standards than I would want it to be released "one buttock" style. Keep on keepin' on and it will all work out.:up:
Laffertytig
11-26-07, 01:04 PM
sounds good to me, happy to hear your still workin on it
I desperately want the 3d stuff :)
Tater, patiently waiting, tater.
(not pushing, seriously, just waiting patiently)
leovampire
11-26-07, 04:44 PM
We will be ready to use it I am sure!
Still using the old and just looking forward to the new!
Dave
skwasjer
11-27-07, 09:46 PM
For the 'drool' factor. Modelsupport (import/export/view) as you all know won't be in v0.5 public unfortunately. But I just couldn't resist tickling those that are waiting for it:rotfl: :arrgh!:
http://sh4.skwas.net/temp/s3d_sneak_models.jpg
Ok, back to work on the release version :88)
alamwuhk2a
11-28-07, 03:41 AM
Great job, skwasjer! Can't stop to imgaine how powerful is the next version.....:rock:
:o :D :up:
drool ... droool .... drooool ...... DROOOL!!!!
Many thanks for everything you've done so far. Being a newbie, I'd be less than half as productive w/o S3D. As it develops it seems you'll see even more cool stuff coming out from various modders. It'll also encourage some very creative people that would be intimidated by hex editors and tweak files to take the plunge.
All around an invaluable tool.
BTW, seeing the 3D model reminded me of the feature request I was going to bring up.
Can you give S3D the ability to show
1 the center of gravity?
2 a graphical representation of the zones?
It would be nice if you could see a wireframe view of the zones overlaying the model. Then use a tree view of the zones in a window that would place a new zone as its created , and highlight a selected the zone and allow you to modify it and see things like repositioning, resizing, etc. That would make it much easier to add new models to the game too.
We had a tool like this for the open plane engine that allowed you to see the 3D model of the aircraft, and overlayed the hit boxes, the physics boxes and positioned the aircrafts CoG at the 0,0,0 coordinates os you could see the changes as you made them. Once that tool was relesaed, there was an explosion of additional aircraft, new terrains, and ground objects added by users (ove 50+ aircraft in 15 months).
Anyway, I hope this description makes sense. And thanks again for all the hard work you're doing.
skwasjer
11-28-07, 10:53 AM
1. I'm sure this is possible, but I need to know where I can find this info and any related formulas. I'm not really into the game data/variables/formulas itself. If it's just a single vector, then that would be easy enough.
2. Yes, a zones editor is planned (you're not the first to ask :)).
First basic model support though ;)
nautilus42
11-28-07, 12:17 PM
how about to clone Units with your very fine Tool? I like it very much.
skwasjer
11-28-07, 01:40 PM
Cloning is already in the upcoming release :up:
nautilus42
11-28-07, 02:14 PM
Cloning is already in the upcoming release :up:
I`m your greatest Fan:up: Five big stars for your great Tool *****
nvdrifter
11-30-07, 02:29 AM
Skwasjer, I just wanted to say a big thank you for this great mod tool. This is like heaven using your tool compared to Mini Tweaker. So easy and quick. No more tweak files! You are a god. :up:
1. I'm sure this is possible, but I need to know where I can find this info and any related formulas. I'm not really into the game data/variables/formulas itself. If it's just a single vector, then that would be easy enough.
2. Yes, a zones editor is planned (you're not the first to ask :)).
First basic model support though ;)
Yeah, I'm very happy with one step at a time. Things seem to be more solid that way.
As for the rest, you da man . . .you da man . . .you da man . . .
:up: :|\\ :()1:
Thank you again for everything you've done so far. In my book you're a genius :know:
kapitan_zur_see
12-01-07, 09:02 PM
For the 'drool' factor. Modelsupport (import/export/view) as you all know won't be in v0.5 public unfortunately. But I just couldn't resist tickling those that are waiting for it:rotfl: :arrgh!:
http://sh4.skwas.net/temp/s3d_sneak_models.jpg
Ok, back to work on the release version :88)
ARGGHHHH :dead::dead::dead:
Damn, i could gladly do with an obscure almost unuseable completely user-unfriendly version of the 3d part if that could allow me to make the textures not glitches with even lots of pain and 5 to 6 aspirins and teaming up with a messy pack3D as a side tool lol
keep up the good work!! :up::up::up:
skwasjer
12-01-07, 09:29 PM
:rotfl:
Evil huh? :88)
kapitan_zur_see
12-01-07, 10:26 PM
:rotfl:
Evil huh? :88)
you bet :yep: ;)
The 3d part would make something I'm working on right now so very much easier...
Can't wait for it :D
tater
DeepIron
12-02-07, 12:44 AM
The 3d part would make something I'm working on right now so very much easier...
Oh yeah.... :up:
kapitan_zur_see
12-02-07, 07:25 AM
The 3d part would make something I'm working on right now so very much easier...
Oh yeah.... :up:
I Second that also!! :hmm:
Come on skwas! there are priorities... :smug: Focus on that 3d part eheh, that's the very next step if we want breakthrough new mods! we're rather at a stand still now waiting for new tools...
What??
Who said i wasn't completely disinterested saying that?!? :stare:
me, not objective???
:know:
Will any of the versions in the pipes deal with stuff like this:
EventLaunchDepthCharge
-Properties
ShellCounter
-Properties
Right now they are black boxes.
tater
skwasjer
12-02-07, 06:05 PM
tater, they are controllers with no actual data/managable properties. Such a controller tells the engine of the behavior of the object (node) it is linked to, nothing more. Basically it's sort of a state flag...
There's quite a few other controllers that are the same, no data. I don't specifically know what they mean/control though - simply because well, I don't mod :smug:. I'm sure others know...
[edit] There are other controllers that are unknown in the current S3D though. The only controllers that will remain uneditable in the next S3D are the ones that have animation (3d or speech) data...
Has anyone seen this problem:
"This advertised application will not be installed because it might be unsafe. Contact your administrator to change the installation user interface option of the package to basic".
I did a search for this error message and what I found was way, way above my pay grade so I was hoping that someone here knows what this means and more importantly, how to fix it.
Thanks
Update: it was one of those Vista mysteries. I still don't know exactly why it finally installed but it did. Even though the install was stopped by Vista, all the files were extracted to the skwas directory. after much proding and poking in the security and admin tolls area, I clicked on the executiable in the skwas subdirectory and it ran and installed the program without a hitch.
Great program by the way, now that I have it running I don't know how I lasted this long without it.
UBOAT234
12-03-07, 12:22 PM
There will be a version with import export, or is something impossible? ;)
Import/export for non 3d stuff is already possible, I use it all the time.
The ability to grab a "chunk" of stuff to do it with would be very cool (say a parent node, and all the nodes below that use its ID as their Parent ID (along with any daughters there, as well).
UBOAT234
12-04-07, 06:33 AM
Import/export for non 3d stuff is already possible, I use it all the time.
The ability to grab a "chunk" of stuff to do it with would be very cool (say a parent node, and all the nodes below that use its ID as their Parent ID (along with any daughters there, as well).
...and for 3d? Have you solved?
skwasjer
12-06-07, 11:52 AM
Export for models is probably coming with beta 0.5. I've got an exporter working now...
I'm using the COLLADA-format (*.dae) which is pretty much complete in respect that it can contain every single byte of data we need for SH. I've made succesful imports/exports in Max (after importing a model from my exporter) without loss of the data we need (this includes multiple uv-sets).
Import will be still for a later release, so don't get your hopes up ;)
UBOAT234
12-06-07, 12:28 PM
Many thanks, Collada is fully compatible with Maya Software!!! (with a plugin)
Waiting for import:
A Very Good work ...
For the 'drool' factor. Modelsupport (import/export/view) as you all know won't be in v0.5 public unfortunately. But I just couldn't resist tickling those that are waiting for it:rotfl: :arrgh!:
http://sh4.skwas.net/temp/s3d_sneak_models.jpg
Ok, back to work on the release version :88)
Will there be any support for showing node locations right on the model somehow? Would be very interesting to be able to do this, change the node XYZ, and see it move on the model (just as a set of vertices).
UBOAT234
12-09-07, 07:03 AM
For the 'drool' factor. Modelsupport (import/export/view) as you all know won't be in v0.5 public unfortunately. But I just couldn't resist tickling those that are waiting for it:rotfl: :arrgh!:
http://sh4.skwas.net/temp/s3d_sneak_models.jpg
Ok, back to work on the release version :88)
Will there be any support for showing node locations right on the model somehow? Would be very interesting to be able to do this, change the node XYZ, and see it move on the model (just as a set of vertices).
Confirm and hope...
It would be a very important step :sunny:
skwasjer
12-09-07, 05:38 PM
Anything is possible. I don't confirm such feature requests just yet though. All will depend on (my) time and the number of ideas/features. Now that people start to see possibilities, the list is growing faster than I can keep up with...
Even just the ability to move an axis around and have it read off the X, Y, and Z would be cool.
UBOAT234
12-12-07, 11:19 AM
http://sh4.skwas.net/temp/s3d_sneak_models.jpg
Hi SKW,
If I am not mistaken, in this image, is the TMAP chunk?
If yes, what kind of format is? 3ds?
(sorry for my bad English):oops:
Thanks
skwasjer
12-12-07, 02:27 PM
No it's just the raw model, no textures, ambient light and one omni light, shadows are just based on vertex normals, and rendered in S3D itself.
However, S3D will be out in roughly a week, then you can export using Collada format (.dae), and have all uv-sets in your own favorite 3d suite.
Laffertytig
12-13-07, 03:22 AM
great to hear the next version of this fantastci tool will be ready soon. is this update gonna have to ability to mod the sdl sound file?
skwasjer
12-13-07, 07:13 AM
Yes. Hereby the current chancelog for all changes/improvements:
http://sh4.skwas.net/s3d/Changelog_v0_5.html
Laffertytig
12-13-07, 12:57 PM
i know its probably been said in this thread already but this really is fantastic stuff:up:
when u look at the work down by modders in SH3 for eg GWX, the future sure does look rosy for SH4, especially with tools like this
UBOAT234
12-15-07, 04:46 AM
Many thanks :up:
skwasjer
12-17-07, 07:17 PM
S3D v0.5 has gone gold. I'm not touching the code of this release anymore. Tonights tests all passed. :up:
Still some non-coding related work left, update the installer, prepare documentation and my new post/thread so it may still take one or two days (I am a bit busy tomorrow :(). But it is now inevitable, S3D is coming!
Additional new features:
- When deleting chunk, you are asked if you want to delete the children as well (yes/no).
- Managed to get undo/redo working (personal w00t!)
- The state and last selected node of the 'properties treeview' is now maintained. When you move between controllers, the properties tree is restored between each switch, so you don't need to reopen every branch again.
:sunny: :sunny:
Can't wait to release it, I need a little break to actually play and enjoy the game with all the mods we have today. I've played 3 weeks right from release date (well, tried, buggy ;)), and since then never had any time. :rotfl:
WTG, man. Your gain is my loss, I will be trying to make stuff work that I couldn't before (actually, I LIKE doing this, so it's really an xmas prezzy for me :D )
tater
S3D v0.5 has gone gold. I'm not touching the code of this release anymore. Tonights tests all passed. :up:
Still some non-coding related work left, update the installer, prepare documentation and my new post/thread so it may still take one or two days (I am a bit busy tomorrow :(). But it is now inevitable, S3D is coming!
Additional new features:
- When deleting chunk, you are asked if you want to delete the children as well (yes/no).
- Managed to get undo/redo working (personal w00t!)
- The state and last selected node of the 'properties treeview' is now maintained. When you move between controllers, the properties tree is restored between each switch, so you don't need to reopen every branch again.
:sunny: :sunny:
Can't wait to release it, I need a little break to actually play and enjoy the game with all the mods we have today. I've played 3 weeks right from release date (well, tried, buggy ;)), and since then never had any time. :rotfl:
Plz.
Do not litter (clogging) the register of OS.
OK?
skwasjer
12-17-07, 07:57 PM
Plz.
Do not litter (clogging) the register of OS.
OK?
Eh? Was your comment related to the state maintaining, and undo/redo? You mean don't fill up the registry with this state-data? S3D doesn't use the registry for anything (only the installer registers the app to the operation system in the registry). Only basic settings are stored in a file.
Said features are all in-memory and the memory is freed up when you close the file (and Windows decides it needs the memory) and/or close the app.
I've misunderstood you in the past, please explain if I misinterpreted what you said/asked. I also don't think you were asking/commenting all too nicely :shifty:
[edit] Btw, don't TELL me what to do. If you don't like it, don't use it, OK?
It's your prob's what do you think ...
I do not think anything bad ...
But I would like to have more friendly product ...
May i tell about my wish?
Or you like only praise ...
I wish to have a user-friendly interface (not chaos)...
And I do not wish to have any records in the register of OS even from the installer ...
But your argument "If you do not like it, do not use it, ..." - it's argument of weak ...
Many thanks, Collada is fully compatible with Maya Software!!! (with a plugin)
Waiting for import:
A Very Good work ...
There's also a plugin for Blender for thse who want to use a free 3D program.
Looking forward to the next release skwsa. My biggest issue isn't S3D, but trying to figure out how the game uses all this different stuff ;) Sonetimes you make a change and the game engine throws you for a loop.
Can't wait to release it, I need a little break to actually play and enjoy the game with all the mods we have today. I've played 3 weeks right from release date (well, tried, buggy ;)), and since then never had any time.
I very much appreciate your time spent and hope you have fun actually getting a chance to play the game. You can have the satisfaction of knowing that a lot of the mods you'll play with are because of your tool. Lot's of cool stuff because of your cool stuff! :up:
skwasjer
12-19-07, 09:07 PM
I'll keep it short:
v0.5 released
See first post... :up:
WilhelmTell
12-19-07, 09:10 PM
:sunny: Niiiiice !
Downloading now .....
leovampire
12-19-07, 09:13 PM
I'll keep it short:
v0.5 released
See first post... :up:
New work here I come to say the least! Thanks for all the hard work and time Skwasjer and a Merry Christmas to you and your family as well!
Hope your Dad is doing much better!
Dave
skwasjer
12-19-07, 09:18 PM
Thanks Leo, all the best to you as well. I haven't read up the past couple of days in the ROW thread, but I remember saying you got back yesterday. I hope you are doing better now, and I wish you speedy recovery :up: Dad is doing a bit better too for the time being anyway.
I will now sit back and wait for all the bugreports to stream in. :smug:
[edit] Btw, thanks AVGWarhawk for changing the thread name :up:
leovampire
12-19-07, 09:28 PM
Thanks Leo, all the best to you as well. I haven't read up the past couple of days in the ROW thread, but I remember saying you got back yesterday. I hope you are doing better now, and I wish you speedy recovery :up: Dad is doing a bit better too for the time being anyway.
I will now sit back and wait for all the bugreports to stream in. :smug:
[edit] Btw, thanks AVGWarhawk for changing the thread name :up:
So I was able to play and work with and on the game. Got home today actualy. Just uploaded all the new work I did for the mod.
Now I will be using your new tool to finish all the extra work for the comunity.
Will keep you aprised of all I find and how it works. Don;t worry i will push it to the limits LOL!!! :rotfl:
Glad your dad is doing better!
skwasjer
12-19-07, 09:33 PM
Just use with caution. You can install it next to v0.2 just to be safe. I don't want everyone to think this version is more stable just because it's a higher version... ;)
I actually already found a bug when loading bombs.dat, so there you go... I'll look into it, but it shows, I just can't test it enough, there will always be bugs in new releases.
leovampire
12-19-07, 09:40 PM
Just use with caution. You can install it next to v0.2 just to be safe. I don't want everyone to think this version is more stable just because it's a higher version... ;)
I actually already found a bug when loading bombs.dat, so there you go... I'll look into it, but it shows, I just can't test it enough, there will always be bugs in new releases.
I will release no mod till it is tested and post you on all problems I find. Do you want a PM or in this thread?
skwasjer
12-19-07, 09:45 PM
In here is fine :up:
Mush Martin
12-19-07, 10:45 PM
hi I dl'd the .5 version and when I go to install its telling me
to get a version of .net that I cant locate on the page its
directing me to.
so far ive dl'd two versions without success
I believe im going dumb others believe I never left.
is there any detriment to the slow accumulation of .net versions
and would you be able to direct me to the right version
any help would be appreciated.
M
skwasjer
12-19-07, 11:04 PM
As from the main post:
Microsoft .NET 2.0For 32-bit editions of Windows:
http://www.microsoft.com/downloads/d...displaylang=en (http://www.microsoft.com/downloads/details.aspx?FamilyId=0856EACB-4362-4B0D-8EDD-AAB15C5E04F5&displaylang=en)
For 64-bit editions of Windows:
http://www.microsoft.com/downloads/d...displaylang=en
These are the English language versions. You can change the language (to match your OS) on that page if you want. Can you be specific on your OS, and what errors you are getting? (post the exact error)
PS: Vista users need not install .NET 2. (I forgot to mention this)
Then, to all, I've found a silly bug in S3D that is related to future functionatity, which I forgot to leave out in this release. It causes some files not to load unfortunately. I will work on a fix the next days but I can't guarantee a fix due to christmas holidays...
I'll be in bed now, until tomorrow :up:
Mush Martin
12-19-07, 11:09 PM
Ok so that was the first version I dl'd so I think I wasnt kidding about
going stupid could it be so simple as I forgot to reboot after installing.
Hmmm there was an install error I lost the details on I will have another
go thanks though:up:
lurker_hlb3
12-19-07, 11:20 PM
Getting the following run time error
************** Exception Text **************
System.DllNotFoundException: Unable to load DLL 'uxtheme': The specified module could not be found. (Exception from HRESULT: 0x8007007E)
at ec.SetWindowTheme(IntPtr A_0, String A_1, String A_2)
at ec.a(EventArgs A_0)
at System.Windows.Forms.Control.WmCreate(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.TreeView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
however the software still appear to work correctly. Running W2k SP4
lurker_hlb3
12-19-07, 11:51 PM
Getting the following run time error
************** Exception Text **************
System.DllNotFoundException: Unable to load DLL 'uxtheme': The specified module could not be found. (Exception from HRESULT: 0x8007007E)
at ec.SetWindowTheme(IntPtr A_0, String A_1, String A_2)
at ec.a(EventArgs A_0)
at System.Windows.Forms.Control.WmCreate(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.TreeView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
however the software still appear to work correctly. Running W2k SP4
Never mind, found out the reason for the error, uxtheme is a XP dll
got an error trying to load Torpedo_Air_US.sim
http://www1.mediafire.com/imgbnc.php/417f33d5fd5b6f730eb1ea88fca92ac46g.jpg (http://www.mediafire.com/imageview.php?quickkey=46l43y1momz&thumb=4)
Another (opening a guns and radars.sim:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at a2.a(EventArgs A_0)
at System.Windows.Forms.ComboBox.set_SelectedIndex(In t32 value)
at System.Windows.Forms.ListControl.set_SelectedValue (Object value)
at a2.b(Object A_0)
at a3.b(ee A_0)
at a3.a(Object A_0, TreeViewEventArgs A_1)
at System.Windows.Forms.TreeView.OnAfterSelect(TreeVi ewEventArgs e)
at System.Windows.Forms.TreeView.TvnSelected(NMTREEVI EW* nmtv)
at System.Windows.Forms.TreeView.WmNotify(Message& m)
at System.Windows.Forms.TreeView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
S3D
Assembly Version: 1.0.0.0
Win32 Version: 0.5.0.0
CodeBase: file:///C:/Program%20Files/skwas/Silent%203ditor%20(beta%200.5)/S3D.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Dat
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/skwas/Silent%203ditor%20(beta%200.5)/Bin/Dat.DLL
----------------------------------------
skwas.Forms
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/skwas/Silent%203ditor%20(beta%200.5)/Bin/skwas.Forms.DLL
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Dat.Shared
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/skwas/Silent%203ditor%20(beta%200.5)/Shared/Dat.Shared.DLL
----------------------------------------
Controllers
Assembly Version: 0.0.0.0
Win32 Version: 0.0.0.0
CodeBase: file:///C:/Documents%20and%20Settings/mfb/Local%20Settings/Application%20Data/skwas/S3D_Asm/2bf8865b/S3D.exe/Controllers.DLL
----------------------------------------
Microsoft.DirectX
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.2904
CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll
----------------------------------------
S3D.Resources
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/skwas/Silent%203ditor%20(beta%200.5)/Bin/S3D.Resources.DLL
----------------------------------------
skwas.Drawing
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/skwas/Silent%203ditor%20(beta%200.5)/Bin/skwas.Drawing.DLL
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
sdq3pmmb
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
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skwas.IO
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/skwas/Silent%203ditor%20(beta%200.5)/Bin/skwas.IO.DLL
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Microsoft.VisualC
Assembly Version: 8.0.0.0
Win32 Version: 8.00.50727.42
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualC/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualC.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
leovampire
12-20-07, 01:36 AM
got an error trying to load Torpedo_Air_US.sim
http://www1.mediafire.com/imgbnc.php/417f33d5fd5b6f730eb1ea88fca92ac46g.jpg (http://www.mediafire.com/imageview.php?quickkey=46l43y1momz&thumb=4)
Reported himself about the bombs as well. Something about the DAt files in certain things.
He said he was working on a fix for it in a day or 2.
Yeah, figured it might be related, but also figured that more data might make his life easier :yep:
leovampire
12-20-07, 01:46 AM
Yeah, figured it might be related, but also figured that more data might make his life easier :yep:
Anything that comes up as a problem opening I am using the old one for in the mean time till he makes repairs.
Yeah. The new one opens stuff that I would otherwise be using the SH3 analyzer and rules for though.
Doesn't like any of the torpedoes.sim files. Won't open any val files, either.
Very very cool none the less.
skwasjer
12-20-07, 02:22 AM
I'm sorry, I screwed up. I wanted to get it out last night but in the process I forgot about a new feature I was working on. Well, I didn't really forget about it but one internal flag is set wrong, causing this whole mess. While this feature isn't really all too special it causes the controller parser to parse some SH4 controllers as SH3 controllers. And since they differ in some scenario's, S3D goes flat on it's face.
*.val files trip on the ShipWake controller. Will be fixed shortly.
*.sim files I haven't looked at, but my guess is a similar issue.
yes, the torpedo-sim files also have the ShipWake controller, same bug.
There seems to be another issue with multiple model references to a single model. This issue may be a bit harder to solve.
I've seen this in:
bombs.dat, EventCamera.dat, both torp.dat files.
I've done a quick run again through rougly 1000 files and all of them work fine except for the above issues.
As far as the uxTheme bug, yes, officially I only support XP/Vista. I will see if I can fix the bug in question though as I assume the rest of the app works ok then.
An update will come asap. Keep reports coming :up:
[edit] tater, can you send me your guns&radars sim file that causes the problem. I can't seem to replicate it on any of the 3.
skwasjer
12-20-07, 05:11 AM
I've got a new release ready that fixes some of the bugs found earlier: v1.5.1. See first page for link. Uninstall v0.5 first, because this release replaces it.
PS: does anyone happen to have the v0.2 download? Unfortunately I have deleted it from my server by accident and apperently I haven't got a backup on my pc. I want to put this download up again as well, for people that want to run both versions side-by-side.
lurker_hlb3
12-20-07, 08:13 AM
I've got a new release ready that fixes some of the bugs found earlier: v1.5.1. See first page for link. Uninstall v0.5 first, because this release replaces it.
PS: does anyone happen to have the v0.2 download? Unfortunately I have deleted it from my server by accident and apperently I haven't got a backup on my pc. I want to put this download up again as well, for people that want to run both versions side-by-side.
http://files.filefront.com/S3D+03msi/;9290168;/fileinfo.html
skwasjer
12-20-07, 09:15 AM
Thanks lurker_hlb3. I'll rehost the file. Have you tried if the new release I posted this morning still gives you the uxtheme bug? I think it should be fixed...
Doh, I sa A file. Hang, it's not stock. brb
tater
Wierd, I opened the one I was working on last night... and it opened this morning.
skwasjer
12-20-07, 09:39 AM
Heh... And you haven't updated yet?
Hadn't updated. The only other ones were my DC mod, and an AI torpedo WIP (doesn't work). Pretty sure it was the AI torpedo one, too. opened.
lurker_hlb3
12-20-07, 03:34 PM
Thanks lurker_hlb3. I'll rehost the file. Have you tried if the new release I posted this morning still gives you the uxtheme bug? I think it should be fixed...
works fine, long time with v0.51
skwasjer
12-20-07, 03:52 PM
Found a bug when you undo a change of a value in property chunk, I will hold the fix for a day just in case more issues are found
************** Exception Text **************
System.InvalidOperationException: Unable to set value '0,16' for property 'EncapsulatedValue'
at dp.a(Object A_0, String A_1, Object A_2)
at dp.a()
at b3.c()
at a2.d()
at g.b(Int32 A_0)
at g.c()
at ew.b(Component A_0)
at ew.b(Object A_0, EventArgs A_1)
at System.Windows.Forms.ToolStripSplitButton.OnButton Click(EventArgs e)
at System.Windows.Forms.ToolStripSplitButton.OnMouseU p(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(M ouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventIntera ctive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(Event Args e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEven tArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
UBOAT234
12-21-07, 06:15 AM
Many thanks skwasjer,
:sunny::sunny::sunny: Merry Christmas to you and your family :sunny::sunny::sunny:
:sunny::sunny::sunny: Merry Christmas to all :sunny::sunny::sunny:
kapitan_zur_see
12-21-07, 07:12 PM
no,no,no,no... You'll get a "merry christmas" when and only WHEN import 3D is actually released... :nope:
Nahhh, just kidding ;)
Very good work from what i've seen so far!!! :up:
You really made an outstanding helping tool for the modding community! many many thanks!
Keep up the good work!! and thanks for the credit by the way ;)
I'm going back to test that frustrating (for good reasons :smug:) export model function eh eh
skwasjer
12-21-07, 07:44 PM
There are some limitations with the model exporter, but at least all map channels are exported :up: One thing that I think is not right is that the model is broken apart when multiple materials are applied. You will get a mesh for each material. Once I manage to support exports of parent/child (nested) models, I am worried you get too many subobjects...
I have written a doc on the issues and how to correct them, but it's only roughly 50% complete. Any feedback from experienced modellers is appreciated.
Let me know if you have problems with it with the software you use or have screwed up exports. The export code must be as good as can be before import is even considered, so the more you guys test the faster I can work on a solid import function.
leovampire
12-22-07, 04:42 PM
In the older vs of S3D you can adjust the values of the Sky colors in the ENV folder
for water reflection.
Data/Env
Skycolors_Arct.dat
Skycolors_Med.dat
Skycolors_Atl.dat
But in the new vs there is only a True or false setting for them no number adjustment like in the old one.
Also in the scene file adjustments.
Data/Scene.dat
With the mini tweeker you can adjust the Horizonal setting for the sub view bubble.
But with the new S3D ap it is saying this is fixed and none adjustable.
With the new game capabilities this does need to be slightly adjusted so why dosn;t the new S3D ap allow this?
The same problem with other water reflection adjustments exsist in other files.
A lot of them that say in this order:
ClipHeight
Reflection
Refraction
Frustrum Test
MinvisDim
MaxVisDim
The 3 I highlighted in yellow no longer have a numericle value to work with.
The last one I do believe should be a True or false setting and should work okay IE FrustrumTest.
But Reflection and Refraction needs to have an adjustable level not just a true or false setting which I have used in the old aplication for my work.
The old aplication has the ability to change the values with the add on's you have given us in the past.
BTW another issue. If a file has been changed by the mini tweeker first like the scene file then your aplication will not open it. But if you take a fresh untouched scene file it will open and adjusted it.
Have seen this with many files so far. It is like your aplication will not read other aplication changes only stock original work from the game.
Is there a property definitions you can add lines to like the last aplication so the new lines we added to the old app to give us more adjustments can be added to the new app? Right now without them you have to use both apps to get some of the same results.
skwasjer
12-22-07, 09:37 PM
In the older vs of S3D you can adjust the values of the Sky colors in the ENV folder
for water reflection.
Data/Env
Skycolors_Arct.dat
Skycolors_Med.dat
Skycolors_Atl.dat
But in the new vs there is only a True or false setting for them no number adjustment like in the old one.
When I was creating all the controller definitions I had to assume which type each value was. This case the value is 1 byte in length, and I made the definition a bool (true/false). If this is wrong, it's easy to correct. You can do this yourself, but I'll update the definition and upload a new version, as I have a few other fixes in place.
Also in the scene file adjustments.
Data/Scene.dat
With the mini tweeker you can adjust the Horizonal setting for the sub view bubble.
What is the horizontal setting for the sub view bubble? Where can I find it?
But with the new S3D ap it is saying this is fixed and none adjustable.
With the new game capabilities this does need to be slightly adjusted so why dosn;t the new S3D ap allow this?
The same problem with other water reflection adjustments exsist in other files.
A lot of them that say in this order:
ClipHeight
Reflection
Refraction
Frustrum Test
MinvisDim
MaxVisDim
The 3 I highlighted in yellow no longer have a numericle value to work with.
The last one I do believe should be a True or false setting and should work okay IE FrustrumTest.
But Reflection and Refraction needs to have an adjustable level not just a true or false setting which I have used in the old aplication for my work.
The old aplication has the ability to change the values with the add on's you have given us in the past.
The new version also has this ability, but it works differently. For now, I'll change the types of the Reflection/Refraction and provide an update.
BTW another issue. If a file has been changed by the mini tweeker first like the scene file then your aplication will not open it. But if you take a fresh untouched scene file it will open and adjusted it.
Have seen this with many files so far. It is like your aplication will not read other aplication changes only stock original work from the game.
Is there a property definitions you can add lines to like the last aplication so the new lines we added to the old app to give us more adjustments can be added to the new app? Right now without them you have to use both apps to get some of the same results.
I have to look into this. Would be great if you could send me some mini-tweaked files, so I can see what's wrong.
Thanks for the feedback :up:
Navarre
12-23-07, 07:20 AM
When I was creating all the controller definitions I had to assume which type each value was. This case the value is 1 byte in length, and I made the definition a bool (true/false). If this is wrong, it's easy to correct. That is wrong, you can not assume that the developers only save the values 0=false or 1=true in that byte because a byte can represent a value from 0-255. In this case Sky colors are RGB colors with values 0-255 for each color component.
leovampire
12-23-07, 04:03 PM
In the older vs of S3D you can adjust the values of the Sky colors in the ENV folder
for water reflection.
Data/Env
Skycolors_Arct.dat
Skycolors_Med.dat
Skycolors_Atl.dat
But in the new vs there is only a True or false setting for them no number adjustment like in the old one.
When I was creating all the controller definitions I had to assume which type each value was. This case the value is 1 byte in length, and I made the definition a bool (true/false). If this is wrong, it's easy to correct. You can do this yourself, but I'll update the definition and upload a new version, as I have a few other fixes in place.
Also in the scene file adjustments.
Data/Scene.dat
With the mini tweeker you can adjust the Horizonal setting for the sub view bubble.
What is the horizontal setting for the sub view bubble? Where can I find it?
But with the new S3D ap it is saying this is fixed and none adjustable.
With the new game capabilities this does need to be slightly adjusted so why dosn;t the new S3D ap allow this?
The same problem with other water reflection adjustments exsist in other files.
A lot of them that say in this order:
ClipHeight
Reflection
Refraction
Frustrum Test
MinvisDim
MaxVisDim
The 3 I highlighted in yellow no longer have a numericle value to work with.
The last one I do believe should be a True or false setting and should work okay IE FrustrumTest.
But Reflection and Refraction needs to have an adjustable level not just a true or false setting which I have used in the old aplication for my work.
The old aplication has the ability to change the values with the add on's you have given us in the past.
The new version also has this ability, but it works differently. For now, I'll change the types of the Reflection/Refraction and provide an update.
BTW another issue. If a file has been changed by the mini tweeker first like the scene file then your aplication will not open it. But if you take a fresh untouched scene file it will open and adjusted it.
Have seen this with many files so far. It is like your aplication will not read other aplication changes only stock original work from the game.
Is there a property definitions you can add lines to like the last aplication so the new lines we added to the old app to give us more adjustments can be added to the new app? Right now without them you have to use both apps to get some of the same results.
I have to look into this. Would be great if you could send me some mini-tweaked files, so I can see what's wrong.
Thanks for the feedback :up:
The original starting values for all of the Reflection and Refractions are set at 1
But I have gone as high as 3 in them so I believe they are capable of going higher but how much I do not wish to guess. Anything above 5 seems to be way too much in an effect. But if you make them absolute to start with a modified file will not open and you will have to start from scratch like the problem I came into with the scene file trying to modify one I had worked on in the past. It will not open it.
And seeing the Frustrumtest dosn't seem to accept anything but a 1 or 0 it is probably true or false yes or no type of deal.
In the scene file if you open up node #50 to #51 and click on the environment in the setings area it tells you it is the Camera Bubble Sphere. Original base value starts at 1000. I know you can go up to 10,000 although that dosn't work well in game. So there are almost no limits to it's setable ability for use.
Do you want already tweeked files or mini tweeker files themselves?!
But as it stands at the moment using the S3D tool for adjusting the Scene.dat file just isn't feasable as it changes things in the file once you save the changes in a way where too many effects are lost that I am trying to work with.
Didn't mean to tear up the new work or ruin your Christmas with this info just wanted to help you out in making it better.
leovampire
12-23-07, 04:49 PM
In the game Directory and find any problems from my old work to new and see what is missing and needs to be fixed.
But I think the old set up worked a little better and had less if not no issues opening a file because it did not believe in absolutes and could open a file that had changes done to it already.
That seems to be the problem with the new app. It wants un moded files to start with or files only adjusted with S3D in the past. Where as the old app could open a file changed with the mini tweeker first lets say color changes first with mini tweeker then value changes with S3D after words. But the new app seems to refuse to open a file that is not stock or was not changed with the old vs of S3D.
So for those of you using or wanting to use S3D for your older mods that used the Mini tweeker to change settings it means having to start your work from scratch with an un moded file.
leovampire
12-23-07, 04:57 PM
The interior files for the subs. I see settings now for true and false in making gauges adjustable inside of the subs using the mouse. Is this actualy correct or an improper read of the interior files?
If it is correst then that means you can easily set all interior guages in the subs to operate while on an interior camera. I think if it had been that simple we would have had interactive guages mod for the game a very long time ago.
skwasjer
12-25-07, 09:11 PM
Just got back from a couple of days of xmas holidays...
When I was creating all the controller definitions I had to assume which type each value was. This case the value is 1 byte in length, and I made the definition a bool (true/false). If this is wrong, it's easy to correct. That is wrong, you can not assume that the developers only save the values 0=false or 1=true in that byte because a byte can represent a value from 0-255. In this case Sky colors are RGB colors with values 0-255 for each color component.
The values Leo talks about are not RGB colors. Now, you are assuming something wrong... Do I have to mention I know the difference between a byte and a bool? Leo is mentioning values of the WaterReflection controller. I probably shouldn't have said it the way I did. In most cases I didn't assume anything, because the devs left traces of what the types are in the dll's and I can verify values amongst different files to come up with the correct type. In this case I was 'convinced' they were values with only 1/0. The places where I really had to assume types were only few, and I used the safest type possible if I wasn't sure. I was wrong in this case as Leo pointed out to me. Sorry for explaining incorrectly :doh:
The original starting values for all of the Reflection and Refractions are set at 1
But I have gone as high as 3 in them so I believe they are capable of going higher but how much I do not wish to guess. Anything above 5 seems to be way too much in an effect. But if you make them absolute to start with a modified file will not open and you will have to start from scratch like the problem I came into with the scene file trying to modify one I had worked on in the past. It will not open it.
And seeing the Frustrumtest dosn't seem to accept anything but a 1 or 0 it is probably true or false yes or no type of deal.
I'm sorry if there are incorrect definitions, but I can make mistakes. I've worked through 130+ controllers, and this took me many hours. I just can't test every single value and/or know what the outcome of changing it is. In this case it was my understanding that these values ment 'yes - use/apply reflection' or 'no - don't', same for refraction, and for frustrumtest. It is up to the community/users to find the mistakes and tell me about it. In this case you find some. Those types are fixed in next release.
In the scene file if you open up node #50 to #51 and click on the environment in the setings area it tells you it is the Camera Bubble Sphere. Original base value starts at 1000. I know you can go up to 10,000 although that dosn't work well in game. So there are almost no limits to it's setable ability for use.
Do you want already tweeked files or mini tweeker files themselves?!
The Environment controller is a controller without configurable data. It has always been so afaik. So I really don't know what you specifically mean. Probably you are talking about a value that you tweak with minitweaker that sits somewhere else in the file...?
I want both files if that's possible. I can then check what you mean.
But as it stands at the moment using the S3D tool for adjusting the Scene.dat file just isn't feasable as it changes things in the file once you save the changes in a way where too many effects are lost that I am trying to work with.
Didn't mean to tear up the new work or ruin your Christmas with this info just wanted to help you out in making it better.
What effects are lost?
My christmas isn't ruined. I appreciate your input, you know damn well ;) I also want to make it better, and once the first couple of weeks have passed, and the issues are ironed out you will enjoy the new release like you did the previous.
Just send me the files asap. At this point I can't do anything to check for the problems you have.
The interior files for the subs. I see settings now for true and false in making gauges adjustable inside of the subs using the mouse. Is this actualy correct or an improper read of the interior files?
If it is correst then that means you can easily set all interior guages in the subs to operate while on an interior camera. I think if it had been that simple we would have had interactive guages mod for the game a very long time ago.
Are you referring to CmdOnDrag and RelativeDrag? To my understanding, they are correct. CmdOnDrag afaik means that the command is a drag command, and the RelativeDrag is also related to mouse behavior of dial, and is a yes/no flag. As to what it does, I am not 100% sure, but I think the dial can probably rotate and the values should then be relatively calculated based on where the mouse-drag intially started in the dial. Well, something along that line anyway. I'm sure someone knows.
I've rechecked data of some sim-files (even some SH3/GWX data) and the only values used are 0/1. Only few dials use RelativeDrag.
I do think it is that simple though, just no1 hasn't touched it for SH4. But in SH3 many modders have made changes to (interior) dials or made new dials. What I don't know if the engine of SH4 still 'supports' it, but I don't see why. I just think the devs took interactive dials out, like they did the radioroom, because they didn't have enough time/money. That, or there are other problems...
About v0.5
The new S3D parser is not using absolutes as you may think, it uses controller definitions much in the same way the previous release did, just in a different form. (open up the \Controller folder in S3D install folder and see for yourself) Version v0.2 is actually worse at reading files and more potentially dangerous. You don't realise this, but I know this! In fact, I don't feel comfortable at all at S3D alpha being used for public mods (which is why I labeled it as 'alpha'). If it does work, great, but I don't hold my hand in a fire for it. In fact, v0.2 based mods may break in v0.5 just for that reason... :roll:
You must not forget, I've had to do alot of troubleshooting the first 2 months after that release, because it made many incorrect assumptions when autodetecting, and it still does today! Mods you made may be saved incorrectly which is why v0.5 may fail to read them. The game way of reading the files is obviously different, and apparently accepts most files, but this doesn't make them correct...
The new release is different. It is just 'new' and needs to be tweaked just as v0.2 did right after release. It can open modded files, I don't think you should say it doesn't. That they don't open some files, or (most of) yours is no big deal, I can and will fix that and worst case you need to redo parts of files (you can always export/import chunks between the versions, with a little care). For now, I just need files to test so I can improve the controller definitions and/or parser code. Maybe it will then read your files as well again. When most of these issues are worked out, I'm much more comfortable with S3D being used for public mods, because I know it is better than v0.2 at handling game files.
The past months I've read some issues regarding problems with some mods in the game. Noone ever says, or thinks that v0.2 may be the cause. Not that it is, but it may as well be. Who will know? The fact that the game reads a file doesn't make the file 100% compatible. Then, there's people mixing tools around, which can potentially create more problems. Then, there's functionality in S3D (export/import chunk) that can create even more problems (as there is still alot of hidden data, import the wrong chunk that looks right, and you're in for even more mess). Or incorrectly sorting chunks (by index)... I don't want to tell everyone that S3D is a crappy tool, but you must never forget it is alpha/beta and hence prone to making mistakes. Especially, since the author is human too! I doubt it will ever be perfect. I am not a dev with full access to the game source.
That v0.5 is not stable is no suprise to me, I knew this when I made it public and I clearly stated so in my documentation ;) It is also why I allowed side-by-side operation of the two releases, instead of just one release (which I would normally do). Just give it (me) some time...
To everyone, if you report a problem, please attach/send me files to check. I can then fix problems alot faster. Thanks for the feedback sofar :up:
PS: The number of downloads (79 in 5 days) compared to reports (just the ones above), can mean two things. Either everyone thinks it's a good tool that works fine (mostly), or everyone thinks it's a crappy tool that doesn't work and doesn't bother to report anything... Maybe I'm jumping the gun and the bugs will flood in a bit later though :huh: :rotfl:
sergbuto
12-26-07, 05:21 AM
skwasjer,
You are doing a great job with the tool. Do not be hard on yourself, you have nothing to apologize for. It is a responcibility of a modder to check/test the mod. If there was a problem with the mod, it would be easy to check whether the tool introduced some undesired changes. There are a few programs around allowing for a comparison of the file BEFORE and AFTER the changes even if someone is not knowledgable in hex-editing.
skwasjer
01-03-08, 07:54 PM
Version v0.5.3 - Download link in main post (or follow link in footer to my site)
I strongly recommend everyone to update to this release!
This is a new v0.5 release and replaces any previous releases. Known issues in v0.5 not explicitly mentioned as fixed here still apply.
New
Support for Light nodes (set it's type, color and intensity). This includes Sun, Ambient and Omni lights. Fixed
Fixed crash bug when undoing a change of a value made in a property chunk.
Fixed incorrect definition of Reflection and Refraction of the WaterReflection controller (thanks Leo).
Fixed file open bug (Specified argument was out of the range of valid values. Parameter name: index). Files that encountered this problem: bombs.dat, HarborKit.dat, EventCamera.dat, Torps*.dat files and maybe some more.Changed
Pick lists now also show the 'value' before the 'name' of each item.
Removed the lengthy explanation in the Remap dialog and replaced it with a link to online help documentation.Improved
Added some extra items to Help menu with links to documentation and website
skwasjer
01-03-08, 08:18 PM
Allright, good to go, v0.5.3 then...
kapitan_zur_see
01-04-08, 08:07 PM
i've tried your export function and import some model into 3dsmax. So far, it works just fine for me. How's your progress with the import side of thing?
keep up the good work skwas ;)
skwasjer
01-04-08, 10:30 PM
Thanks for trying kapitan. Up til now I've been busy providing fixes and improvements for general stability for v0.5
I have to tell you, there are still some issues with the model exporter. I made some small mistakes in how the object hierarchy is being written. The export is still ok for single models, but when multiple models are to be exported to a single document, **** will hit the fan :) Additionally, I need to make some other improvements (for instance, store chunk id with each object for future import matching purposes).
My primary goal regarding model support is to get the model exporter solid, and to allow for hierarchical export (nested models, so you can also export funnel, lifeboats, etc. to a single target file). If I don't, and make import first, I will have many problems later to support people, because they will find that their models (exported with older versions) can't be imported anymore...
I don't get much feedback anymore on instability with v0.5.2/v0.5.3 so I guess it is time to move on and pick this up again ;)
skwasjer
01-08-08, 12:22 AM
*bump*
For those interested, I keep my online changelog up to date as frequent as I can now. Here you can read what the upcoming release will have as new features, fixes etc.
http://sh4.skwas.net/changelog.aspx
*bump*
For those interested, I keep my online changelog up to date as frequent as I can now. Here you can read what the upcoming release will have as new features, fixes etc.
http://sh4.skwas.net/changelog.aspx
Wow, your doing some great work here.:rock:
Cool. I'm trying to beat up current version to see if anything blows up :)
SquareSteelBar
01-09-08, 08:06 AM
Hi skwasjer,
just noticed that v0.53 fails to open ...\data\Library\Binocular01.dat [stock & any other version].
Cheers,
SquareSteelBar ;)
skwasjer
01-09-08, 09:14 AM
SquareSteelBar, up to v0.5.3 (current public release) S3D is not very stable with SH3 (modded/patched/stock). By the end of the week I will release v0.5.4 which is made fully compatible with SH3 (apart from some issues with GWX, but I contacted their technical crew) :up:
Please check my online changelog (http://sh4.skwas.net/changelog.aspx) for improvements in upcoming release.
SquareSteelBar
01-10-08, 05:36 AM
Don't worry, mate.
v0.5.3 is much better than v0.5.1 !!! :yep:
skwasjer
01-10-08, 09:02 PM
Version v0.5.4 - For download link follow link in footer to my site.
This version is now stable enough to use with SH3.
I strongly recommend everyone to update to this release!
This is a new v0.5 release and replaces any previous releases, so don't forget to uninstall previous versions!
New
Partial cut/copy/paste support. Currently only functioning for SDL-files.
Added context menu to SDL-editor.
Added autocompletion of (known) controller names. A drop down will be shown with a list all possible matches when you type in the name of a controller.
Added option to global file search to search for model id references.
Added quite a few SH3-specific controllers. Previous 0.5.x releases couldn't open files with the missing controller definitions. My primary goal is to support SH4, but I found some time to run through SH3 controllers. You will find that this release will open most SH3 files now, except for some problematic GWX 2.0 files (see Improved section for more info)
Added periodic online check for updates (can be disabled in Options screen). This is as far as I will go for the time being. In the future maybe I will add automatic updating (on-the-fly), but now there are more important features to work on. Fixed
Fixed crash bug that occurred when moving chunks up/down after inserting them (or undoing delete).
Removed warning that empty controller names where not allowed. In some cases, it IS allowed (animation controllers).
Fixed incorrect warning message of duplicate entry in SDL-editor, where in fact, there wasn't a duplicate entry. This sometimes occurred when typing a new name, and then clicking on another item. The editor failed to recognize the new name and attempted to insert the item a second time causing the warning messsage. Improved
Improved the controller engine again. Unsupported controllers, or controllers that contain errors (invalid size specifiers, invalid or different data types or unexpected parse errors, like strings without trailing null) are now read as raw data (as was the case in v0.2). This means from this point on v0.5 is again usuable with SH3. You will not find controller errors in stock or patch files, but (hex) modded files (including those of supermods), or even files created with earlier versions of S3D can contain errors. S3D now tries to catch those errors and at least continue to read the file IF possible. I unfortunately found a few (minor) errors with around 10 GWX 2.0 files. I have contact their technical crew and they have told me they have fixed the files. I expect that these fixes will be made available in GWX 2.1. Note that the errors may not be so critical that it causes problem to the game. Thanks again ref and privateer!
Minor tweaks, both functional and UI.
Ducimus
01-10-08, 09:33 PM
Sweet :up:
I may be calling it quits for TM, but im still tweaking with stuff! Your work has made modding infiinatley easier, and has infact, improved my understanding of some of the various files! :up: :up:
nautilus42
01-11-08, 02:35 AM
Great Work, thx:up: :up: :up:
Thanks again skwas!!!!!!!
I'll give the export a shot with Blender and the collabra plugin.
Will add the plugins to the toolbox thread in the next couple of days. I've been so focused on getting the deck gun mod working that I'm pretty much dealing with only a small number of files right now, andS3D has worked w/o a hitch on them.
skwasjer
01-11-08, 10:20 AM
Thanks guys, I have a question for owners/users of Blender, Maya and Max. I need some of you to export all 5 models from Data\Air\ADB_B5N2_Kate\ADB_B5N2_Kate.dat, open in 3D suite, without changing anything export the model again using Collada exporter, and send the files to me... I need some reference material to work on the importer, and I need to know how every exporter writes the models... I will start on the S3D-importer as soon as I have reference files. :up:
If you do, please post here which version of 3D suite you have used, and if possible the version of the exporter plugin, so that others can see if a specific version is already sent to me.
[edit] I must add model export is still experimental, and contains some mistakes (matrix for translation/rotation is not written correctly!). Models exported with current versions should preferably not be used as a basis for reworked models! Next update of S3D will have improved export.
kapitan_zur_see
01-12-08, 01:10 PM
you can count me on this one, mate ;)
http://rapidshare.com/files/83268350/exported.rar.html
Here's the 5 model files
I used 3dsmax R9 alongside s3d 0.5.4 and collada latest (or the one right before, can't know for sure) importer/exporter.
Aside from rotation/scale problems wich i can't know if it's correct or not, pure 3d model (vertexs, faces etc.) looks perfectly faithfull to SH4. Also, you don't seems to need doing some tricky normal flippings as in Pack3D (i recall using it, at least with SH3 models, some of their faces would have correct normals and some would be flipped hence a tedious task to have them all the same way)
Also, here's a screenshot of what (untouched/default) collada exporting
option i used:
http://img181.imageshack.us/img181/8139/colladaps8.jpg
Hope that helps :smug:
skwasjer
01-12-08, 03:15 PM
..
Thanks. I'll have a look at them. As far as export options, normals don't have to be exported for models that don't have normals in the first place. The game will calculate normals in those cases. If I remember correctly, I think only interior models use baked normals... And animations obviously are not supported for the time being.
Whether the scale is right, I don't know. I am unaware of scale info in the SH-files. But the offset/rotation is not working properly in current S3D-export. I've coded it, but there's a small bug that sometimes causes the matrix to be written incorrectly. So yeah, the model is 100% right, but it doesn't per se sit at the correct offset, and may not be rotated correctly...
skwasjer
01-13-08, 12:34 PM
Anvart, I don't really understand (no offense), could you rephrase?
Maybe my changelog note isn't really clear. I was referring to both the buggyness of S3D (I therefor rewrote my parser engine a bit) and I was also referring to some errors I found in some files (non-stock). Now more controllers are supported, and even if the controller is not supported due to missing definition or a parse error (from my part or due to a real error), a fallback method is now in place in S3D.
Specifically, the errors I was referring to were incorrect size specifiers in some GWX files. I've had contact with them and they told me they'd fix them :)
If you mean otherwise, then we probably talk about different things :)
skwasjer
01-13-08, 02:29 PM
Ok cool, now I know what you mean.
As far as the tga_file, It's not really a 'hard' error though, the string is fixed length string of 260 chars, yet null terminated as well, so if the string is shorter, the original (stock) files contain leftover bytes from previous saves. S3D handles this and simply drops the extra bytes, and with a save, it pads the string with zero's, which in hex looks a bit cleaner. :up:
:dead:Ok cool, now I know what you mean.
As far as the tga_file, It's not really a 'hard' error though, the string is fixed length string of 260 chars, yet null terminated as well, so if the string is shorter, the original (stock) files contain leftover bytes from previous saves. S3D handles this and simply drops the extra bytes, and with a save, it pads the string with zero's, which in hex looks a bit cleaner. :up:
:hmm:
Yeea ... You do not understand my humour ... :D
:dead:
kriller2
01-14-08, 06:11 PM
Hi Skwasjer,
I have been testing your latest S3D and haven't had any issues to report, but I tried to export a model to Collada and import it into blender to correct the size of the trees and I couldn't make it work. Anyone know the exact method to import / export Collada objects?
Nice work on this :rock:
skwasjer
01-14-08, 07:08 PM
I don't have Blender (I probably wouldn't understand how to use it anyway) so I haven't tested it.
Can you verify that the Collada import plugin in Blender supports Collada v.1.4.x?? Can you provide a screenshot/error message of the problem?
In Max, there's only 2 import options:
Import units
Import Up-axisBoth should be on...
Mush Martin
01-15-08, 09:07 AM
Hi Skwasjer, Now might be a real good time for me to apologize
for the wisecrack on the California thread. MMMMmmm crow tastes
sooo good.
Ok so I took your advice and retried the latest s3d
I got the .net fx stuff ok and s3d installed but when
I try to initialize it I get an error report that contains this
which I do not understand.
EventType:clr20r3 P1:s3d.exe P2:1.0.0.0 P3:4786c81b
P4:dat P5:1.0.0.0 P6:1456c81d P7: 36 P8: 382
P9:system.io.filenotfoundexception
can you help?
I am trying to learn how to use it
to do a repair on the twin 40 mm
with thanks
M
skwasjer
01-15-08, 09:24 AM
Hi Skwasjer, Now might be a real good time for me to apologize for the wisecrack on the California thread. MMMMmmm crow tastes
sooo good.
No problem, I was only messing back at you ;) I actually laughed at your comment :up:
I'll PM you regarding the S3D problem...
[edit] The problem MM had was related to outdated DirectX. My download page makes a note about this, but he must have missed it. I will update the installer to perform a DirectX check during install process, to prevent this from happing in the future to new users/computers...
GerritJ9
01-21-08, 11:15 AM
Found a VERY, VERY MINOR bug:
After opening a .sim file and proceeding to Unit_Ship -> Properties -> eng_rpm, at the bottom of the page you will find Description: Engine's max turation (rpm). This should be Engine's max ROTATION.
In no way does this affect the programme's function, so far things going smoothly:up:
Nice work indeed!
skwasjer
01-21-08, 11:35 AM
Found a VERY, VERY MINOR bug:
After opening a .sim file and proceeding to Unit_Ship -> Properties -> eng_rpm, at the bottom of the page you will find Description: Engine's max turation (rpm). This should be Engine's max ROTATION.
In no way does this affect the programme's function, so far things going smoothly:up:
Nice work indeed!
Actually, all descriptions are from the devs themselves, I just took it from the game files. There's more typos and small errors, but I haven't changed most of them. I hope to have some help with getting all the descriptions right from one of you guys some time (so if anyone wants to pitch in *hint* *hint*).
Thanks for the report, I'll change this one :up:
kapitan_zur_see
01-21-08, 02:39 PM
Works like a charm so far for me...
Madox58
01-27-08, 07:16 PM
"Actually, all descriptions are from the devs themselves, I just took it from the game files. There's more typos and small errors, but I haven't changed most of them. I hope to have some help with getting all the descriptions right from one of you guys some time (so if anyone wants to pitch in *hint* *hint*)."
Man!
That's a full time job there!
:o
Many things are in Romanian not to mention mis-spellings,
shakey translations, and such.
But Soclu means base if that helps!!
:lol:
onelifecrisis
01-30-08, 06:06 AM
skwasjer, this tool is great - thank you very much! :yep: :up: :rock:
skwasjer
01-30-08, 06:58 AM
Man!
That's a full time job there!
:o
Many things are in Romanian not to mention mis-spellings,
shakey translations, and such.
But Soclu means base if that helps!!
:lol:
lol, now imagine I defined 170+ controllers manually (many days, I tell ya). Correcting the descriptions is only 1% of the time it took me to do that ;) (for experienced modders anyway)
But yea it's still difficult, I know, but it's even more difficult for me. These things you only learn by actually making changes to the files and testing them. But I really don't have time for this next to S3D itself. Btw, most descriptions are in English (well in SH4 anyway), I am not referring to the labels in the dat-files etc. - of which alot are indeed Romanian - I am referring to the descriptions they left in the .act files. But true, they are messy...
Corrections like GerritJ9 suggested is what I (we all) need. The descriptions don't affect the program, they are just there to tell you what a value means. If they can be rewritten to be more clear/useful that would be awesome, for everyone.
skwasjer, this tool is great - thank you very much! :yep: :up: :rock:
Glad you like it :p
fire-fox
02-06-08, 11:44 AM
what would i need to alter to change rechange rate for the battarys?:oops:
Hi, Skwasjer.
Any news? :o
...
No news ...
For giving assurance ...
TMAP section (sequence of indexes of textural coordinates... command: f Vi1 / VTi1 Vi2 / VTi2 Vi3 / VTi3, occ. map texture = NSS_Balao_O01.dds) for NSS_Balao obj:
http://img136.imageshack.us/img136/9548/occuvwsh7.jpg
Texture should be flipped ...
skwasjer
02-14-08, 08:07 AM
Hi Anvart,
Model import is currently my highest priority and I've got it almost working. TMAP is no problem.
I am aiming for somewhere early march, but no guarantee on that. Depends on my free time... :smug:
nautilus42
02-14-08, 09:29 AM
Hi skwasjer,
your Tool is the Best off all Tools. I create with this Tool -The Lock-Holtenau - for SH3! :up: :up: :up: :up: :up: THX.
greetings
nautilus42
Gotmilk
02-14-08, 09:42 AM
could anyone be so kind and point me to direction where i could find exact tutorial how you import models into 3ds max so it looks like it should. I exported the model and imported it into max. And all i got was bunch of messed up geometry :(
skwasjer
02-14-08, 10:58 AM
Please make sure to use the ColladaMax plugin from FeelingSoftware. Max's built-in plugin doesn't work.
http://www.feelingsoftware.com/component/option,com_docman/Itemid,80/lang,en/
Also, while model export works in S3D, even the above plugin doesn't totally import the model correctly. Geometry should be fine, and the uv-channels too, but materials are not imported 100% correctly and this release has issues with object hierarchy. You have to do some post-processing:
- if the original Dat-model has no normals, it will look facetted. Smooth the model by applying a Edit Normals modifier. Select all normals, click 'Reset', select all normals again, click 'Unify'.
- (multi)materials aren't set up properly. Limitation of Collada format.
- materials don't use the correct map channel. Manually change this.
- textures aren't always found. Manually change this.
- several more material related things since not every parameter is supported by Collada. For instance, AO map can't be assigned, so you have to modify the material, add the AO-map and set the channel yourself.
Basically, directly after import, pressing 'Render' won't give you a proper render right away...
In fact, I don't recommend just yet to use current S3D release to export models to do actual work on. The models are probably not importable when next release is out (unless again manually fixed which may be difficult).
[edit] I will make a full tutorial on post-processing once I'm done with the programming.
Gotmilk
02-14-08, 04:40 PM
Thank you for your reply. I will wait for the next release then. :up:
Hi Anvart,
Model import is currently my highest priority and I've got it almost working. TMAP is no problem.
I am aiming for somewhere early march, but no guarantee on that. Depends on my free time... :smug:
"Model import ...", "... TMAP is no problem."
:rotfl:
It is the same work ...
Good luck.
Please make sure to use the ColladaMax plugin from FeelingSoftware. Max's built-in plugin doesn't work.
http://www.feelingsoftware.com/component/option,com_docman/Itemid,80/lang,en/
Also, while model export works in S3D, even the above plugin doesn't totally import the model correctly. Geometry should be fine, and the uv-channels too, but materials are not imported 100% correctly and this release has issues with object hierarchy. You have to do some post-processing:
- if the original Dat-model has no normals, it will look facetted. Smooth the model by applying a Edit Normals modifier. Select all normals, click 'Reset', select all normals again, click 'Unify'.
- (multi)materials aren't set up properly. Limitation of Collada format.
- materials don't use the correct map channel. Manually change this.
- textures aren't always found. Manually change this.
- several more material related things since not every parameter is supported by Collada. For instance, AO map can't be assigned, so you have to modify the material, add the AO-map and set the channel yourself.
Basically, directly after import, pressing 'Render' won't give you a proper render right away...
In fact, I don't recommend just yet to use current S3D release to export models to do actual work on. The models are probably not importable when next release is out (unless again manually fixed which may be difficult).
[edit] I will make a full tutorial on post-processing once I'm done with the programming.
???
Not good news ... :nope:
skwasjer
02-14-08, 06:35 PM
"Model import ...", "... TMAP is no problem."
:rotfl:
It is the same work ...
Uhm, first you ask for a status update, you get a reply and then you make fun of me? If you don't understand (which you don't obviously), why don't you ask for more details?
Not good news ... :nope:
You're welcome.
AVGWarhawk
02-14-08, 08:18 PM
Clear out you PM box Skwasjer.
"Model import ...", "... TMAP is no problem."
:rotfl:
It is the same work ...
Uhm, first you ask for a status update, you get a reply and then you make fun of me? If you don't understand (which you don't obviously), why don't you ask for more details?
Not good news ... :nope:
You're welcome.
Sorry, did not wish you to deride ... :hmm:
P.S. I think Collada is not good way ...
skwasjer
02-14-08, 10:40 PM
Clear out you PM box Skwasjer.
Sorry, it's hard to do so :oops:
@Anvart, what do you suggest?
Anyway, it's a bit too late. It'll work with Collada apart from some minor things that need to be done manually (as stated earlier). I don't see any big problem with that. S3D makes modding in general easier, not easy and noobproof.
UBOAT234
02-17-08, 06:00 AM
Hi SKW,
have any hint or proposal for Collada Maya plugin?
Many thanks
skwasjer
02-17-08, 07:24 AM
The same site that I recommend for the Max plugin (ColladaMax), www.feelingsoftware.com (http://www.feelingsoftware.com), has a Maya plugin (ColladaMaya), although I can't test it myself.
skwasjer
02-19-08, 03:03 PM
Alright, I'm scheduling an intermediate release in the next few days with some new features (see below for screenies). Unfortunately, while model import programming is progressing, it is not done yet so it won't be in this release but I just want to push these finished features out the door. Also, work on integrated model viewer is nearly completed (for now models are untextured). These two (hot) requests will be finished in a few weeks more. Since the addon is to be released soon I plan on releasing yet another small update asap to support any new or changed controllers.
One of the best new features is the ability to add/remove array items in the data of controllers. With this functionality, many things that were previously impossible (without using hexeditor) are now very easy where previously you had to use an export/import chunk workaround (if you could find one you need). Any kind of array is supported (afaik), so now you can really start playing around with ie. particle controllers, torpedo data, etc. I'm already seeing a new wave of mods fly out the door!
The property editor will get one final overhaul in the future, and that is to support adding completely new (empty) controllers from scratch.
Arrays:
http://sh4.skwas.net/s3d/arrays.jpg
Find by text or id:
http://sh4.skwas.net/s3d/find.jpg
Go to chunk by index:
http://sh4.skwas.net/s3d/goto.jpg
Id generator:
http://sh4.skwas.net/s3d/idgen.jpg
Digital_Trucker
02-19-08, 07:43 PM
:up: Excllent, dude. I could have used almost all of those features last week:rotfl: Thanks for making these options available now. :rock:
Madox58
02-19-08, 07:55 PM
Now your talking.
:up:
May be getting close to
"Retire the Hex Editor"
time.
:D
skwasjer
02-19-08, 08:24 PM
Now your talking.
:up:
May be getting close to
"Retire the Hex Editor"
time.
:D
NEVER!! :)
Excellent! I already see something I can do for the torpedoes in that screenshot up above. :cool:
SquareSteelBar
02-20-08, 07:36 AM
WOW :rock:
miner1436
02-21-08, 05:40 PM
Im kinda new to S3D and was wondering, how do you create a new node? Im trying to add an extra gun to a ship, thanks in advance.
Wow, I wonder if the Dev team has this tool? :lol:
skwasjer
02-22-08, 07:49 AM
Im kinda new to S3D and was wondering, how do you create a new node? Im trying to add an extra gun to a ship, thanks in advance.
You can use the export/import raw chunk functionality to clone nodes. You just have to make the new node unique by assigning it new id's/label. Then move the node to where you want it and use the config file to assign a weapon to it. I don't know the ins/outs so maybe someone else could explain in more detail.
skwasjer
02-27-08, 09:51 PM
For those that have the automatic update notification disabled, or work with an older version of S3D:
Version v0.6 - Download link in main post (or follow link in footer to my site)
I strongly recommend everyone to update to this release!
This release replaces any previous v0.5 release!
New
Added support for the official 'U-boat Missions' add-on (read: SH4 1.5). One new controller was introduced and a very small amount of controllers have been extended by the devs.
Added 'Go to' dialog. Allows you to enter a chunk index to navigate to.
Added 'Find' dialog. Allows you to search for an id, parent id or string in the current opened file. String search is limited to chunk labels, names, controller names and textures. So it does NOT search properties of controllers!
Added functionality to add/remove array (aka lists) items in property editor. This is very useful to extend controllers even further. Any array is supported so you can extend ie. bitmap particles, more torpedo failure rates, more zoom levels, more sounds in a sound playlist, etc, anything! New items are always added directly after the selected array item. To add an item as the first item, select the parent node instead of an existing array item. The only limitation atm is that you can't move items around (this will be for a future release) so when the order matters, make sure you insert the item in the right place.Improved
In Omni light nodes, changed the 'Unknown' value to 'Night color'. (thx Anvart)
Installer performs a DirectX version check during installation.
Other minor improvements Changed
Removed ROW screenshot from main window. In LeoVampire's memory, it will reappear every year around Jan 8th for a few days.
AkbarGulag
02-27-08, 10:08 PM
Thanks Skawjer. Your S3D programme is more than brilliant :up:
skwas, the ability to add new arrays is great! Because of that feature I was able to make the torpedo mod for RFB that much more detailed. Besides adding new arrays for dud failure rates, one can also add arrays for new time periods as well.
DivingDuck
02-28-08, 07:20 AM
Moin Skwas,
I´ve updated to beta0.6. While beta0.5 was running stable I got an error message when attempting to load a file.
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/Error_Msg_001.jpg
WinXP Home
Version2002
Service Pack 3, v.3264
netfx and dx9 are up to date
Regards,
DD
skwasjer
02-28-08, 08:19 AM
@LukeFF: :up:
@DD, hmm, my German isn't too good. Google makes 'A call target has caused an exception' of it, but it doesn't make much sense to me. Does it happen with every file (dat/sim/etc)? Does it also happen when opening an sh(3).sdl file? Does it start loading (with the progress indicator) or does it immediately pop up this error...
Some more info would be helpful. Maybe you can send the file in question (in case of a heavily modded file). If that's not the case, and/or it also happens on stock files, then it is some other issue I am overlooking.
The weird part is I haven't really changed much in the department of loading a file. There may be a conflict if previous version didn't uninstall correctly, which can be resolved by removing the settings folder:
<Documents And Settings>\<user>\Local Settings\Application Data\skwas (<-- rename/remove folder)
In de mean time, do you still have a copy of v0.5.4?
DivingDuck
02-28-08, 08:46 AM
Thanks for the fast answer,
<A target address has caused a fatal exception error> fits best, imho.
It occurs with every file I try to open, no matter if it´s stock or modded, *.dat, *.sim, *.zon, *.dsd, ... It pops immediately after I press the OK button.
BTW, netframework 3.0 is installed.
Renamed the folder, as suggested, but to no avail. V0.54 is still around somewhere. Thanks for asking. So, don´t worry.
Regards,
DD
onelifecrisis
02-28-08, 12:14 PM
Does anyone know a free 3D object viewer which can open the exported COLLADA files? I just need to look at them, not edit them.
Thanks!
ReallyDedPoet
02-28-08, 12:15 PM
Does anyone know a free 3D object viewer which can open the exported COLLADA files? I just need to look at them, not edit them.
Thanks!
May be something in here: http://www.subsim.com/radioroom/showthread.php?t=124340
RDP
onelifecrisis
02-28-08, 12:30 PM
Thanks RDP
skwasjer
03-05-08, 04:27 PM
Thanks to privateer for providing me the format of keyframe animations :sunny: :sunny:
No release date yet, but well, won't be long ;)
http://sh4.skwas.net/s3d/keyframes.jpg
Madox58
03-05-08, 06:03 PM
Ref and I figured it all out.
I said,
"Hey, this is what I see'
Ref said,
"Quaternion"
I said,
"My head hurts!!"
:rotfl:
Hats off to Ref for that part!
:up:
AVGWarhawk
03-05-08, 06:40 PM
Hats off Privateer:up: I know the modders love this tool.
Madox58
03-05-08, 06:51 PM
It's comeing along very nicely.
:up:
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.
:yep:
AVGWarhawk
03-05-08, 08:15 PM
@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.
Madox58
03-05-08, 08:49 PM
Let's just say S3D could make hexing a thing of the past if carried far enuff.
:yep:
You still need to view each model in real time 3D
and move things.
;)
Perhaps We can "Nudge" him a bit?
:arrgh!:
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:smug:
Ref and I figured it all out.
I said,
"Hey, this is what I see'
Ref said,
"Quaternion"
I said,
"My head hurts!!"
:rotfl:
Hats off to Ref for that part!
:up:
:rotfl:
2 Skwasjer:
In 0.6 beta: not good object ID interpret. (first <--> last bytes) ...
skwasjer
03-06-08, 08:53 AM
Let's just say S3D could make hexing a thing of the past if carried far enuff.
:yep:
You still need to view each model in real time 3D
and move things.
;)
Perhaps We can "Nudge" him a bit?
:arrgh!:
Hey! I'm not making another subsim game! Once a model viewer is out, people will want to have water, waves, sun, and be able to shoot the guns so they can see how it would look in game!
:shifty: ;) :rotfl:
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:smug:
The problem for DivingDuck was that the previous versions had not uninstalled correctly, which is likely caused by installing all of the releases I put out in the same folder without uninstalling previous releases first. Please uninstall any S3D release you have installed through the Control Panel. Then, go to the <Program Files>\skwas folder and ensure there are no S3D folders left (iow. remove them if there are). Then you can reinstall the latest version again and see if it works. If not, let me know.
skwasjer
03-06-08, 08:56 AM
2 Skwasjer:
In 0.6 beta: not good object ID interpret.
I'm afraid I don't understand what you mean. Could you explain the problem in more detail?
2 Skwasjer:
In 0.6 beta: not good object ID interpret.
I'm afraid I don't understand what you mean. Could you explain the problem in more detail?
Example:
http://img86.imageshack.us/img86/6408/mirroredyr8.jpg
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?
skwasjer
03-06-08, 10:11 AM
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. :smug:
http://en.wikipedia.org/wiki/Endianness
http://developer.apple.com/documentation/CoreFoundation/Conceptual/CFMemoryMgmt/Concepts/ByteOrdering.html
I know the reasons ... But it is inconvenient ...
skwasjer
03-06-08, 11:22 AM
I'll see what I can do... ;)
Chardok
03-07-08, 02:07 PM
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?
^^ 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
Thanks to privateer for providing me the format of keyframe animations :sunny: :sunny:
No release date yet, but well, won't be long ;)
http://sh4.skwas.net/s3d/keyframes.jpg
Keyframe hexcode collada iterger frame state hooda waada thingamabob?
http://www.downbelow.net/sh4/confused.jpg
Ducimus
03-07-08, 03:53 PM
Keyframe hexcode collada iterger frame state hooda waada thingamabob?
http://www.downbelow.net/sh4/confused.jpg
:rotfl: That, is a quote and picture worth saving - classic!
It sure is....and Ducimus I am still looking for your Capt. Kirk with his depressed head in his hands!
skwasjer, would you happen to know which file(s) control the sound file that is played when the deck and flack guns are fired? I'd really like to create a separate sound file for the 37 mm and 40 mm guns, if possible.
Madox58
03-07-08, 06:04 PM
Check the particals.dsd
All gun sounds are controlled by this file if I'm not mistaken?
;)
Ducimus
03-07-08, 06:10 PM
Check the particals.dsd
All gun sounds are controlled by this file if I'm not mistaken?
;)
I was thinking an associated DSD file if it exists or sh.SDL , but privateer's probably right.
I know things like depth charges hitting the water are in the particles.dsd file, so why not gun sounds too.
skwasjer
03-07-08, 06:46 PM
lol longam :smug:
@LukeFF: Yea, I think they are in particles.dsd. Look for a SoundSource controller or something like that. If you're gonna add a new sound, you'll also have to add an entry in the sh.sdl file.
@LukeFF: Yea, I think they are in particles.dsd. Look for a SoundSource controller or something like that. If you're gonna add a new sound, you'll also have to add an entry in the sh.sdl file.
Yeah, I've looked at that file, and I know what sound is used for the flack guns and which one is used for the deck guns. Question is, how do I assign those sounds to a particular sound? From the looks of the file it doesn't look like it's possible.
Madox58
03-07-08, 07:08 PM
Oh yes.
It is possible!!
I have edited the SH3.sdl files many times.
Depending on what you want to do?
You may need to rework several files.
You may need to create new files also.
It all depends on what you want to do.
Who would have thought Air Raid Sirens were possible?
;)
Ducimus
03-07-08, 07:25 PM
I could be mistaken, but i think sounds need:
- a node in a dat
- a controller in a said dats sim file, DSD file, or both
- an entry in the sh.sdl
At least thats what ive observed when working with sub interiors. Ive thought about adding more atmospheric sound sources in the interiors, but was afraid of generating undue lag. Engine/gun sounds are a different thing though.
Madox58
03-07-08, 07:37 PM
You don't always need a node in the dat.
Again, it depends on what and how you want the sound to come across.
For an example I'm looking at in SH3.
On the Turm, you hear the desiel engines.
Go to the interior and the desiel sound is not there.
If we add the aud_Desiel node with corrected ID's
Will it work?
Of course we need look at all dsd files and sdl file also.
Ducimus
03-07-08, 07:57 PM
Node in dat - i was probably thinking of sounds sources. Such as water or steam pipes. I only looked at this stuff in passing, so im probably way off base. Edit: Its worth noting that stock fleet boat interior files have no sounds to them at all. SteveTRM added them in. I dont remember if he use an aud_node or not. anyway, ill shut up. Now im curious as to what else is in some of those dsd files. (not that i havent looked already) Think i figured out why my earlier attempts at getting band music on the docks failed.
skwasjer
03-07-08, 08:54 PM
LukeFF, it's possible. Go to the properties of the wpn_Cannon controller in the sim file. Open up the Fire-node, and there you see a property 'effect'. It has an id. Select 'effect', and copy the value to the clipboard (in hex format!). Now, open up the particles.dat, and do CTRL+F, and paste the id into the textbox and hit Find. You'll see that the node will be selected either $MGun_muzzle_flash or $Big_muzzle_flash, or some others, depending on the gun. These are shared muzzle flashes by all (most?) guns. In the particles.dsd you will find the associated muzzle sound. To make a unique sound for a different weapon you have to clone a few nodes in both particles.dat and .dsd (to create a new effect+sound), a sound entry to the sdl-file (which defines the actual soundfile to be played), and lastly assign the newly created effect id to the weapon.
Hope this makes a bit sense :up: Just try :)
[edit] I'm not sure if there are tricks to do this easier (without cloning nodes), maybe someone else knows.
I'll give that a try, skwas. Thanks!
skwasjer
03-07-08, 09:43 PM
Oh, and one trick to make cloning of a bunch of nodes easier (you need to redo all the id's!) is to remove all the other chunks from the file so you only are left with the chunks that need to be cloned. Then, use the remap function to assign new id's to all nodes in one go. Then export and import.
Saves the trouble of fixing up the nodes after import and manually changing all the id's.
AkbarGulag
03-07-08, 09:48 PM
Oh, and one trick to make cloning of a bunch of nodes easier (you need to redo all the id's!) is to remove all the other chunks from the file so you only are left with the chunks that need to be cloned. Then, use the remap function to assign new id's to all nodes in one go. Then export and import.
Saves the trouble of fixing up the nodes after import and manually changing all the id's.
I was going to export the nodes, then re-import them in a new file... then re-export with fresh ID's to be imported :rotfl:
Thanks for the tip Squash.
skwasjer
03-12-08, 03:03 PM
For those that have the automatic update notification disabled, or work with an older version of S3D:
Version v0.6.1 - Download link in main post (or follow link in footer to my site)
This release replaces any previous v0.5/v0.6 release! Make sure to uninstall previous versions first.
NOTE: unless you are planning on working with animations, you don't really need to update to this release. Choose as you wish.
New
Key frame animation support (not mesh animation!). You will now be able to set, change, or even add animations (based on key frames). I have some incomplete specs on mesh animation, so this is for the future. Thanks to privateer for helping me out.
I noticed SH3 has *.anm files that are also based on the .dat-file structure. They contain purely animation data (both key frame/mesh), so now S3D's file filter accepts files with this extension as well. I've also added the extension to the global file search dialog. Note that SH4 does not make use of this extension.
Added import/export menu item for embedded images. Fixed
Pc's without the WingDings2 font didn't have a correctly rendered Close button with an X. (Button is on the right of the toolbar) I have never really payed attention to this. Button is now drawn correctly without the need for this font.
I don't remember in which version but a bug was introduced where importing a chunk into an empty document would fail with an error message. Previously this worked fine. Fixed, so it works again. Improved
Controller engine improved + some controller definitions tweaked.
Improved some error messages.
repalankas
03-12-08, 05:45 PM
Greetings for this awesome job!!!
But I have a problem:
I have XP Pro Sp2 in spanish, Framework 2.0 and directX 9.0c installed with the latest redistributable available (directx_mar2008_redist.exe).
When I run the program appears a message asking for automatic updating, I answer with yes or no indistinctly, then an error message appears:
"Silent 3ditor ha detectado un problema y debe cerrarse. Sentimos los inconvenientes ocasionados. Si está en pleno proceso, puede perderse...."
Silent 3ditor has detected a problem and must be closed. We apologize for any inconvenient...
And a close button.
Another question:
Is it possible to correct sun glare parameters / files with this tool?
The goal is to get it working with ati x19xx series.
Any idea?
Thanks!!!
skwasjer
03-12-08, 06:21 PM
If you have gotten the autoupdate message, then I 'know' you have the required components installed because S3D does a precheck.
However, have you ever used a previous version? If yes, then please start from a clean slate. Uninstall ALL versions through Control Panel, and verify that the <Program Files>\skwas folder is empty (sometimes a folder is not removed if versions are installed over eachother). If not, delete any subfolder. Next, find the <Documents And Settings>\<Your username>\Local Settings\Application Data\skwas folder, and also delete it's contents. Now, all files related to S3D are removed.
Then reinstall latest version.
If none of the above helps or if this is the first time you installed S3D, then please give me detailed error message if available (crash dump, check if there's a 'Detail'/'More info' button in the error dialog), or if available, EventLog-entries regarding S3D. Not much I can do without it.
Anybody else with problems regarding this release?
Digital_Trucker
03-12-08, 06:39 PM
Nope, I just cranked it up a little bit ago and opened up a file and it did fine. Didn't do anything other than that (yet:lol: )
Thanks for the update, BTW:up:
repalankas
03-12-08, 07:10 PM
I started from clean installation.
I tried yesterday 0.6, and had same error.
But......
With my laptop works!!! :O
Strange thing...
My tower:
PentiumD 925 3Ghz
2 GHz DDR2 667 kingston
mobo asrock dual vsta 775
ati x1950gt
xfi xtreme music
xp pro sp2 spanish
Laptop:
Dell Latitude D600
Pentium M 1.5 ghz
1 gb ddr 266
ati mob. 9000
same xp
skwasjer
03-12-08, 07:59 PM
Strange indeed. Can't think of anything right now that may cause this.
But I don't need your system specs, I need a detailed error message from that error dialog that pops up. I hopefully can use that to track the problem down.
See:
If none of the above helps or if this is the first time you installed S3D, then please give me detailed error message if available (crash dump, check if there's a 'Detail'/'More info' button in the error dialog), or if available, EventLog-entries regarding S3D. Not much I can do without it.
Alternatively, you may try the latest .NET 2.0 SP1 (released just a week ago), although I highly doubt this will fix anything.
http://www.microsoft.com/downloads/details.aspx?displaylang=es&FamilyID=79bc3b77-e02c-4ad3-aacf-a7633f706ba5
repalankas
03-13-08, 10:05 AM
http://img169.imageshack.us/img169/2650/clipboard3oj5.jpg
No options, only close.
I think the easier solution is formatting.
By now works on laptop, at least I can change files from sh4 with network from one computer to another.
Thank you anyway.
skwasjer
03-13-08, 11:04 AM
I see you use a custom Windows Theme. Can you confirm if the problem still exists when you revert to the standard Windows XP Theme?
repalankas
03-13-08, 06:20 PM
Still same error with xp theme.
Same theme manager is installed on laptop and have no errors.
Don't worry, by now I have enough with the laptop, in the near future surelly will need to format the tower.
Thanks!
skwasjer
03-14-08, 10:18 AM
In an effort to pull more feedback from experienced modders/hex editors, the following release will allow everyone to see what data S3D still does not understand. This type of data is read and written unmodified behind the scenes, but by disclosing this info I hope we can debug the remaining pieces of data. Privateer asked for debug-like info, and I hope guys like him can assist me in integrating new discovered info.
This functionality will also give everyone else a clue whether or not it's safe to (re)use certain chunks for other purposes. If the chunk contains alot of unknown data, one should be conservative.
The integrated hex editor for the time being is readonly, but I hope to enable it as read/write some time...
Another limitation of the hex editor atm, is that the offsets it shows on each line start from 0, instead of the relative or actual file offset.
Thought this was a good idea :up:
http://sh4.skwas.net/images/screenshots/geekmode.jpg
AkbarGulag
03-14-08, 10:29 AM
Anything that gives shows us a little bit further is a good thing. This tool can be a real pleasure to work with if you rub it right.
miner1436
03-15-08, 07:48 PM
If you ever make an import option for 3D objects will it be in formats other than COLLADA like maby .OBJ?
skwasjer
03-15-08, 08:42 PM
Unlikely. The OBJ-format doesn't support the info SH4-models need to be exported/imported with.
Since in the 3D animation for video world the obj format is very popular (thanks to wavefront) it's what many people think of first.
Game models require a LOT more info because all hinges, inverse kinematics, texture settings, etc need to be fed to the game engine. Plus the plygon normals need to be numbered the same way (waiting for the day cards can render b-splines as fast as polygons).
This is one of the reasons gmax was developed. You needed to export more info for games than 3DStudio did at that time. Some of the bigger name 3D programs either have add-ons you buy for game modelling, or tools are developed in house to to accomplish this.
Even Blender has a "game" export feature for this reason.
From what I read, Collada is designed to fill the gap between a 3D program for rendering to video and exporting those models to games and create a universal exchange format for doing so.
skwasjer
03-16-08, 06:16 AM
WARNING: DO NOT USE THE 'UNINSTALL' OPTION OF v0.6 and v0.6.1.
Unfortunately, I have just received a message from longam telling me something went terribly wrong while he uninstalled S3D, losing files/data unrelated to S3D. I don't know why this has happened to him at this point and will have to investigate it to be able to confirm it.
I have not experienced this before (nor have others likely, otherwise I would have heard it before), but for the time being I advice everyone not to use the uninstall option to remove S3D. Simply delete the folders by hand if you want to remove it.
I will have to investigate this issue. Until then, while it may work fine for most of us, don't uninstall (or even install v0.6.1 over v0.6 as this will run the uninstaller of v0.6 automatically!!!). In all my life as a developer I never experienced anything like this, and this kind of news is the worst that a developer can hear. I am so embarassed... :oops:
For the time being, I will also pull the download of my site.
Again longam, if S3D is the cause I deeply apologize. I hope you can recover your data.
:oops: :oops:
andycaccia
03-16-08, 06:52 AM
But how do we remove the s3d from menus and the relative key in the windows reg?
SquareSteelBar
03-16-08, 07:32 AM
WARNING: DO NOT USE THE 'UNINSTALL' OPTION OF v0.6 and v0.6.1.Hi skwasjer,
can't confirm this in my case. I removed v0.6 by using the 'Add/Remove Programs' function and it seems that all went right.
What kind of files/data are lost?
So long,
SquareSteelBar
skwasjer
03-16-08, 09:55 AM
@Andy, a full manual uninstall requires the following:
Remove one registry key depending on your version
For v0.6.1:
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\Curr entVersion\Uninstall\{6E25BAD9-428A-4FC9-B906-835DBF39D4BF}
For v0.6:
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\Curr entVersion\Uninstall\{EF0DBD0A-C21C-4F6C-9D89-4AB5400DDF91}
Before removing this key, verify the DisplayName childkey is of S3D...
Remove start menu shortcuts
Remove the installation folder@SquareSteelBar, I don't know which files in particular were removed, nor do I think it is a scenario everyone will experience. I have tested this myself hundreds of times on many systems, and had no problems at all. This is just a precaution. I don't even know for sure if it 'was' S3D.
Since v0.6 I have changed some significant things in the installer. Possibly I've done something really bad, that may cause these problems in rare circumstances. Until I have investigated this (tonight), all I can offer atm is v0.5.4:
Download (http://sh4.skwas.net/redist/S3D_beta054.rar)
WARNING: DO NOT USE THE 'UNINSTALL' OPTION OF v0.6 and v0.6.1.
Unfortunately, I have just received a message from longam telling me something went terribly wrong while he uninstalled S3D, losing files/data unrelated to S3D. I don't know why this has happened to him at this point and will have to investigate it to be able to confirm it.
Hmm, I can use total install to run the installer and send you the post install scan results if that would help.
skwasjer
03-16-08, 11:00 AM
No need, I can do that to. Plus, I don't want anyone else risking their system to an unidentified problem (if any).
Other than that, everyone is free to do as they choose. If you want to analyze it go ahead...
I will test it using my virtual machines...
!!!
Do not clutter up OS register and system folders ...
Digital_Trucker
03-16-08, 03:46 PM
Well, I recently uninstalled in order to intall the latest version and had no problems whatsoever.
Thanks for erring on the safe side and warning us of a possible problem, skwas.
The best possible thing we could all do, is not to jump to conclusions and ass-u-me anything.
skwasjer
03-16-08, 04:31 PM
Thanks, appreciate it. Without having had time to look at the problem (will do in a bit), I have thought about it the past hours, and can't really come up with why the uninstaller (or maybe even installer, as he updated to v0.6.1) would have caused this to happen. He had mentioned to me that it may have been one of his kids as well, but I really wouldn't want him to accuse his kid. If the poor kid hasn't done anything wrong that makes the situation only worse. I feel really bad over this... :down:
Anyway, I will get to it, and will post the results and a new version when I feel comfortable enough. Maybe tonight, maybe later. I was about to release a new version anyway, so I will take a good look at the installer, and possibly provide an alternative uninstall option to upgrade from v0.6.x. I may even ditch the current installer software and find something else.
Bleh...
skwasjer
03-16-08, 08:39 PM
longam has confirmed (by testing it again) that the uninstall procedure of S3D was indeed the problem. Unfortunately, I have not been able to replicate it. I do have identified a piece of code that possibly is the offending bit. I have modified it and will send a test release to longam. When he confirms the problem is gone, I will release v0.7, together with a couple of new features.
My recommendation to not use the uninstall procedure by v0.6 and v0.6.1 still stand, as I can't pinpoint the exact cause and thus cannot guarantee it will not cause similar problems to you. I will provide a complete manual uninstall instruction in the next days. Otherwise, you can remove all files by hand, and use a registry cleaner to remove keys/info related to S3D.
Just to emphasize, S3D itself is safe to use.
Beta Version SP1 for window Vista build 6001 is screwing up all of my installations. I have removed it and now this problem has resolved itself.
I totally apologize to all in this mater yet I feel it was a necessary to report for those who need it.
EDIT:It was so confusing to uninstall a program and have it delete a whole drive. I have never had this problem and could only report to the inventor.
Sorry for the confusion but I hope that I have helped individuals in the future.
skwasjer
03-16-08, 10:06 PM
Vista SP1 beta vs S3D beta, and I am the winner??? :rotfl: :rotfl:
Have you retested v0.6.x and no random delete??
Ok, well uhm, I will re-enable the download then. People went paranoia by missing a whole day being able to download S3D :88)
The bright side, at least the result is even more revised uninstaller code... :lol:
Today I aged 2 years you know!
I will test once I get a good copy of my C drive.
Freaking Vista beta programs. Remember people backup your backup.
Edit:I have to edit this final – this was an issue and I’m glad I found it. It was not an issue with S3D.
skwasjer
03-16-08, 10:16 PM
Well, if you haven't tested yet, then I can't activate the download... :dead:
?............................
skwasjer
03-17-08, 10:48 AM
For those that have the automatic update notification disabled, or work with an older version of S3D:
Version v0.7 - Download link in main post (or follow link in footer to my site)
I strongly recommend everyone to update to this release!
This release replaces any previous v0.5.x/v0.6.x release!
New
Added a label to each chunk editor, indicating whether a chunk is fully supported or not. If not, clicking the label will open a dialog that can be used to analyze the unknown data, using an integrated hex editor. Note: the data is read-only.
Added option to import a DAT-file into another. Very useful to load a group of chunks, instead of exporting/importing each chunk seperately. The feature however is lacking a progress indicator and background thread loading (due to time constraints) so be prepared for the UI to become a bit unresponsive while it is loading a large file, and don't assume S3D has locked up... Maybe at a later date I will add background loading (like the normal File > Open procedure). Also note, that this feature has NOT been heavily tested and may contain bugs. Changed
Due to significant new features, and to avoid confusion over the earlier warnings regarding the buggy uninstaller I labeled this release as v0.7.
Revised the uninstall procedure. Now I just hope this case of longam was a one timer!
kriller2
03-18-08, 06:06 AM
You are working fast Skwasjer! You should get money from UBI for making this tool :hmm: if it werent for your skills we would all still be using Hex editing and mess up the files one by one and get jiggly water and falling birds from the sky... :rotfl:
After installing the final release of SP1 for window Vista I had positive results on installation and uninstall of version 0.70. Man that was a long weekend for me and no fault of Skwasjer, just the nature of beta testing including service packs. :up:
skwasjer
03-18-08, 08:25 PM
You are working fast Skwasjer! You should get money from UBI for making this tool :hmm: if it werent for your skills we would all still be using Hex editing and mess up the files one by one and get jiggly water and falling birds from the sky... :rotfl:
Yea, it's hard to remember the alternatives isn't it? I'm happy I am nearing 1.0 though. I am close to the point where I don't wan't to see that project in my dev studio anymore :lol:
SquareSteelBar
03-19-08, 04:16 AM
I am close to the point where I don't wan't to see that project in my dev studio anymore :lol: http://www.forosdelweb.com/images/smilies/chillando.gif
Ducimus
03-20-08, 03:50 PM
[I]Added option to import a DAT-file into another. Very useful to load a group of chunks, instead of exporting/importing each chunk seperately. !
YES! Thank you! thank you! thank you! thank you! :p
THE_MASK
03-21-08, 08:57 PM
When i have 2 instances of silent 3ditor open i need to know which is which . It would be helpful if up the top it says silent hunter 4/data/mods/etc . Do you know what i mean .
Digital_Trucker
03-21-08, 09:35 PM
When i have 2 instances of silent 3ditor open i need to know which is which . It would be helpful if up the top it says silent hunter 4/data/mods/etc . Do you know what i mean .
If you click "Window" in the menu bar a list of open file paths will appear. The checked one is the one you are working on in the current window.
THE_MASK
03-22-08, 03:53 PM
Support for animations on demand would be terrific in a future release .
Hi, Skwasjer.
I use 3DS Max 9 SP2 and Collada import plug-in ver. 3.05b ...
Now (S3D ver. 0.7b) mesh import is ОК (without "dust") ...
But now object has coordinates from dat-file ...
It is not conveniently ...
May be to make feature (on/off) of reseting all coordinates (pivot point in 0,0,0) ...
And what about materials ...?
Now it's nothing ...
http://img233.imageshack.us/img233/1004/gatoproprmatmapsvl6.jpg
skwasjer
03-23-08, 06:35 PM
Thx Anvart for trying and reporting.
I was planning on an export dialog with some options (like export normals, float precision (nr. of decimals), etc...), and I will make the matrix rotation/translation optional as well. I was more or less planning to support multiple model export to one file as well (optional) which is why I had to get the translation/rotation to work in the first place, but I see your point that it isn't always useful.
Yes, materials are a bit screwed. I still haven't found the best way to export it correctly. The uv's get exported ok, but assigning them to the correct texture seems to be problematic with the FeelingSoftware plugin. I probably am doing something wrong though, so I am still trying to work that out... :up:
...
I was planning ...
, but I see your point that it isn't always useful.
Yes, materials are a bit screwed.
...
Good luck Skwasjer in your hard work ...
...
Yes, for single export more convenient to have the "reseted" coordinates (offsetX,Y,Z = 0 and rotX,Y,Z = 0) ...
...
Materials ... m...m...oho-ho ... :hmm: :rock:
1) In this case (Balao propeller etc.) NS_Balao_N01.dds is absent ... but in your interpret. it's present ... Formal action ... ?
2) I think specular takes from a-channel of NSS_Balao_O01.dds file ... or (if in UnifiedRenderControler is cheked) from diffuse map (*.T01.dds) ...
3) You do not use UV coordinates for occl. map (indexed in TMAP section) ...
4) All material param's are default (3DS Max) param's and all material parts have channel 1 ...
... and etc. etc. ...
After rendering i see occl. map (*.O01.dds) with diffuse UV coordinates ...
...
Yes, materials it's hard work (without Help or SDK) for programming ...
Easier to make all manually ... ??? :oops:
skwasjer
03-24-08, 08:55 AM
1) In this case (Balao propeller etc.) NS_Balao_N01.dds is absent ... but in your interpret. it's present ... Formal action ... ?
2) I think specular takes from a-channel of NSS_Balao_O01.dds file ... or (if in UnifiedRenderControler is cheked) from diffuse map (*.T01.dds) ...
Correct, the current implementation assumes alot. I know it shouldn't but I haven't really had time to implement it better (like you suggest, use the params from the UnifiedRenderController, or even ask the user). So I chose the easy way and basically assume all maps are available. I will have to improve this as we move along... ;)
3) You do not use UV coordinates for occl. map (indexed in TMAP section) ...
4) All material param's are default (3DS Max) param's and all material parts have channel 1 ...
... and etc. etc. ...
I have had alot of difficulties with the DAE-materials (not with the DAT-file or geometry). It just seems the FeelingSoftware doesn't pick up the info I provide in the DAE-file. I actually DO assign the proper UV-channels in most cases (you can check by looking at the file in notepad), but it resets the channels to 1 on import. I'm still not convinced the problem is with my export or with their Max-plugin. You can just change the channel index to 2, and then it renders ok...
I try to focus on importing the geometry now though, and not so much exporting the correct materials. As long as they are 'just a bit' right, I think we just have to settle with it (for now). I mean, it's not so hard to manually fix the materials in Max for rendering previews (assign the correct textures, and assign the correct UV-channels).
If we can get at least the geometry imported back into the dat-files, we can always fix up materials using other means (S3D/hex etc.). I only need material assignment info for that (which face, what material index), not actual correct materials. For all I care it's painted orange and green in Max, I just drop that info upon import in S3D. As long as materials in dat are ok (and in same order), it should be fine :smug:
Later, when this works, I can always improve the material part... :up:
DeepIron
03-24-08, 09:11 AM
I try to focus on importing the geometry now though...
:cool:!
skwasjer
03-24-08, 09:14 AM
Oh, and plus UV-channels of course ;)
DeepIron
03-24-08, 09:24 AM
Oh, and plus UV-channels of course ;)
:cool:!:cool:!:up:
...
I actually DO assign the proper UV-channels in most cases (you can check by looking at the file in notepad), but it resets the channels to 1 on import. I'm still not convinced the problem is with my export or with their Max-plugin. You can just change the channel index to 2, and then it renders ok...
...
Excuse, but, IIUC, UV2 coordinates are lost in your export ... i think ... :oops:
More correctly to tell, Collada plug-in does not understand your export in this part ... ???
Because UV1 coord's == UV2 coord's ...
skwasjer
03-26-08, 11:13 AM
I don't know how familiar you are with the format, but the file is really correct on that part. I do admit immediately S3D exports DAT-models inefficiently (storing the same UV-coordinates for each map channel), but the UV-indexes however for each map channel are different. I could compress the file by removing the unused UV-coordinates in each channel, but this does not make the file 'more correct' from the file specification point-of-view. I will do this at some point, but it had no priority to me and made things only more complex...
I just think the problem is with the materials (specifically: nested multi materials), not with the way I store the different UV-channels and their indexes, but I may be wrong. Possibly it HAS been the problem all along and I should have not been so lazy leaving the compression out:rotfl:
You've given me some extra motive to figure this 'bug' out though. I'll keep investigating and working on it to see if I can fix this.
I can also analyze the Max-plugin source code to see if the problem lies there, or if there are workarounds. I may even submit a bugzilla report to FeelingSoftware if I think the problem is with the plugin.
To be continued :know:
[edit] Test (nested) multi materials in Max on a sample model (a box), preferably with a diffuse, AO and spec map. Export it to DAE and reimport. Each time I tried, Max lost the map channel assignment in the material, but did import each UV-set (same as when importing a S3D exported model). I had to manually correct the material to have the model render correctly again. If you find otherwise, please send me a sample (Max/DAE file) so I can analyze it.
I don't know how familiar you are with the format, but the file is really correct on that part.
...
Are you assured ...? lol :lol:
Yes, i am not familiar with Collada semantics ...
But I am able to read ...
And what i see ...?
http://img155.imageshack.us/img155/8804/colladaproplzt5.jpg
skwasjer
03-27-08, 07:56 AM
Heh, I can only be sure of what I know. But S3D 'can' contain bugs, and apparently you've found one. This is something else to what I was talking about.
Anyway, the UV-coords 'can' be identical. That's not the problem. However, what apparently is missing in the export is another line:
<input semantic="TEXCOORD" source="#NSS_Balao_Propeller_R-mesh-map-channel2" offset="2" set="2" />
And the index table is missing indexes (like you said). I don't know why, but thanks for showing me. I'll fix this asap.
...
Anyway, the UV-coords 'can' be identical. ...
In our case I do not understand what for ...
<input semantic="TEXCOORD" source="#NSS_Balao_Propeller_R-mesh-map-channel2" offset="2" set="2" />
...
I tried to tell about it earlier...
P.S.
I see your answers...
I see in them sence of resentment (÷óâñòâî äîñàäû, íåäîâîëüñòâà) ... and i think, that it is better to me to keep silent ... :D
skwasjer
03-27-08, 10:13 AM
What the hell? :dead:
There is no resentment anywhere in my posts. I thought we were having a discussion. Your pre-last post was the post that showed me 'exactly' what you ment. This was not the exact same (though similar) thing I thought you were talking about. So I responded (maybe with an incorrect answer to your case, but still), and thanked you multiple times for pointing out a bug/issue.
I can't do right with you, ever, can I? Jeez... (this IS resentment)
DrBeast
03-27-08, 10:32 AM
Language barriers are pretty hard to overcome, sometimes.
Language barriers are pretty hard to overcome, sometimes.
:rotfl:
Yes, of course ...
I think something one, write something another and Skwasjer reads and understands something the third ...
and Skwasjer writes something one and I read and understand something another ... :oops:
UBOAT234
03-29-08, 04:32 AM
Hi Skwasjer,
for
Work in progress/planned...
Add model preview window, also for nodes points?
Many thanks for all your work
wetwarev7
03-30-08, 09:06 AM
Was wondering if anyone has tried to use this version of Silent 3ditor to edit cameras.dat, with SH4 1.5.
I have been pulling my hair out trying to make some changes and it is driving me nuts.
Basically, some of the changes I'm making appear to have non-sensical results. For instance, if I make an alteration to Dummy_Cam_ConningDeck(an exterior camera), it will affect most of the interior cameras as well. Or with others, changes I make that should work(such as rotation restrictions) do not affect the camera at all in-game.
After two days of playing around with all this I am wondering if Silent 3ditor is not saving the file correctly and changes I make to one area are getting written somewhere else.
OR maybe I just don't understand the ID generation process. I make a new ID for any chunks I add in with the ID generator - maybe I'm missing something with that?(Seems straightforward enough, make a new number, cut and paste it into the box)
OR possibly that the SH4 executable ignores large portions of cameras.dat or SOMETHING.
I have even attempted to recreate someone elses work(older version of cameras.dat, but I've gone through nearly line by line and it appears to be identical. Also this older version file works fine in this version of SH4), copying line by line, and I get drastically different results.
I'm hoping someone can give me an idea as to what I'm doing wrong, or tell me it's not me it's the 3ditor :p
skwasjer
03-30-08, 11:06 AM
Work in progress/planned...
Add model preview window, also for nodes points?
Maybe. It's on my private todo list for a long time, but it will depend mostly on if I have time. When model import is done I am going to take a break for a while first, and focus on some ingame work + another program...
...
Send me both files (the old one that seems to work, and the new one you made). I can then compare the files myself. And if you can tell me what exact results you aim for, that would help. But truth be told, there are a few mods out there that use modified cameras.dat-files made with S3D, and I haven't had any problems reported with them...
As far as making new id's, you've got that right. Just generate, copy&paste...
...
I'll see what I can do. I just use a standard DirectX-type for it (Vector2) which has a X/Y field. I will have to change the type to a custom type then.
USS Sea Tiger
03-30-08, 07:12 PM
Hello
I ave a Ath 64 x2 duel core processwer 4200.
I tried updating the direct x with the 64,, no luck ,, it will not run, but the 32 did run quite nicely, yet I still cannot get 7s3d to run. My direct x is correct, 9a
any suggestions??
skwasjer
03-30-08, 08:41 PM
... unless there's dozens of descriptions that need the same fix :hmm:
This, I don't know. We'll see, it's not an important change, but still convenient.
@USS Sea Tiger: Please tell me what error message you get (if any).
You need DirectX 9.0c (which you already have by installing the game), but with some extensions which are not installed by most games. You therefor must run the DirectX web installer once.
And, like Mikhayl says, the .NET Framework 2.0 is required. Links are available on my download page per the link he provided.
USS Sea Tiger
03-31-08, 05:27 AM
after verifying, I stat the direct x file,, it stops nearly immediatly when it does not find certain .dll files. I am thinking it must be some upgrade to the Direct x9
any ideas?
skwasjer
03-31-08, 05:13 PM
after verifying, I stat the direct x file,, it stops nearly immediatly when it does not find certain .dll files. I am thinking it must be some upgrade to the Direct x9
any ideas?
Please post a screenshot or detailed error message of where you get stuck.
skwasjer
03-31-08, 05:19 PM
This feature has been in the works for some time, and while it still is not perfect, I think it's ready enough to be released in the upcoming release. I like it alot myself... :up:
http://sh4.skwas.net/s3d/insert_newchunk.jpg
The controller definitions are a bit incorrectly categorized though, so in some cases a SH4 controller is also listed under SH3. Also, the greyed out chunks are not supported as of yet (due to unknown data, or I simply had no time yet)...
Coming soon ;)
USS Sea Tiger
03-31-08, 07:16 PM
trying to run dxwebsetup
the procedure entry point getversionfromfileA could not be located in the dynamic link library ADVPACK.dll
then
flashes again
then
an internal system error occurred. Please refer to DXError.log and Direct.X log in your windows folder to determine problem,
skwasjer
03-31-08, 08:48 PM
an internal system error occurred. Please refer to DXError.log and Direct.X log in your windows folder to determine problem
So, did you? Please, help me out and so I can help YOU out...
I can only guess now:
- Since the API refers to the Ansi version, you may be using a REALLY old Windows (pre Win2000). If you do, stop here. S3D won't work.
- Maybe you must update MSI Installer (http://www.microsoft.com/downloads/details.aspx?familyid=5FBC5470-B259-4733-A914-A956122E08E8&displaylang=en)
- You installed x64 .NET version on a 32-bit Windows (but I guess the installer won't accept this)
- You installed x86 .NET version on a 64-bit Windows (but I guess the installer won't accept this)
Other than that, I really can't help you much further with the info you've provided me. You should actually be looking for info at the Microsoft support site.
Ducimus
03-31-08, 09:12 PM
Screenshots of the newer version in the works look really........ addicting. :lol:
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