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ref
08-27-08, 06:52 AM
Next, I have found out some more unknown data on material chunks, specifically rendering flags like 'Disable Z-buffer write' and 'Cull none'. These flags are important for single plane meshes (like railings) and (semi-)transparent meshes (like glass). If you are cloning incorrect materials, ingame the models may not be rendered correctly (for instance, railings may suddenly disappear from a certain angle due to culling, or objects behind glass are not rendered at all because they are clipped by the z-buffer). These new flags allow you to modify this behavior as well.

Excellent discovery skwasjer :up:, will save a lot of trial and error testing!

Ref

sergbuto
08-27-08, 10:48 AM
Next, I have found out some more unknown data on material chunks, specifically rendering flags like 'Disable Z-buffer write' and 'Cull none'.
Great. Never knew about the z-buffer thing. Once in a while would bump into strange issues which fit as being due to z-buffer flag.

BTW, is there any possibility to zoom-in and out in the 3D viewer with a keyboard because I do not have a mouse with three buttons and a wheel?

skwasjer
08-27-08, 01:08 PM
Next, I have found out some more unknown data on material chunks, specifically rendering flags like 'Disable Z-buffer write' and 'Cull none'.
Great. Never knew about the z-buffer thing. Once in a while would bump into strange issues which fit as being due to z-buffer flag.

BTW, is there any possibility to zoom-in and out in the 3D viewer with a keyboard because I do not have a mouse with three buttons and a wheel?
Yea, I already have keypad keys implemented in current private build for a few weeks so it will come :up:

DivingDuck
08-27-08, 02:18 PM
...
I've got a bit confusing PM from Anvart that NightColor on Omni nodes is not actually the night color but something else. What is not really clear at this point but I hope Anvart can clarify it, and I will investigate it further. May explain some oddities people may have been experiencing with this field.
...
I do confirm, that the Omniīs NightColor is not what it seems to be. Changes to the repsective values have no effect on the lightīs coloration.

[EDIT]
DayLightColor has no effect on coloration also, neither has the intensity. These values serve another function. Whether an omni is "day-lit" or "night-lit" depends on the respective *.sim entry.



Regards,
DD

Anvart
08-27-08, 04:12 PM
...
Next, I have found out some more unknown data on material chunks, specifically rendering flags like 'Disable Z-buffer write' and 'Cull none'. These flags are important for single plane meshes (like railings) and (semi-)transparent meshes (like glass). If you are cloning incorrect materials, ingame the models may not be rendered correctly (for instance, railings may suddenly disappear from a certain angle due to culling, or objects behind glass are not rendered at all because they are clipped by the z-buffer). These new flags allow you to modify this behavior as well.
:D
IIUC, not sure ...
Example, please ...

...
OK, Anvart just told me he doesn't know for sure and that it has to be tested further, so I will have to do some tests on this field.
...
Value is float (single) ... and may be coeff. of attenuation or Falloff radius ...???

skwasjer
08-27-08, 05:00 PM
IIUC, not sure ...
Example, please ...


Material chunk, relative offset 20 (or 32 from chunk start)

Int32 (4 bytes) - flags:

enum
{
DisableZBufferWrite = 0x1
CullNone = 0x2
}

If material has additional texture data (tga info), then there are more flags that I am not 100% sure about yet, have to do more tests. If anyone finds more, let me know.

skwasjer
08-28-08, 11:50 AM
Thanks for the info. I honestly don't remember anything regarding the material emission parameter, so I will have a look at this.

Regarding this:
In SH3: ships: hull - 00000000, for rigging - 02000000 ...
In SH4 airplane: skin - 00000000, glass - 03000000 ...
In SH4 sub's: main material - 00000000 ...
In SH4 ships: for hull - 00000000, for rigging (deck) - 02000000 ... and so on.


Yes, glass and railings amongst things don't use zbuffer and or culling which explains those values. All other materials also have those flags, as per your other examples. Now we can put a technical term and function on those flags ;)

I've made a big list in Excel some time ago of all materials in the game with all those values. It makes it easier to see similarities accross the materials. I will post it in a couple of hours so you lot can do some comparing, I have to have some dinner now...

DivingDuck
08-29-08, 02:55 PM
Moin,

Не каждый может, что ты умеешь. Никто не понимает ничто о том, кроме тебя и нескольких других. Обращай внимание на твои слова!

Donīt forget, this is a high level conversation. Only a few understand what you and Skwas are talking about.
As for the flags, I remember them from my early SHIII modding days. Someone called them responsible for alpha channel behaviour, so did I. In the beginning I used them to make a material transparent. But an aplha was desperately needed to achieve transparency. Then Avart told about the byte trailing the materialīs ID, thank you. It works with SHIV too, BUT as soon as omnidirectional lights are introduced to a scene, the material and the corresponding object disappear. Besides changing these values seems to have a tremendous impact on the frame rate, at least on my system.

Have you ever noticed, that the glasses in any sub have specular highlights / reflections only? But you canīt see them. Whenever they crush, the animation is triggered and played, but the broken glass textures donīt show up after the event.

Note to Skwas, the MipMapBias is a floating point value.

Regards,
DD

skwasjer
08-29-08, 07:13 PM
Sorry, I've been a bit too busy again with RL stuff. Anyway, thanks again Anvart for pointing me to the emission byte. I have added it to next release. I was just pondering if selfillumination is a better term though...

As for the flags, I remember them from my early SHIII modding days. Someone called them responsible for alpha channel behaviour, so did I. In the beginning I used them to make a material transparent. But an aplha was desperately needed to achieve transparency. Then Avart told about the byte trailing the materialīs ID, thank you.
Yea, the zbuffer is the key here. To make a true transparent face/plane both opacity and this zbuffer flag must be used in conjuction.

I've never been able to put correct terminology/purpose on those values, and while I've seen what changing them did, it was hard for me to put it in S3D, because if I can't explain it in simple words, then there was no purpose for me to put it in (would only confuse the user). When I made the 3D viewer for S3D I noticed similar renderings (unintentionally), and found out that those render states (zbuf/cull) caused it. :smug:

It works with SHIV too, BUT as soon as omnidirectional lights are introduced to a scene, the material and the corresponding object disappear. Besides changing these values seems to have a tremendous impact on the frame rate, at least on my system.

Have you ever noticed, that the glasses in any sub have specular highlights / reflections only? But you canīt see them. Whenever they crush, the animation is triggered and played, but the broken glass textures donīt show up after the event.
Interesting. I do too little modding myself to see such things. Did it work in SH3 correctly then?

Note to Skwas, the MipMapBias is a floating point value.
Thanks, I will correct it.

:up:

LukeFF
08-30-08, 03:25 AM
Interesting. I do too little modding myself to see such things. Did it work in SH3 correctly then?

Yes, it worked just fine in all boats.

ref
08-30-08, 02:00 PM
Skwasjer, a small request, is it possible to speed up the reordering of nodes in the tree?, perhaps entering the node order number directly, the spin controllers for it has no repeat feature, and with big files its a pain in the index finger to rearrange them :D .

Ref

skwasjer
08-30-08, 02:58 PM
For example look Deep Exploration terms ...
For basic material - emissive ...
For map - selfillumination ...
In Max it's called selfillumination as far as I can see. And since there's no emission color to specify, I thought it applied to the map. How about I use both terms :lol:


...
I do too little modding myself to see such things. Did it work in SH3 correctly then?
...

What is it?
I was referring to the problem DivingDuck described. I haven't played SH3 in two years so I can't recall if that effect works in SH3.

On a related note, perhaps it is bugged in SH4 due to a shader problem?


Skwasjer, a small request, is it possible to speed up the reordering of nodes in the tree?, perhaps entering the node order number directly, the spin controllers for it has no repeat feature, and with big files its a pain in the index finger to rearrange them :D .

Ref
I know what you mean. It's a seriously crappy implementation if I may say so myself :rotfl: and I always wanted to improve this.

I'll see what I can do.

DivingDuck
08-31-08, 01:03 AM
Moin,

Много лет ни одного слова по русский не говорил. Pад, ты все же понял.


Quote:
Originally Posted by DivingDuck
It works with SHIV too, BUT as soon as omnidirectional lights are introduced to a scene, the material and the corresponding object disappear. Besides changing these values seems to have a tremendous impact on the frame rate, at least on my system.

Have you ever noticed, that the glasses in any sub have specular highlights / reflections only? But you canīt see them. Whenever they crush, the animation is triggered and played, but the broken glass textures donīt show up after the event.

Quote:
Originally Posted by Skwasjer
Interesting. I do too little modding myself to see such things. Did it work in SH3 correctly then? Well, there havenīt been any "real" omnidirectional lights in SHIII. And the old SH3 approach, using particle generators and a halo + halo.tga, works in SH4 too. But you have to omit using omnis in order to not make the transparent objects disappear. Regarding the broken glass effect, yes it plays/shows correctly in SH3.

Quote:
Originally Posted by DivingDuck
...
Have you ever noticed, that the glasses in any sub have specular highlights / reflections only? But you canґt see them. ...

Quote:
Originally Posted by Anvart
IIUC, if you about SH4 interior for objects (for example as _Geamuri - glasses for dials), you should notice, that they are invisible (visibility byte = 0) ... and you can see only light reflection (two kinds! flat-plane or point) ...
after destruction objects become visible ...
In SH3 (all visible) for reflection we have procedural map GLASS_SPEC.tga (Type 13 specular) ... Well, the visibility byte is set to '0' with the glasses, thatīs right. But the glasses DO NOT show up after the event of breaking. Even changeing the byte to '1' does not make them appear.


Originally Poste by Skwasjer
On a related note, perhaps it is bugged in SH4 due to a shader problem?

Well, tested on my rig and confirmed by a friend. Both systems running with DX9 comp. ATI graphics cards.

[EDIT]
Iīve got confirmation that the same problem occurs when using NVIDIA gc. So, this is not an ATI nor gc driver related problem.

Regards,
DD

Anvart
08-31-08, 06:00 AM
Moin,

Много лет ни одного слова по русский не говорил. Pад, ты все же понял.
...
Well, the visibility byte is set to '0' with the glasses, thatґs right. But the glasses DO NOT show up after the event of breaking. Even changeing the byte to '1' does not make them appear.
...

:hmm:
You tried to turn off InteriorIllumination controller?
It does some objects invisible ...

P.S.
I for a long time do not play SH3 and SH4 and may be has forgotten all ...

BlackCatx3
09-01-08, 12:38 AM
First let me state that this is really an incredible program! I started using it yesterday and came across my first problem with it today.

When I attempt to Export certain 3D models from stock SH Wolves of the Pacific Gold Edition, I get the following kind of error message:

ex. - "Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

File<105mm_Body> is not a valid file name"

Note, the .dat files that contain these models can all be read by S3D with no problem! It is only when I click on a 3D model on the left panel to select it, and then click EXPORT that the error message is immediately thrown up on the screen. If I click continue, the error dialog box disappears, BUT NO model gets exported and the export options box never appears.

This error occurs when I attempt to export certain parts of the 105mm deck gun or the 20mm and 37mm AA gun models. These models are for the Type IXD2 uboat that is included with the "Uboat Missions" add-on. Interestingly, the uboat model itself and the Turm export with NO errors..

It is very strange, as the 3D models named <105mm_WheelL1> & <105mm_WheelL2> cause export errors, and the models named <105mm_WheelR1> & <105mm_WheelR2> export properly with no errors.

Note that the .dat files and the models within them are STOCK, they have not been modified in any way since I installed the game on my computer.

I'm not sure if this is a known problem or not, I was trying to read through all the posts to see if someone already reported it... Hopefully there is some sort of solution to this problem, as I was really hoping to be able to export that entire IXD2 model!!


Here is an example of the error "details":

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.InvalidOperationException: File <20mmTwin_Wheel> is not a valid file name.
at System.Windows.Forms.SaveFileDialog.RunFileDialog( OPENFILENAME_I ofn)
at System.Windows.Forms.FileDialog.RunDialog(IntPtr hWndOwner)
at System.Windows.Forms.CommonDialog.ShowDialog(IWin3 2Window owner)
at a.y()
at a0.a(Object A_0, LinkLabelLinkClickedEventArgs A_1)
at System.Windows.Forms.LinkLabel.OnLinkClicked(LinkL abelLinkClickedEventArgs e)
at System.Windows.Forms.LinkLabel.OnMouseUp(MouseEven tArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.Label.WndProc(Message& m)
at System.Windows.Forms.LinkLabel.WndProc(Message& msg)
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: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
S3D
Assembly Version: 1.0.0.0
Win32 Version: 0.9.0.0
CodeBase: file:///C:/Program%20Files/skwas/Silent%203ditor%20(v0.9)/S3D.EXE
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
skwas.Forms
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/skwas/Silent%203ditor%20(v0.9)/Bin/skwas.Forms.DLL
----------------------------------------
Dat
Assembly Version: 1.0.0.0
Win32 Version: 1.1.0.0
CodeBase: file:///C:/Program%20Files/skwas/Silent%203ditor%20(v0.9)/Bin/Dat.DLL
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
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: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
S3D.Resources
Assembly Version: 1.0.0.0
Win32 Version: 1.1.0.0
CodeBase: file:///C:/Program%20Files/skwas/Silent%203ditor%20(v0.9)/Bin/S3D.Resources.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
----------------------------------------
Microsoft.DirectX.Direct3DX
Assembly Version: 1.0.2911.0
Win32 Version: 9.12.589.0000
CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX.Direct3DX/1.0.2911.0__31bf3856ad364e35/Microsoft.DirectX.Direct3DX.dll
----------------------------------------
Microsoft.DirectX.Direct3D
Assembly Version: 1.0.2902.0
Win32 Version: 9.05.132.0000
CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX.Direct3D/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.Direct3D.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
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: 1.1.0.0
CodeBase: file:///C:/Program%20Files/skwas/Silent%203ditor%20(v0.9)/Shared/Dat.Shared.DLL
----------------------------------------
Controllers
Assembly Version: 0.0.0.0
Win32 Version: 0.0.0.0
CodeBase: file:///C:/Documents%20and%20Settings/Steve/Local%20Settings/Application%20Data/skwas/S3D_Asm/6d89b983/S3D/Controllers.DLL
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
skwas.Drawing
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/skwas/Silent%203ditor%20(v0.9)/Bin/skwas.Drawing.DLL
----------------------------------------
Accessibility
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
exylzjmp
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
skwas.IO
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/skwas/Silent%203ditor%20(v0.9)/Bin/skwas.IO.DLL
----------------------------------------
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.

DivingDuck
09-01-08, 02:22 AM
Moin,

:hmm:
You tried to turn off InteriorIllumination controller?
It does some objects invisible ...
...

Iīve changed the visibility byte for the glasses to '1'. Thus the glasses should become visible. They donīt. They only become visible when the flags are changed, but unfortunately they are not transparent then. Iīve not found the correct combination yet.

Regards,
DD

skwasjer
09-01-08, 03:37 AM
...
Thanks for the report. As the error indicates, the filename is not valid. <> characters are not allowed in a filename.

The labels attached to the node/model are used to suggest a filename, and if you accept the default filename, in this case it fill fail. I will correct this in a future release, but in the mean time, change the filename yourself when exporting (removing the <> should suffice).

skwas

BlackCatx3
09-01-08, 04:42 AM
Skwasjer,

Thank you for the prompt response! Unfortunately, I cannot figure out how to change the filename. As soon as I click the blue "Export" text on the right side of the screen or if I choose it from the File drop down, the error message immediately appears. The "save model" dialog box NEVER opens to allow you to change the filename. Normally you get the "save model" dialog box first, then the export options dialog box follows after you click SAVE.

If I make a copy of the .dat and then open it in S3D, is there a way to somehow change the name of the model or node BEFORE attempting to export it? So that the <> characters are removed from the filename BEFORE I click on EXPORT.

Unless I can figure out a way to do that, I don't see how it is possible to export the models...

skwasjer
09-01-08, 05:44 AM
Yea, as Mikhayl explained :up:

I will strip invalid characters from the label in the next release when suggesting a filename...

sonar_PL
09-01-08, 04:49 PM
Hi Skwasjer...

Can You code SH MENU positions EDITOR to next S3D 1.0 editor with viewer?

Regards

skwasjer
09-02-08, 07:09 PM
Hi Skwasjer...

Can You code SH MENU positions EDITOR to next S3D 1.0 editor with viewer?

Regards
Hi sonar_PL,

Not anytime soon, sorry.

sonar_PL
09-02-08, 08:05 PM
:hmm: I need menu editor. We dont have any software for editing menus files.

:lost:

Ok. BTW thanks for good stuff like S3D

BlackCatx3
09-03-08, 03:26 PM
Thanks Mikhayl! I will give your suggestion a try.

clayp
09-09-08, 03:43 PM
This program has a lot of great work in it and lots of time..I have it installed..When will there ever be instructions on how to use it for dummys like me.....:damn:

skwasjer
09-10-08, 09:00 AM
clayp,

Documentation is the least of my priorities at the moment unfortunately. It's simply too much work for a single guy like me to code and write documentation at the same time, in my spare time. I am not a writer, and English is not my native tongue either. Please search for tutorials, and use those to find out more about the game, as well as S3D. There's already a few good tutorials.

My signature also has some links to tutorials (incl. a couple video tutorials that show you how to work with S3D).

Please keep in mind that no documentation will ever explain you how to mod a game. The nature of modding is experimenting, trying out new things, and learning on the go. It takes alot of effort from any person around here, even with tools like S3D.

Another tip is to seek out small mods, and see what files they contain, what was changed, and what the result was.

If time permits me, I will try to make more tutorials, but please bear with me. I'm a real busy man IRL with my own business as well... :-?

PS: I have asked for help in the past and had a few offers but noone pulled through in the end. I do hope some experienced S3D users with technical writing skills can find some (precious) time to help me and everybody else out.

SquareSteelBar
09-10-08, 10:17 AM
This program has a lot of great work in it and lots of time..I have it installed..When will there ever be instructions on how to use it for dummys like me.....:damn:Hi clayp,

this tool wasn't designed for dummies but for advanced modders... ;)

However, have a look here:

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


Cheers,
SquareSteelBar

Nisgeis
09-10-08, 03:25 PM
PS: I have asked for help in the past and had a few offers but noone pulled through in the end. I do hope some experienced S3D users with technical writing skills can find some (precious) time to help me and everybody else out.

Yes, guilty as charged :oops:. I'll put my hand up to that, not the experienced user part, the other bit. I did offer to do some documentation and I still have the requirements for said documentaion, but I thought to myself 'I'll just do a bit more modding, so I make sure I really know S3D'. And well, when you're working on your latest mod, you want to get it finished and you never seem to have enough time to mod, eat, go to work AND breathe.

skwasjer
09-10-08, 05:32 PM
Nisgeis, you were not the only one and I hope you see I wasn't really pointing fingers to you. You are doing great work yourself. I was just trying to say I really need help on the documentation part by people with "field experience". Not only is this helpful to new modders, but also to me, because I see where shoes don't fit and where important details are overlooked allowing me to add or emphasize parts of documentation or even improve S3D.

I realise everyone is very busy. But I'm in a tough spot. I have to maintain a difficult project that alot of people rely on by now (I've got 6000+ downloads since dec 2007), and so I can use any help I can get. I appreciate any offers, even if it turns out blank for whatever reason. If you or anyone else feels inclined then do it whenever you want. :up:

clayp
09-14-08, 12:12 PM
clayp,

Documentation is the least of my priorities at the moment unfortunately. It's simply too much work for a single guy like me to code and write documentation at the same time, in my spare time. I am not a writer, and English is not my native tongue either. Please search for tutorials, and use those to find out more about the game, as well as S3D. There's already a few good tutorials.

My signature also has some links to tutorials (incl. a couple video tutorials that show you how to work with S3D).

Please keep in mind that no documentation will ever explain you how to mod a game. The nature of modding is experimenting, trying out new things, and learning on the go. It takes alot of effort from any person around here, even with tools like S3D.

Another tip is to seek out small mods, and see what files they contain, what was changed, and what the result was.

If time permits me, I will try to make more tutorials, but please bear with me. I'm a real busy man IRL with my own business as well... :-?

PS: I have asked for help in the past and had a few offers but noone pulled through in the end. I do hope some experienced S3D users with technical writing skills can find some (precious) time to help me and everybody else out.


No problem bud..I wasn't getting on you about it just lamenting the fact that I'm so stupid that I trouble figuring it out..I'm sure that you are an extremely smart person to write a program like this..I will work on it and maybe sooner or later I might get it...:oops:

kptn_kaiserhof
09-15-08, 01:47 PM
i can never figure s3d out but seems great for what i heard

skwasjer
09-15-08, 02:09 PM
Do you have technical difficulties with installing/running it or do you have similarly to clayp problems on how to use it?

skwasjer
09-16-08, 04:50 PM
A new release is coming by the end of this week. Below the changelog. It's a long one!

Just one or two things I want to add before release time. I'll probably do another video tutorial to discuss the most breaking changes and additions.

v0.9.1 RC2
New

Quaternion calculator (Euler to Quad) added for quaternion value types. Should make it a bit easier to alter RotationKeyFrames controllers.
Full support for the StateMachineClass controller.
3D viewer now supports a movement speed multiplier: holding Shift will increase zoom, rotation and pan speed by 4, while holding down Control will reduce it by 4.
3D viewer now supports zooming using the +/- keypad keys, freelook using left/right/up/down keys, freemove (strafe/back/forward) with 'wasd' and orbit mode with keypad arrows. Additionally, the 'C' key centers the view on current object (similar to toolbar button). Keyboard support is still a work in progress and key bindings may change in the future.
You can now also click on an origin point in the 3D view to select a model or dummy node. Origins take precedence over any model (even if the model is closer to the camera). If multiple origins sit on exactly the same place, the one with the lowest index number is selected. The hitzone for an origin point is a 4x4 pixel box (iow. 1 pixel wider on all edges).
Added color setting for 3D viewer background, and for dummy origin points (nodes without a mesh (model) assigned).
Added option to modify z-buffer write mode, and cull mode on material chunks.
In the 3D viewer the selected chunk will now also have an axes icon drawn (centered on origin). This will allow you to see how an object is transformed by it's own transform-matrix as well as all parents.
JSGME integrated support to enable a mod you are working on. This function requires JSGME 2.2 (http://www.users.on.net/~jscones/software/products.html) or higher. For any file you work on that is part of a mod (ie. it is saved in a subfolder under the mod folder that JSGME creates), you can click on the JSGME button. S3D will automatically detect to which mod the file belongs (and will show the name in the tooltip), and asks JSGME to activate the mod. If the mod is already activated, it will be disabled first and then immediately enabled again. Note: if the mod is overwritten by other mods, this function won't work. With many thanks to JScones for providing command line support in JSGME.
Added Emissive edit box to the material editor (thanks Anvart)
Added Find/Goto support for .SDL files. This makes it easier to find a specific sound.
Added menu item 'Append new child chunk' which as the name suggests allows you to add a chunk, but instead of adding it to the root, it will be directly added as a child to the selected chunk. If the selected chunk does not have an 'Id', the menu item is greyed out.
Added 'Synchronize view' button to 3D viewer to synchronize the visibility of objects rendered in 3D with the "Node visible flag". You can use this if you hid several objects and want to restore the default rendering state.
Added game file/folder protection feature. When saving a file directly in a game folder under \Data, S3D will warn you about this and tells you it is better to save in a JSGME mod folder. You can still continue, or optionally choose to disable the protection feature in the Options dialog.Changed

When adding a new node, the visible flag will now be set to 'true' by default.
The index label in the right pane is replaced by an edit box, so you can now type in a new index number manually (suggested by ref)
Changed Bias parameter type of MipMapBias controller to float (thanks DivingDuck)
When exporting a model, material names will now have all space character stripped (it is substituted by an underscore '_'). This is due to a limitation in the default OBJ-importer of 3DS Max, resulting in 3DS Max to drop the material and thus any connection to the mesh(es) being imported. Possibly other importers of other software have similar issues.
Changed obj_Sensor.Type from type 'int' to 'SensorType' (thanks LukeFF)
Changed light type 'Sun' to 'Direct' (thanks Anvart)Fixed

Fixed bug, when exporting a model that had a linked label with invalid file name characters (thanks BlackCatx3)
Fixed bug where Find/Goto function would sometimes search in a different window and not in the foreground window.

skwasjer
09-17-08, 01:30 PM
What about LookAt controller creation for SH3 scene.dat???
What about Omni parameter Falloff radius or ... ???
What about Hide selection and UnHide All in 3D viewer???
...
And what is it: "Added option to modify z-buffer write mode, and cull mode on material chunks."?
When I have time, Anvart. There are many things on the todo-list, but there comes a point where I freeze a build, and release it. Suggestions will get fixed/added at some point.

What about Hide selection and UnHide All in 3D viewer???

It's not entirely the same but:

Added 'Synchronize view' button to 3D viewer to synchronize the visibility of objects rendered in 3D with the "Node visible flag". You can use this if you hid several objects and want to restore the default rendering state.And what is it: "Added option to modify z-buffer write mode, and cull mode on material chunks."?

You've asked the same question a couple of pages back. An entire discussion followed between you, me and DivingDuck ;)

Tough crowd :(

Anvart
09-17-08, 02:08 PM
As always ... :-?

skwasjer
09-18-08, 10:34 PM
Look, another reason why I was too busy:

http://sh4.skwas.net/images/screenshots/captainroom2.jpg

http://sh4.skwas.net/images/screenshots/interior.jpg

Nisgeis
09-19-08, 03:37 AM
That's brilliant!

Can you use S3D to move 3D objects and have it update in real time on the viewer? That would make it much easier to place 3D objects.

skwasjer
09-19-08, 05:41 AM
Nisgeis, where have you been lol. This is possible since v0.9 ;)

Jaeger
09-19-08, 06:21 AM
skwasjer,

i think, you should update the thread name. it should include the latest version, this will give you more public relation (or public attention?):up:

greetz, Jaeger

skwasjer
09-19-08, 07:17 AM
True but it requires mod intervention. Can't do it myself. And for this reason I only ask for it every couple of releases. Don't want to bother the busy mods too much ;)

It's understandable that some features are overlooked, but I didn't suspect a major feature like this would (especially since there's a video tutorial linked from within the changelog). :lol:

Torps
09-19-08, 07:47 AM
Look, another reason why I was too busy:

http://sh4.skwas.net/images/screenshots/captainroom2.jpg

http://sh4.skwas.net/images/screenshots/interior.jpg

Nice Work my friend. You definately have some mad skills! :up:

peabody
09-19-08, 04:00 PM
:o:o:o

You do fantastic work. I really appreciate all the time and effort that you put into this program. It has made it so much easier for beginners like me.

Thank you very much.:up:

Peabody

Anvart
09-21-08, 08:13 AM
Look, another reason why I was too busy:
...

:o ... :oops:
:o ... http://img172.imageshack.us/img172/237/okyn8.gif

:o ... http://img216.imageshack.us/img216/6916/iconbeerdo1.gif

skwasjer
09-22-08, 02:21 PM
Now, if you liked that, here's the next screenshot.

There's still many obstacles to overcome (3rd, 4t mapchannel) and exterior objects must be rendered differently, but hey, if I got this far ;) :rotfl:

PS: compare this with my previous screenshot. Man, what a lightmap can do... And i've not even enabled specmap in here (though this already works for exterior objects)

http://sh4.skwas.net/images/screenshots/interior_light.jpg

haegemon
09-22-08, 10:34 PM
Don't you know? the game engine it's the next step after S3D. :lol:
Judging by what can be seen...how amazing it's this program. :rock:

By the way I'm having troubles with the rendering tool. I can see the origins, the grid, the axes icon and the bounding box, but I can't see the mesh. I got installed the NET. 2.0 and DX9c software. Also got the 3dmax 8 which works correctly...so What I miss? maybe I forgot to configure or installing something?

And there are keyboard buttons to zoom out and in, other than the mouse wheel?

Anvart
09-23-08, 02:08 AM
Now, if you liked that, here's the next screenshot.
...


:o ... http://img91.imageshack.us/img91/7582/crackpu1.gif ... http://img172.imageshack.us/img172/1875/crazyiq8.gif ... http://img172.imageshack.us/img172/1449/clappingbj4.gif

skwasjer
09-23-08, 07:06 PM
By the way I'm having troubles with the rendering tool. I can see the origins, the grid, the axes icon and the bounding box, but I can't see the mesh. I got installed the NET. 2.0 and DX9c software. Also got the 3dmax 8 which works correctly...so What I miss? maybe I forgot to configure or installing something?

And there are keyboard buttons to zoom out and in, other than the mouse wheel?
You don't see meshes, even for ships/planes etc? Check if you have 'solo mode' turned off (the eye-w.-S button). I got myself (!) fooled once where I had left it on, and when I checked back again I was going crazy because I didn't see any meshes... I actually was debugging my code for half an hour until I realized this. :rotfl:

Otherwise, I have made some assumptions for device state (using default values) in v0.9 that are working ok for most, but may give you problems with your gfx card. Please stay tuned for the next release - due soon - which has a heavily optimized and fine-tuned render engine.

Also, keyboard support is not available in v0.9, but will be in the next. Check out the current changelog I posted last week.

haegemon
09-23-08, 07:33 PM
No, any mesh. Nor ships, nor planes, nor docks. I checked every button...anyway I'm using a little old Gforce4 card now, but 3dmax8 works normal (may OpenGL drivers have to be in it?). However, I still can use the origins as guide. :lol:

skwasjer
09-24-08, 06:38 AM
haegemon, S3D uses DirectX and not OpenGL, and requires pixel shader 2.0 and higher. I don't think gf4 cards support this. The (grid)lines, and origins are rendered without shader so that's why you see them. The meshes are rendered with 2.0 shaders.

haegemon
09-25-08, 12:51 PM
Ok, so I'll have to wait till I go for a another Graphic card. :up:

Nisgeis
09-25-08, 01:26 PM
It's been a while since I did any windows programming, but would it be fairly easy to add some spinners to the x, y, z coordinate boxes? It would be nice to have a way to 'nudge' something into place, or just quickly move something around the 3D window. Which axis is which always confuses me, because I'm thick, so would be nice to have a shortcut to just move something one way and back again quickly.

skwasjer
09-25-08, 01:48 PM
Hi Nisgeis, spinners are not so much a problem, although I'd need to tie it to the zoom scale. The spin must not be under- or over-sensitive. ie. ships/units are viewed at a lower zoom level, compared to interiors. I had to also do this for camera operations. A problem with spinners though is that the undo-list currently takes each single change instead of merging similar changes. This could cause the undo log to grow superfast and makes it difficult to undo a change... This would need attention as well.

A big improvement for now will be the local axes icon, making it easier to see/understand how an individual object is oriented.

Possibly I might try doing an in-3D-view drag function to move/rotate an object (drag along an axis), but it's not a high prio.

Anvart
09-26-08, 12:21 AM
...
That plus a "scale" function linked to visible box/sphere models for the .zon files :D
You about Gammu?
:rotfl:
Sorry ... Full name will be GW Jammu ... http://img172.imageshack.us/img172/4669/hahalz9.gif

skwasjer
09-29-08, 05:39 PM
Hmm, that's good to know. Well, it's that or the .uvw file format is (partially) incompatible in between versions.

I only tested with Max v9, so if the files are slightly different with older versions, S3D may complain...


@all, as far as the new release is concerned, it's delayed for a bit. I have some difficulties with the texture loader leaking memory. This is the final thing that has my attention the coming days. In the mean time I will also prepare a new video walkthrough to talk about some of the newest (cool) features.

nooanianqueetus
10-07-08, 08:18 AM
Hello, First post here. I am new to the whole modding thing here and have been enjoying myself messing around with the game so far, I use s3d to try and make mods but i have a problem i think, hope sombody can help me.

When i create a new node, and import a 3dmodel and title from another ship, i assign it to it's parent node and all that, but when i add another item to the tree, the 3d model moves out of place out of the tree, i think it's still matched to it's parent but it's out of place and i can not move it back into place unless i assign it a new random ID, and pair it up again. but this will happen again when i create a new object in the file =(

Does anybody know what the problem is? sorry if this doesnt make any sense. :huh:

skwasjer
10-07-08, 01:10 PM
The link will break if the model it's position in the list (= index) is 'after' the node that references the model. To make sure the link stays intact, move the model to a position above the first node that uses it. You can use the green arrows to move chunks up and down. Most commonly, models are directly placed 'before' the first node that uses it, while materials are placed at the top of the file. After you've done this, you can fix the hierarchy again by temporarily specifing '0' as model id, and then specify the actual model id again. From here on, you shouldn't see the model jumping out of the tree anymore.

Note: It's easier to see the ordering in the 'list' view (the white-ish button in the toolbar switches between 'tree' and 'list').

It's a common error and I hope to add some form of validation at some point which ensures that S3D refuses assigments of models and materials that are incorrectly ordered, so these mistakes can't be made anymore.

PS: welcome to subsim

nooanianqueetus
10-07-08, 01:36 PM
woooooooo thank you very much =D:rock: . I

'm working on getting a playable New Mexico. and you just helped a bunch =D. Love the program by the way :up:

skwasjer
10-07-08, 02:40 PM
You're welcome. Now get crackin' on that boat :up:

skwasjer
10-07-08, 07:40 PM
Mesh animation support is something I've worked on for a while as well. There's still many small issues to solve, but I've managed to export/import animations already. The trick is the DAT-format stores floats of animations in a lossy compression format, and finding a solid and reliable compression method (not a lousy hack job that works on specific animations only) took me a couple of weeks.

While working on export/import functionality I didn't want to launch the game every time to verify if it worked, and since I've got a modelviewer working, why not try some more goofing about:

http://sh4.skwas.net/media/flags.avi

:smug: :smug:

With mesh animations out of the way, the only trouble left is character animations (skinned vertices/bones) which are found in marine.dat. Not anytime soon though...

rodan54
10-07-08, 11:47 PM
Awesome, hopefully we can now do away with those ridiculously gargantuan flags.

One thing I'm curious about though, and I remember you mentioned it in the past a couple times, but what's the news on a zones editor? Don't mean to sound impatient, just anxious to get the last piece of the puzzle towards easy implementation of new units.

That said, I just can't thank you enough for all your hard work. :up: :D

OT: And what's with all the forum white, nearly went blind for a second there. lol

skwasjer
10-08-08, 12:41 AM
In principal, a zones editor is dead-easy. Drawing the spheres and boxes is the least of the problem... :shifty:

In reality though, S3D's way of working with files seperately (dat, zon, etc) in different windows, makes it a little tricky. If I want to give a live preview it requires that both files are opened simultaneously. But it must be easy enough to switch between both while maintaining 3D state (in DAT-window), and undo/redo support (in ZON-window). This is the hard part. So possibly I may drop this idea and make a seperate zone editor which is not integrated in the current UI/viewer.

I am still working out how to do this best. It will come, just not sure when yet.

rodan54
10-08-08, 01:01 AM
Thanks. I'm glad to hear things are still progressing. :)


On an unrelated note, I'm having trouble repositioning the propellers on aircraft. I can move them in S3D and of course see the immediate results, but after saving and loading up the files in-game, the prop is still in its original position. What am I missing here?

skwasjer
10-08-08, 01:35 AM
You must also update the start position of the KeyFrameAnimStartParams controller with the same translation. :smug:

nooanianqueetus
10-08-08, 02:47 PM
I don't suppose anybody can explain how i can get camera working, i thought i was adding the views in properly but they don't seem to work at all for me =(

Webster
10-08-08, 08:05 PM
If it's for the bridge view, you need a "camusercfg" controller+properties in your .cam file, linked (ID->parentID) to a "Dummy_Deck_Watch_xxxx" node in the .dat file. This node is for the position of the camera relative to the ship.

i want one of those dummy deck watch xxx girls on my boat too :huh:

nooanianqueetus
10-13-08, 01:15 PM
Hi guys, got the cameras and guns working, wake animations, and sound woking perfectly, allthought the guns will not fire unless i man the playable one, not very sure how to fix this but i have an idea. if anybody can explain how to get it working that would be great but no worries if you can not.

And one other problem, the ship sits to high in the water, some of the rudder shows above water, how can i fix this?

Thanks in advanced :up:

Archive1
10-20-08, 10:00 PM
skywasjer:
I've been having trouble opening files using S3B for SH4/TM/RSRD to edit files for the involved submarines. I had no trouble doing this for the GWX/SH3 subs, but am having a problem with doing the same for the SH4/above subs. Here's more detail I put into a query in another thread. I was reminded that you had written the program. (I couldn't find your 'address') And so here's my question:

I can open the *.val, *.zon and *.sim, etc files for each sub but I cannot edit anything on the opened screen - that is , I do not get the "I" icon to edit and insert/delete on any given 'selected' line; for example, sub range surfaced - I cannot change the number in the file although it is 'selected' or highlighted. Used to do so with GWX in SH3 without any problem, to adjust draft, wakes etc, but cannot figure out what I'm doing wrong here. Probably me, not the program. Maybe have to query the developer (name escapes me at present).

Sledgehammer427
10-21-08, 07:47 PM
it still isnt working, my friend, everything i try, it just says it wont work. and its not my install file, because it installed fine on my girlfriends computer (bless her heart for putting up with me)

gah...this sucks

skwasjer
10-22-08, 12:24 PM
skywasjer:
I've been having trouble opening files using S3B for SH4/TM/RSRD to edit files for the involved submarines. I had no trouble doing this for the GWX/SH3 subs, but am having a problem with doing the same for the SH4/above subs. Here's more detail I put into a query in another thread. I was reminded that you had written the program. (I couldn't find your 'address') And so here's my question:

I can open the *.val, *.zon and *.sim, etc files for each sub but I cannot edit anything on the opened screen - that is , I do not get the "I" icon to edit and insert/delete on any given 'selected' line; for example, sub range surfaced - I cannot change the number in the file although it is 'selected' or highlighted. Used to do so with GWX in SH3 without any problem, to adjust draft, wakes etc, but cannot figure out what I'm doing wrong here. Probably me, not the program. Maybe have to query the developer (name escapes me at present).
I never experienced this problem, nor do I have any idea why that would happen.

- I assume you use the latest version?
- Maybe try a reinstall (check if the program directory is removed after uninstallation as well).
- Have you recently installed an update of certain software?
- Briefly try to deactivate your virusscanner (but turn it back on after you've done testing)

I can't think of any reason why you can't edit the values... :shifty:

skwasjer
10-22-08, 12:25 PM
it still isnt working, my friend, everything i try, it just says it wont work. and its not my install file, because it installed fine on my girlfriends computer (bless her heart for putting up with me)

gah...this sucks
Please refresh my memory... I remember you had install problems but not specifically which (and I deleted the PM's related to it some time ago)

Sledgehammer427
10-25-08, 09:30 PM
well, i got s3d working on my girlfriends computer...and i was wondering, is there a way to move the perspective in the 3d model preview? its really hard to get coordinates down then the tower is this

| /

big

tomfon
11-07-08, 12:35 PM
Hello.
I can't install S3D. Just before the installation is completed i get this error report:

"Error 1001. Could not load file or assembly 'System.Runtime.Serialization.Formatters.Soap,Vers ion=2.0.0.0,Culture=neutral,
PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies. The module was expected to contain an assembly manifest."

Could please someone help? :yep:

SquareSteelBar
11-08-08, 09:04 AM
Hi tomfon,

what OS are you using?
If you use Windows XP, maybe this could help:

----------------------------------------------------------------------------------
Software requirements


The installer does NOT check if the components below are installed. It is up to you to verify this.
Microsoft .NET 2: Win32 (http://www.microsoft.com/downloads/details.aspx?FamilyId=0856EACB-4362-4B0D-8EDD-AAB15C5E04F5&displaylang=en), Win64 (http://www.microsoft.com/downloads/details.aspx?familyid=B44A0000-ACF8-4FA1-AFFB-40E78D788B00&displaylang=en)
(Vista users already have this)
Microsoft DirectX 9 with Managed Extensions: Win32/64 (http://www.microsoft.com/downloads/details.aspx?familyid=2da43d38-db71-4c1b-bc6a-9b6652cd92a3&displaylang=en)----------------------------------------------------------------------------------

Cheers,
SquareSteelBar

tomfon
11-08-08, 09:15 AM
Hello!

I am using Windows XP and I have .NET 2 already installed.
Also, DirectX 9.0c has been installed when i had the Catalyst software installed for my ATI. Do i have to reinstall DirectX 9.0.c on top of its current installation after having it downloaded from the page you propose?

DeepIron
11-08-08, 09:18 AM
Hello!

I am using Windows XP and I have .NET 2 already installed.
Also, DirectX 9.0c has been installed when i had the Catalyst software installed for my ATI. Do i have to reinstall DirectX 9.0.c on top of its current installation after having it downloaded from the page you propose?Your DirectX 9.0c install is probably just the runtime files. Just download and install the managed DX file linked above over the top of your existing DX and you should be fine...

SquareSteelBar
11-08-08, 09:26 AM
Alternatively you can use the latest offline installer:

http://download.microsoft.com/download/0/d/3/0d307649-9967-49fa-ab27-61f11024e97f/directx_nov2008_redist.exe

tomfon
11-08-08, 09:32 AM
Wonderful!

Many thanks to both of you guys.:yep:

:up:

Sledgehammer427
11-08-08, 04:56 PM
okay, heres the rundown

i got everything i needed, (DX managed, the new framework)
and it installed with no errors, but when i go to run it....
http://i391.photobucket.com/albums/oo351/Fastrat91/ScreenHunter_01Sep251705.jpg
EDIT:note the amazing disorganization of my desktop :rotfl:

DeepIron
11-08-08, 05:57 PM
I haven't seen that particular error screen. A couple of things I would suggest:

1. Be sure to run your windows update and make sure your .NET install is 100%...
2. Uninstall/reinstall S3D.

I know it sounds silly, but I always shutdown and restart my computer to make sure the registry reloads 100% after doing OS and program installs/upgrades. It's worth a shot...

If all else fails, I'd PM Skwasjer.

Sledgehammer427
11-08-08, 06:29 PM
I have PMed him before...the only two reasons i can think of for this is

1.i have a cracked windows XP...because the dude i bought [my computer] from is cheap

2. i am NOT connected to the internet, i am at my girlfriends house, she has Vista, and is connected(obviously.)

other than that i did everytrhing textbook perfect

keltos01
11-14-08, 04:10 PM
http://img79.imageshack.us/img79/4821/s3dlx9.jpg (http://imageshack.us/)
http://img79.imageshack.us/img79/s3dlx9.jpg/1/w1024.png (http://g.imageshack.us/img79/s3dlx9.jpg/1/)

I removed the highlighted node

http://img222.imageshack.us/img222/7521/kaitenrealnl0.jpg (http://imageshack.us/)


I removed node 259 after assigning the parent id of the main torpedo node to the node 261, looks like it did the trick and removed the second spinning sub ...

the thing is the 3d model of the torpedo doesn't appear in s3d:damn:

I was thinking I could move the different node (propeller etc..) just there but none of the torpedo 3d model show ?

skwasjer, the mod if the kaiten patch on my main filefront page if you'd have time to take a look ?

do you know why the models don't show ?

thanks

keltos

keltos01
11-14-08, 04:18 PM
http://img406.imageshack.us/img406/7811/57284296hy3.jpg (http://imageshack.us)
http://img406.imageshack.us/img406/57284296hy3.jpg/1/w1024.png (http://g.imageshack.us/img406/57284296hy3.jpg/1/)



Did you try to click on the little camera icon ?

:oops::oops::oops: no...

thanks Mikhayl, that did it, but why was the object hidden in the first place????


keltos

tater
11-15-08, 11:37 AM
http://img406.imageshack.us/img406/7811/57284296hy3.jpg (http://imageshack.us)
http://img406.imageshack.us/img406/57284296hy3.jpg/1/w1024.png (http://g.imageshack.us/img406/57284296hy3.jpg/1/)



Did you try to click on the little camera icon ?

:oops::oops::oops: no...

thanks Mikhayl, that did it, but why was the object hidden in the first place????


keltos

The objects are not hidden, it's just that some are not built at the default origin as far as I can tell.


BTW, skwas;

Best. Tool. Ever.

As you were.

tater

skwasjer
11-15-08, 07:26 PM
Did you try to click on the little camera icon ?

:oops::oops::oops: no...

thanks Mikhayl, that did it, but why was the object hidden in the first place????


keltos
Yea, as tater says, it's not hidden, it's just positioned way of center. In the screenshot I see X = 62, which equals to 620 meters away from the center. That's a long way ;) And by default, S3D focuses on the world origin (0, 0, 0).

There's 7 grid boxes in each direction from the center, where each box is 100 meters. So the torp should be somewhere near the outer most edge... Pan the view and have a look, or use the 'center view' button.

[edit] And one more thing, when creating a new node from scratch, note that the 'visible' flag is unchecked by default. You will have to toggle it on before opening the 3D viewer for it to render it (or otherwise click the 'eye' button). The new S3D will have this behavior changed, where the visible flag is set to on by default.

skwasjer
11-15-08, 07:30 PM
Hi Skwas, I think I found a small problem with .zon files, when I try to change the "ArmorLevel" value for a new box item I get this error message:


And it resets to 0 regardless if I click on OK or cancel. If I edit that value for an already existing box item it works fine :hmm:
Thanks for the report, without looking I think I know why...

skwasjer
11-15-08, 07:37 PM
I have PMed him before...the only two reasons i can think of for this is

1.i have a cracked windows XP...because the dude i bought [my computer] from is cheap

2. i am NOT connected to the internet, i am at my girlfriends house, she has Vista, and is connected(obviously.)

other than that i did everytrhing textbook perfect
1. I can't verify this because I only test on legit OS's, nor can I provide support in such cases. That said, I doubt every S3D user uses legit Windows.
2. This shouldn't matter, as long as you install the prerequisites. Burn the .NET 2 Framework redistributable and full (offline) DirectX 9c package to a CD and install them before installing S3D. It is important the full package incl. managed extensions is installed. Regular DirectX 9c is not enough.

But I guess I gave this advise last time as well, as well as cleaning up (removing) possible left overs from previous S3D installations:

- The S3D installation folder
- Vista: %USERPROFILE%\AppData\Local\skwas
XP/2000: %USERPROFILE%\Local Settings\Application Data\skwas

skwasjer
11-15-08, 07:49 PM
Now that I handled the queries, I like to add that I have been tied up the past 2 months with RL. I planned on releasing S3D 0.9.1 some time ago but I never was able to. I've decided to skip this release and work towards v1.0, which will be my final major release. One or two small updates may follow to fix some issues, as the current changelog is just huge, but other than that, I have long reached my goal with this program, and it is time to stop spending more time on it. It's been a long journey and has been with great satisfaction seeing how popular it has become (well over 8000 downloads since v0.5.2 in Dec 2007, although it includes update rounds) in the modding scene and pretty much no more mod made without it. :smug:

This is not a goodbye though, I will stick around but just a little more in a corner, where I intend to focus on making some more tutorials and help people out with implementing their ideas, and maybe even pick up some other coding projects I have had interest in.

Don't expect v1.0 soon though, my time is still somewhat limited, so it will take at least a month. But I aim to include the last few things I had planned, a zones editor and import/export of mesh animations, as these are things that are halfway complete by now.

Regards, skwas

skwasjer
11-15-08, 09:47 PM
Btw if you have some ideas/directions for S3D tutorials or guides let me know, maybe I can do some for you. I've been thinking of a reference guide of all the different chunk types, what they do, how to use them and order them properly etc.
Yes, a tutorial of all the types of chunks is a very good one as it will help understanding the fundamentals, and I think many modders would love such a document. I'll be happy to provide any input needed from my end.

How about a controller table, where each controller is briefly explained? Not so much each and every property, but just a quick reference guide.

I want to also do some walkthroughs of the UI, but I think this is best done as a video tut, like I've done in the past. Seeing certain actions and tricks done in a video says more than a written tutorial, and it tends to stay longer in memory.

And along the line, some more advanced tuts, like working with keyframe animations (specifically quats is a black box to 99% around here I guess), mesh anims, etc.

I've also got plans to write down the full specification document (byte level), something I've worked on in the past, but this will only be a very technical document, that others can use to write their own full parsers...

skwasjer
11-16-08, 07:52 AM
Controller table would be great too, everytime I work on a mod I discover controllers that I never used before, I have no idea how many there are in total btw ?
For the keyframe animations I found a calculator on the web that converts ° angles in quaternions, with it took me 1 minutes to set new torpedo door anims, when I spent hours and hours without it to setup periscope animations.
http://theworld.com/~sweetser/java/qcalc/qcalc.html (http://theworld.com/%7Esweetser/java/qcalc/qcalc.html)
link seems to be dead :damn:
The next S3D has a built-in quat calculator (I've been using it cpl of months ago extensively on the fan blade mod ;)), however, it is still wise to discuss rotation animations in a tutorial, because things like 181 degrees animation must be defined in 3 keyframes as opposed to 2 keyframes, or how do you rotate 360 degrees, or other tricks like I used in my fanblade mod. In this mod, I needed to keep the AO-map to remain in place, yet when doing a full rotation this caused the shadow to rotate along as well. The trick was to make the fan rotate 90deg, so 4x an animation loop equals one full rotation. Visually, the result was that the shadow appears to be dynamic on the fan blades while in truth it's still baked ;)

As far as controllers, I implemented 190 of them (about 10-20 or so are SH3 only or do exist in SH4 but are either obsolete or have different data structure). I think there's 2 or 3 left that I didn't find in any game file (only in .act) and thus didn't implement them as I couldn't verify their data structure in game.

keltos01
11-18-08, 02:27 AM
Hi

If you've read our Kaiten torpedo thread WIP you've noticed we hit a brick wall.

We are trying to add the kaiten 3d model to the torpedo.dat along with the screw model.

sometimes after we append nodes, the existing ones split and lose header etc..

plus : we can't resolve the angles needed for the rotation on the 2 screws, which should be contraroteting btw, when they should be the same as the existing torpedo angles ?

on my FF they is a file with the .obj format for the Kaiten and the latest stuff we did, but maybe it's better to start from the original file.

if you could tell us what to do or insert the nodes for us and set the rotation :D that would be swell, we mostly don't know what we are doing here..

the problem was, unlike subs, the torpedo .dat uses only 2 different torpedo models for all torpedoes, we need a different one.

why would the rotation have to be different when the screws are only bigger, not different ????

thanks in advance

Keltos

skwasjer
11-18-08, 05:07 AM
Hi

If you've read our Kaiten torpedo thread WIP you've noticed we hit a brick wall.

We are trying to add the kaiten 3d model to the torpedo.dat along with the screw model.

sometimes after we append nodes, the existing ones split and lose header etc..

plus : we can't resolve the angles needed for the rotation on the 2 screws, which should be contraroteting btw, when they should be the same as the existing torpedo angles ?

on my FF they is a file with the .obj format for the Kaiten and the latest stuff we did, but maybe it's better to start from the original file.

if you could tell us what to do or insert the nodes for us and set the rotation :D that would be swell, we mostly don't know what we are doing here..

the problem was, unlike subs, the torpedo .dat uses only 2 different torpedo models for all torpedoes, we need a different one.

why would the rotation have to be different when the screws are only bigger, not different ????

thanks in advance

Keltos
It is a lot easier if you just center the propeller on the z- and/or x-axis in a 3D studio. Then, the rotation parameters are alot easier (start and local position can remain 0,0,0) and do not require to be changed when an object is scaled. If the model is not centered one needs to offset it using the local-position parameter which allows you to shift the center of the object for animation purposes.

PS: the obj-package didn't contain the 2nd prop, and had the 1st prop not centered on the z- and x-axis. I therefor didn't make a working dat. If you provide the max-source file I could have a go at it.

skwasjer
11-18-08, 06:46 AM
Just to make it clear, the stock props are not centered themselfs, but this is 'offset' by the Local-position parameter. That's why, when scaling the object, the prop starts to wobble. The offset now no longer points to the 'virtual' center.

That's also why both me and Mikhayl have more than once advised to center objects in their own local coordinate space, if they need to rotate around their own center, because you no longer need to worry about difficult animation settings.

There are some scenarios that such behavior is actually wanted/needed, f.ex. with tube doors, where the pivot point (rotation center) is not centered in the middle but near an edge or corner etc...

As I stated above I will try to make a tutorial in the near future about working with animations.

keltos01
11-18-08, 10:33 AM
Thanks,

I re-make the object files, centered to x=0 and Y=0, for both propellers, then post it without the .obj and stuff :oops:

I will post the max sources files in a KaitenMax.rar on my FF page, and thanks a lot to both of you, Skwasjer and Mikhayl.

Keltos

peabody
11-18-08, 11:29 AM
Thanks,

I re-make the object files, centered to x=0 and Y=0, for both propellers, then post it without the .obj and stuff :oops:

I will post the max sources files in a KaitenMax.rar on my FF page, and thanks a lot to both of you, Skwasjer and Mikhayl.

Keltos
The last set I sent should already be centered on the Z. The x,y cross at the forward end of each propeller. (one reason existing numbers are not even close) but your Max program probably will do a better job, part of the problem may be the center on the tube, I had trouble with that because of the tower, it didn't want to put the center at the center of the tube but the center of the whole object, which makes sense but isn't what I wanted.

Thanks Skwasjer and Mikhayl from me too.

Peabody

keltos01
11-18-08, 12:04 PM
max file is here for the taking , includes the .tga:

http://files.filefront.com/KaitenMaxrar/;12390962;/fileinfo.html


Thanks again Skwasjer !

so if you could import the models on the type V german torpedo, and make the screws spin correctly we'd be more than happy !!!!

keltos

skwasjer
11-18-08, 02:09 PM
max file is here for the taking , includes the .tga:

http://files.filefront.com/KaitenMaxrar/;12390962;/fileinfo.html


Thanks again Skwasjer !

so if you could import the models on the type V german torpedo, and make the screws spin correctly we'd be more than happy !!!!

keltos
I'll take a look now.

keltos01
11-18-08, 02:50 PM
cheers :up:

keltos

keltos01
11-18-08, 05:00 PM
Thanks a bunch for your help Skwasjer !

Olympian you are ! :up::up::up:

thanks again for the file.

keltos

UBOAT234
11-20-08, 11:22 AM
Cordial greetings to all. I had a little to do with my health...
Hours with a thousand problems, I have emotion... to see all this.

S3D has met all requirements?
I saw ships special playable...
What new things we have in development? (otherwise I have to read for a year)


Good Work to all :sunny:

skwasjer
11-20-08, 02:28 PM
Welcome back UBOAT234. I don't know how long you have been gone, but the last release is v0.9.0, and contains a model viewer amonst other improvements.

I've posted a couple of posts back what my current focus is, and on the first page you can read a summary of all current (and most important) features.

And you can also read the changelog on my site if you want more detailed (but structered) info.

Rowddy
12-04-08, 11:51 PM
maybe a noob question but was does this MOD do exactly??:hmm: and is it compatable with the latest RFB version?

peabody
12-05-08, 12:05 AM
maybe a noob question but was does this MOD do exactly??:hmm: and is it compatable with the latest RFB version?

This is the absolute must have program to mod with!!! It even does the dishes when it's done. Oh, wait that's the next release.:hmm:

Actually if you go to your Silent Hunter folder you see a lot of .dat .sim etc files, this is the program to edit them to make the MODS you play. So it is a tool to edit the files with basically. This is the program that allows you to put a Battleship 16" turret on your sub instead of a 5" deckgun. (It's been done.:rotfl:)

So it isn't a MOD, it is a tool to make mods.

Peabody

Rowddy
12-05-08, 12:34 AM
Ah Ok interesting to see how MODS are made :D i'll look at it in the weekend to see if i can figure it out :p

skwasjer
12-07-08, 10:16 AM
Sounds great Mikhayl, do you want input on all those 4 points? I can write some stuff down for you the next days. I can make some schematics too.

skwasjer
12-09-08, 02:15 PM
Mikhayl, fyi, I am preparing a couple of videos first now of the new S3D, and have some stuff for Tomi to do (animations), so it will take some days before I can start writing stuff down.

skwasjer
12-10-08, 10:20 PM
In preparation of the new release, I've already updated my site today. I will say immediately that I hold off release until the weekend at least, to allow the testers to have a run at all the new features, and report back to me. Possibly some more minor fixes need to be made.

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

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

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

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

Note: animation and zone editor support have been postponed. But they won't take long either. Both features already work, but they have not been approved by my own quality standards just yet.

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

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

Keltos

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

P.S. Some modders already wrote about animations (type 5) codings ...

kriller2
12-17-08, 06:09 AM
In preparation of the new release, I've already updated my site today. I will say immediately that I hold off release until the weekend at least, to allow the testers to have a run at all the new features, and report back to me. Possibly some more minor fixes need to be made.

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

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

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

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

Note: animation and zone editor support have been postponed. But they won't take long either. Both features already work, but they have not been approved by my own quality standards just yet.

:rock: Looking forward to the new S3D , :hmm: what is the emissive in this screenshot? I can recognize the glosiness and the others, but as I recall this is new?
http://sh4.skwas.net/images/screenshots/4.jpg

skwasjer
12-17-08, 08:31 AM
Emissive (or selfilluminating) materials are materials that cast light (aka selfilluminate) based on the texture color.

I have not done much testing with this value in the game yet and can't really confirm its behavior, I've just added it per suggestion from Anvart. I do know you won't see this value set to anything but 0 for 99% of the materials.

skwasjer
12-17-08, 08:36 AM
:lol:
P.S. Some modders already wrote about animations (type 5) codings ...

Hi Anvart, the format is not my problem. I just want my UI to be as simple as possible. This is 10x more work than just the format/coding ;)

I have been importing animations for a couple of months already, it just hasn't been suitable for public use. It almost is now though.

Anvart
12-17-08, 12:56 PM
Emissive (or selfilluminating) materials are materials that cast light (aka selfilluminate) based on the texture color.

I have not done much testing with this value in the game yet and can't really confirm its behavior, I've just added it per suggestion from Anvart. I do know you won't see this value set to anything but 0 for 99% of the materials.
:rotfl:
Classical example: the Flying Dutch (NFD) ... !!!
and my old (SH3) mods: Hands_look_better, turm with selfillum. dials (at night), interior materials, all lit-ships and so on ...

skwasjer
12-17-08, 02:23 PM
Yea, NFD :lol: :up:

skwasjer
12-17-08, 09:27 PM
I'm a bit too tired right now to write a complete post about the new release. Basically, it's ready, I published it and it's time all of you start playing around with it.

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

Now, enjoy v0.9.3: http://sh4.skwas.net/

Madox58
12-18-08, 12:26 AM
Just downloaded this version.
Can't wait to test it out!
:up:
May come in handy on the Dynamic Shadows stuff.
;)

Anvart
12-18-08, 06:35 AM
...
May come in handy on the Dynamic Shadows stuff.
;)
FPS ... ???

http://img91.imageshack.us/img91/7582/crackpu1.gif

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

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

http://img99.imageshack.us/img99/5899/err2cg0.th.jpg (http://img99.imageshack.us/my.php?image=err2cg0.jpg)

And 3d viewer gives me a directx error:

http://img99.imageshack.us/img99/764/err1iv6.th.jpg (http://img99.imageshack.us/my.php?image=err1iv6.jpg)

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

Can you please provide me the OBJ-file and DAT-file so I can have a look at it?

piri_reis
12-18-08, 12:18 PM
Can you please provide me the OBJ-file and DAT-file so I can have a look at it?

Sure, PM'ing you a link.
The straight export from S3d and import back, without changing anything, gives the "0,0 is not a value for Double" error; happened on 10 different models I tried, some from Sh3 and Sh4.

The 3d model viewer worked for all models except the one I mentioned on the previous message. (u-53 eagle turm7b for gwx)

keltos01
12-18-08, 12:44 PM
nice, just dl it ! :up:

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

keltos

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

skwasjer
12-18-08, 01:19 PM
I will have to check that keltos. I think all you have to do is add the N01 texture (and verify the BumpEnable in UnifiedRenderControler is on) but I have not verified this. Bump maps use the 1st uv-set.

Basically subs are rendered the same way ships are, so if you use an identical setup it should work.

skwasjer
12-18-08, 01:37 PM
And 3d viewer gives me a directx error:

http://img99.imageshack.us/img99/764/err1iv6.th.jpg (http://img99.imageshack.us/my.php?image=err1iv6.jpg)
Regarding this 2nd issue, S3D attempts to set a device state (it depends on materials in DAT-file) that your GFX does not support. I should have included a test whether or not the parameter is supported by certain cards. I'll have to provide a fix for this.

keltos01
12-18-08, 03:25 PM
I've made two, one for the Jyunsen B and one for the Type AM submarine.

I've uploaded them on my main FF page, for those who have my mod and wanna try to get them working ;)

I've changed this :

[UserPlayerUnit 1]
ID=Jyunsen_B
NameDisplayable=Jyunsen B
UnitName= SS-I 25
Type=Jyunsen_B
UpgradeClass=2
UnitInterval= 1941-10-01, 1945-12-31
ExternalClassName=SSJyunsen_B
Nationality=German
CrewRanks=15
Evolution= Normal
Damage= 0
TextureName=data/Submarine/NSS_Jyunsen_B/NSS_Jyunsen_B_T01.tga
LightmapTextureName=NULL; data/Submarine/Nss_Jyunsen_B/NSS_Jyunsen_B_001.tga
NormalmapTextureName= data/Submarine/Nss_Jyunsen_B/NSS_Jyunsen_B_N01.tga
MenuSilhouetteTextureName= Jyunsen_B_1.tga
MaxPettyOfficers=32 ; max number of crewmembers over rank 4
MaxOfficers=6 ; max number of crewmembers over rank 7

we'll see...

Keltos

link :

http://files.filefront.com/Bump+map+Jyunsen+B+and+TyMrar/;12696523;/fileinfo.html

keltos01
12-18-08, 03:58 PM
the change written in my earlier post did it :


no bump :

http://img116.imageshack.us/img116/9422/nobump3qg5.jpg (http://imageshack.us/)

bump :

http://img356.imageshack.us/img356/7186/bump3iw1.jpg (http://imageshack.us/)

so all we have to do is activate the bump map ! good idea Skwasjer !!!

now I've made two more bump maps for the towers of the Type AM and of the Jyunsen B, how do I get them to show as they have no upcge file like the hull ????


Keltos

Anvart
12-19-08, 05:51 AM
... Bump maps use the 1st uv-set.
...
???

--> --> --> :lol:
...
And ... S3D should be more tolerant to game-files ...
...
And ... what about Render Features ...???:

http://img261.imageshack.us/img261/152/renderfeaturesdt7.jpg

In game:

http://img87.imageshack.us/img87/6334/varcocglassan8.jpg



P.S.
It's SH3 ...

Orion2012
12-19-08, 09:31 PM
Just downloaded this version.
Can't wait to test it out!
:up:
May come in handy on the Dynamic Shadows stuff.
;)


Like Anvart asked, how big of a performance hit do you see, and how many light sources?

skwasjer
12-19-08, 09:44 PM
S3D was never EVER designed with SH3 in mind, sorry...

From the changelog:

Note that this is still an experimental feature at this point, and the shaders are based on SH4 (certain SH3 models and assets are rendered too bright, or incorrectly as a whole). If a model is incorrectly rendered or rendered as black, it doesn't have to mean the DAT-file is set up incorrectly. The texture loader works also slightly differently than the game, so always check in game to be sure. Extended SH3 support is NOT planned.

And ... S3D should be more tolerant to game-files ...
Example? :shifty:

Is hex editing tolerant?

Anvart
12-20-08, 02:31 AM
S3D was never EVER designed with SH3 in mind, sorry...
...
sure. Extended SH3 support is NOT planned.


What a pity ... !!!
SH3 is more popular than SH4 ...
In SH4 for glass imitation (air plane) is used Opacity property of material ... simple method ...
In my case (you know) - other prop's ... more eye-candy ...
...
And in SH4 interior _Geamuri-object is transparent (in S3D viewer) and has similar parametres of a material as in my case ...


And ... S3D should be more tolerant to game-files ...
Example? :shifty:
Is hex editing tolerant?
Strange question ...
HexEditor reads and shows any data ... :rotfl: in hex kind ...

http://img386.imageshack.us/img386/9819/tolerantiw0.jpg

http://img386.imageshack.us/img386/6409/renderfeaturell1.jpg

In this cases in game All OK.
...
And i would like that S3D was more tolerant at data reading ... it would help to find errors (in modders work) and so on ...
Sorry ...

Good luck.

P.S.
Last version of S3D is more toleranted than previouses ... :up:
And for today S3D is the best work (tool) at this forum !!!

Nisgeis
12-20-08, 04:19 AM
SH3 is more popular than SH4 ...
Come on Anvart, we've all been warned not to say things like that in the wrong forum :D.

And i would like that S3D was more tolerant at data reading ... it would help to find errors (in modders work) and so on ...
Are the files you are having trouble with stock SH4 files, or are they files that have been previously hex editted? SH4 seems to be very tolerant of some things and hyper sensitive to others.

And for today S3D is the best work (tool) at this forum !!!
I think you're right :yep:. It's been invaluable to me.

skwasjer
12-20-08, 06:01 AM
What a pity ... !!!
SH3 is more popular than SH4 ...
In SH4 for glass imitation (air plane) is used Opacity property of material ... simple method ...
In my case (you know) - other prop's ... more eye-candy ...
...
And in SH4 interior _Geamuri-object is transparent (in S3D viewer) and has similar parametres of a material as in my case ...

The problem with materials is I don't have every option implemented like the game does yet (if ever). SH3 just works differently compared to SH4, f.ex. SpecularMask controller, and some others (not saying this is your issue). So sometimes the rendering is just wrong.

It will all depend on my interest in the coming months if I can be bothered to fix these minor things. But again, focus lies on SH4. The render pipelines between the games differ too much (with addition of exterior AO-map, bump map, new lighting system) that it's impossible for me to support both.


Strange question ...
HexEditor reads and shows any data ... :rotfl: in hex kind ...
:smug: I ment, is it tolerant in that it prevents you from making a simple mistake? Many problems in modded SH3 files directly can be addressed to the use of hex editors or other less advanced programs. With SH4, not at all because pretty much all modders started off with S3D from the start.

I have had a look at some SH3 modded files in the past, and there's just to many faults in them (like invalid size specifiers, controllers that are corrupt, also common are type 2/0 and 4/100 chunks that are screwed, etc). In SH4 mods, you won't find these problems, because noone uses a hex editor or TT or similar.

Btw, your 2nd error screenshot I know about (piri_reis posted this 2 days ago), and I'm looking into it. This should be fixed as this is just a S3D bug.

And i would like that S3D was more tolerant at data reading ... it would help to find errors (in modders work) and so on ...
If you base your work on stock files with S3D, this should not be necessary.

The game may have more robust parsing algoritms but it also does not have the responsibility to WRITE the files back again. If it detects a serious problem in a file, it just CTD's and if it's not a serious problem, it skips it and uses a default value or does something else (undefined or strange behavior?). S3D just can't do that. It must ensure file integrity at all cost. If it can't, it won't open the file... The way I see it, this is the only right approach.

That said, I could point you to a file offset in the error message in a future version, but that's as far as I will go in allowing a file to be 'fixed'.

Anvart
12-20-08, 06:38 AM
:up:
Good reply, Skwas!
...
I can speak only for myself ...
For me, tools for modding of SH... - S3D and HexEditor (only both) ...
For standard operations (S3D features) - S3D and HexEditor (optional - for removal of author's dust - JOKE :lol: ),
for difficult, not standard works - HexEditor and S3D (basically as browser) ...
...
and i am absolutely assured, you also use HexEditor when do mods ... :yep:

Don't take offence ...
and good luck ...
and good rest to you ...

XPETIT
12-22-08, 05:01 AM
Hi,

I have made modifications of 688i to the french sub Triomphant class and 627a to RedOctober (typhoone class) :
http://pagesperso-orange.fr/xavier.petit/

(see at the end of my netsite)

But I must move the position of the lauch torpedo and the position of the camera. Where can I find that in S3D? What, are the name of those node for this placement?

Thank's for your help.

Greatings.
Xavier PETIT.:)

keltos01
12-26-08, 09:02 AM
nice touch the XMas bells appearing in S3D !:up:

keltos

keltos01
12-29-08, 08:43 AM
http://img178.imageshack.us/img178/5189/tower3dsfront4ta2.jpg (http://imageshack.us/)

in S3D :

http://img230.imageshack.us/img230/8357/jyunsen1muf7.jpg (http://imageshack.us/)
the thing is it looks perfect in 3DS, I don't get why the texture's all wrong in S3D and in game ?:damn:

The cutout has no parts for the deck located where the red texture is, that red is for the bottom of the ship only.

I can make a rar with the 3DS file and texture if you care to have a look at it ?

[edit] : found it ! those were "purje" node 619 and top node 628 showing, I set them to no-show like Peabody told me before..

thanks

Keltos

CapnScurvy
12-31-08, 02:22 PM
Using Vista 64 bit OS (Ultimate with SP1)

Sorry if I missed this explanation (I've looked through the last several pages), but I'm having trouble getting a S3D modded file to not CTD when put into the game. I have the S3D v0.9.3 on a new install, loaded in the default "Program Files (x86)" folder. When I make a change to the CaptainRoom.dat file and save all seems normal. I put it into the game through JSGME, and when a campaign is attempted to start the screen has a message that SH4 has stopped responding. I have successfully modded using S3D (an older version) before, on my old Windows XP 32 bit computer. Even modding this same file with no problem. I'm wondering about the Vista 64 OS having a problem with S3D?

I took the liberty to download the .NET 2.0 (even though you state that the utility is with Vista) and sure enough the wizard wouldn't allow the install since it found the installation already on the computer. The same is true with DirectX 9.0c since I already have DirectX 10. So I'm at a bit of a dead end for understanding why the S3D program runs, will change parameters, but apparently has a corrupted saved file that creates CTD's when it goes back into the game.

I'm going to try something different, I will attempt to rework an unmodded stock CaptainRoom.dat file and see what I get. Perhaps there is something about the previously modded file that the S3D v0.9.3 doesn't like?!? I realise that the problem could be anything other than the S3D. Especially using this Vista set up. I just thought maybe you know of something that is particular to S3D and Vista 64.


========================
Revised later today

I changed the stock CaptainRoom.dat file to the parameters that had previously worked using an older version of S3D on a Win XP 32 bit computer. The game had the same AppCrash when you attempted to start a campaign (the first screen beyond the breifing intro is the Captain's room). I'm still at a loss.

For good measure I have both the S3D .exe and the SH4 .exe set to run in "compataibilty mode: Windoes XP (Service pack2)" and to "run program as an administrator". Although I've had the S3D .exe compatibility set to the standard vista settings with the same CTD result. Short of installing Windows XP 32 on one of my free drives and trying the various programs, I'm not sure what to do.

CapnScurvy
01-01-09, 11:31 AM
Well, I've spent some time going through various Vista help information, but I still haven't had luck in having a S3D modded .dat file to load in the game. I really feel there is something about Vista and the way it looks at files that is causing the problem.

On that note, I placed the S3D into a different file folder [other than "Program Files(x86)"], changed the S3D.exe compatibility back to having Vista control it (still have it set to run as an administrator).

I'm wondering about the CaptainRoom.dat file itself? Are there any "Properties" settings for this modded file that could be changed to make a difference? I'm no expert to Vista 64 and Skwas, you may not be either. But, I think we'll both be after trying to figure this out.

skwasjer
01-01-09, 05:02 PM
I've been running Vista x64 myself for the past 1.5 years and S3D was developed on it so that is not the problem. S3D does not need to be run in compatibility mode, it's fully compatible with Vista. Also, admin rights are not needed, unless the game is installed in the <Program Files (x86)> folder.

Please upload a modded file that causes the problem for me. I will have a look at it then asap, check for differences vs stock file, and see if it CTD's on me as well.

I do know the CaptainRoom is a picky file. There are quite a few hardcoded references in there that can cause a CTD if they are modified.

Madox58
01-01-09, 09:12 PM
When saveing any file with a mesh animation,
S3D is lopping off a few bytes.

I noticed this today while looking at the materials.dat
To verify, I opened Pescarus.dat
and saved it.

The two files do not match.

Hope that helps narrow down the problem.
:yep:

Wolfehunter
01-01-09, 09:30 PM
Happy new year Skwasjer.

For your Silent 3ditor I was wondering. Can I view or compare two or more dat, sim files side by side?:hmm:

I'm also using Vista 64 and runs fine.:up:

Madox58
01-01-09, 09:33 PM
Yes you can.

That's how I tracked down the missing bytes today.

Wolfehunter
01-01-09, 09:35 PM
Thanks privateer. Now I have to figure how to do it. lol:up:

Madox58
01-01-09, 09:38 PM
open 1 file,
then select open from the files menu and open whatever you want.

If you want to compare the original file to the one you plan to edit,
you need 2 copies.

Wolfehunter
01-01-09, 09:47 PM
Thanks yes I dragged and dropped the dat file onto the original one and it opened a new window.

I'm comparing the two files now...:D

I'm trying to see which will be transferred if possible...:damn:

What does File offset mean?

Also I've exported obj from one dat file and imported it to another. I've save it as and obj and loaded it as and obj and it worked. I see the mapping now is identical. Have I done it right? chunk size and data size don't match is that a bad thing?

skwasjer
01-01-09, 10:46 PM
Yikes, unfortunately a conditional compiler statement (which excludes animation code as this is still being tested) causes this problem. I have it placed incorrectly, but it's an honest mistake that I didn't spot until after looking at it twice. I have not noticed it myself because the conditional code is enabled for me so the problem did not occur here... :/

I will issue a new release tomorrow that will fix this. Until then, don't use S3D to modify files with mesh animations, or get the previous version: [edit] Link removed, updated version posted...

I apologize for any inconvenience. I will be happy to fix any corrupted files.


Wolfehunter, don't worry too much about chunk and data size, but if you really want to know the data size should always be 12 less than chunk size.

Wolfehunter
01-01-09, 11:16 PM
Okiedokie chief. :up:

Madox58
01-02-09, 12:26 AM
I always keep backups of all files so it's no trouble here.

I just stumbled across this problem today and when I
came here to post it for you I saw the other CTD report.

Hope it saved you some time and trouble.

SquareSteelBar
01-02-09, 05:09 AM
Happy new year, skwas! ;)

skwasjer
01-02-09, 08:09 AM
Update posted:

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

[edit] privateer, thanks for the tip. I had done pretty much the same thing last night after CapnScurvy's report. I opened flags.dat and there I saw 8 bytes were dropped by S3D on that controller. It just took me a couple of scans over the code to see the problem, because it got a little messy over the past weeks... :)

CapnScurvy
01-02-09, 09:27 AM
That was it!! Yeaaaaaaaaa!!!


The only point I was going to make, even an unchanged stock file in S3D once "saved" could not be opened within the game. Privateer's eagle eye in noticing the missing bytes on a save would have gone straight over my head. Thanks to both of you for finding the problem and releasing a corrected version in such a short period of time. S3D is such a splendid tool I knew an answer was just a posted question away.

Thanks again

polyfiller
01-02-09, 01:04 PM
Skwasjer - you superstar !!! I've been struggling with trying to add nodes to the user playable Admiral Sheer.dat file (am trying to do away with the need for the coning tower files - to try and get the damage model working properly) ... and every time I made a change to the .DAT file with S3d v0.9.3 the game CTD when launching a mission. Downloaded v0.9.4, added a single node, loaded the mission ... and hey presto it worked. I can now get on with adding all the nodes I need.

Many many thanks for the pormpt release of this new version.

XPETIT
01-03-09, 10:16 AM
Skwasjer,

Thank's a lot for your tool that alow us to create our subdream. With it, I have made The Terrible, RedOctober and now a Akula class (see at the end of my netsite). But with those change, the position of the torpedo launcher are moved. In the game, when I fire, the torpedo seems come from the center of the sub, and the camera are not always outside of the sub......
http://pagesperso-orange.fr/xavier.petit/

Do you know what I must change to move the startpoint of torpedo launching? And what I must modify to move the position of the camera wich show the torpedo launch.

Your help would be very appreciate.

Greatings.:)
Xavier PETIT

skwasjer
01-03-09, 03:13 PM
I am not sure. I guess the position of both the torp launch as well as event cam is determined based on where the nodes of the torpdoors are located. I think you better ask some of the guys that actually made new subs. I don't have alot of hands-on experience modifying the sub-files.

XPETIT
01-03-09, 05:11 PM
Thank's for your answer skwasjer.

I have work all this evening and I founded what I searched. Like you guessed, the start point of the torpedo is the position of the node of the torpedodoor number2. And the position of the camera is define in the evencamera.dat file that you have in the SH4\data\library.

Now, to finish the work on Akula, I try to modify the number of torpedo storage.

Again, thank's for your great tool.:up:

Xavier PETIT

piri_reis
01-04-09, 04:48 PM
Thanks for the update skwasjer :up::up:
D3d error is now fixed with the models I mentioned before.
Yet to explore the new features, and try to move/add animations :doh:

Anvart
01-06-09, 08:39 AM
GWX 3.0, ATag.dat - the same issue:

http://img187.imageshack.us/img187/3369/gwx3ataghf9.jpg

skwasjer
01-06-09, 09:08 AM
Thanks Anvart, this bug was already reported to me a couple of days ago via PM, but I have not found time to release a fix yet. I hope soon though :up:

Anvart
01-06-09, 02:12 PM
Thanks Anvart, this bug was already reported to me a couple of days ago via PM, but I have not found time to release a fix yet. I hope soon though :up:
Thanks.
And ... GWX 3.0 Flag.dat, FlagS.dat ...
When i click on any flag in viewer, S3D gives an error message ...
http://rapidshare.com/files/180468922/flag.dat.html
I did not analyze this file (laziness), but i think it's error (dodge?) GWX-team ...?

Regards,
Alex

Madox58
01-06-09, 05:50 PM
Anvart,
I down loaded your file from the link.
Useing S3D I opened every flag with no problem.
:hmm:
Have you the latest version of S3D?

skwasjer
01-06-09, 06:01 PM
The bug is there for sure. It works fine until you load textures (click one of the texture buttons). Then S3D goes mad internally and clicking anywhere will cause an error. I have not looked why yet...

Anvart
01-07-09, 12:48 AM
Anvart,
...
Have you the latest version of S3D?
Hi, Jeff.
Look my pic above ...:lol:

The bug is there for sure. It works fine until you load textures (click one of the texture buttons). Then S3D goes mad internally and clicking anywhere will cause an error. I have not looked why yet...
Yeah.
The problem appears after i will switch "enable diffuse map" ...

http://img248.imageshack.us/img248/8492/issueflagik1.jpg

P.S.
And, GWX-team has made 3D model for each flag ...
It to do not necessarily since models are identical (and use SynchroMesh Controller) ...
Theoretically enough one model for all flags ...
...
Next:
I can't see SkyColor model (SkyColors_xxx.dat) in viewer ... very big model for viewer ...?
...
Next:
When i export embedded image from Type 13, by default, the effect type is offered to save file (for example: specular) ... there should be a texture name ...
...
Necessary to change parent ID of object quickly ...

skwasjer
01-08-09, 08:09 PM
Thanks Anvart, this bug was already reported to me a couple of days ago via PM, but I have not found time to release a fix yet. I hope soon though :up:
Thanks.
And ... GWX 3.0 Flag.dat, FlagS.dat ...
When i click on any flag in viewer, S3D gives an error message ...
http://rapidshare.com/files/180468922/flag.dat.html
I did not analyze this file (laziness), but i think it's error (dodge?) GWX-team ...?

Regards,
Alex


I've looked up the problem. The cullprit is the EmbeddedImage of the Egypt_Mil.tga material. While it is valid to some TGA-parsers (including my own one which reads it for the preview in S3D), apparently the native DirectX texture loader (which I use to load textures into GFX card) has problems with it. I've looked up the TGA-specs again and indeed there are two Int16's that should be 0 for this image as it has no color palette (it's 24-bit, non-indexed).

I could work a fix out for it, but in reality the TGA-file is incorrect and as such it doesn't have a priority now, but I'll see what I can do. Perhaps an export and reconversion to TGA in a 2D app is simply all that is needed.

Look up in TGA-header, if 'colormaptype' is 0, then 'colormapstart' and 'colormaplength' should both be 0. Since the 'colormapstart' value was a large negative, the DirectX loader - while it should just ignore the values in this case - must be seeking outside of the stream :lol:


/// <summary>
/// Size of ID field that follows 18 byte header (0 usually).
/// </summary>
public byte identsize;
/// <summary>
/// Type of colour map 0=none, 1=has palette.
/// </summary>
public byte colormaptype;
/// <summary>
/// Type of image 0=none, 1=indexed, 2=rgb, 3=grey, 9=indexedRLE, 10=rgbRLE, 11=greyRLE.
/// </summary>
public byte imagetype;
/// <summary>
/// First colour map entry in palette.
/// </summary>
public short colormapstart;
/// <summary>
/// Number of colours in palette.
/// </summary>
public short colormaplength;

.... the rest of the header left out for simplicity...

skwasjer
01-08-09, 08:20 PM
I can't see SkyColor model (SkyColors_xxx.dat) in viewer ... very big model for viewer ...?
Yea, it's a big ass half sphere :lol: Just export to 3D app.

When i export embedded image from Type 13, by default, the effect type is offered to save file (for example: specular) ... there should be a texture name ...
Thanks for that :smug:

Necessary to change parent ID of object quickly ...
I know... Perhaps in the future I will add simpler function (aka drag). No promises.

keltos01
01-09-09, 04:28 AM
I'm trying to implement 8 tubes on the german side of the game. Thanks to your baeutiful copy/paste option, cloning the middle tubes from a type XVIII was a breeze.

We do get CTD though. after cloning the parts did I need to remap the ids ? I didn't.

Do you know what the maximum amount of tubes is for the german side ?

Keltos

Jyunsen 1M mod :

http://files.filefront.com/IJN+Jyunsen+1M+v+14rar/;12892244;/fileinfo.html

8 tubes patch (might be wishful thinking...) :

http://files.filefront.com/IJN+Jyunsen+1M+v+115+pathrar/;12909232;/fileinfo.html

tater
01-09-09, 11:49 AM
Yes, you need to make a new ID.

Copy node. Paste. Right click the new node, create new ID (or hit the NEW button up next to the ID).

If you have a whole group of things, what I do is to delete everything except the nodes I want (everything), then "save as" a different file name with the IDs remapped. I can then import the whole lot at once.

keltos01
01-09-09, 12:24 PM
Thanks Tater, I did that, if you look here :

http://www.subsim.com/radioroom/showthread.php?p=1022280#post1022280

I detailed all the steps I took,

still it CTD :damn::damn::damn::damn:

I uploaded version 1.6 CTD of mod on filefront, all help welcome ! if we make those 8 tubes work it's a whole new range of Japanese subs I can mod !

download link :
http://files.filefront.com/IJN+Jyunsen+1M+v+16rar/;12920518;/fileinfo.html


keltos

skwasjer
01-09-09, 02:30 PM
I have not looked at the mod, there's too much files in there and from where I stand every file can be the problem, I just wouldn't know where to look. My suggestion is track back to an older version, and move forward one step at a time until you get a CTD again.

You could also go in reverse trying to isolate the problematic file, and then the problematic chunk, but generally it's easier to start over from the last working version.

keltos01
01-09-09, 02:33 PM
the thing is I had to change a few things to try and add two tubes to the boat.

She needs 6 forward and 2 aft.

I think all is ok but for the .dat ...

k

skwasjer
01-09-09, 02:34 PM
Have you also copied the zones? I wouldn't know if this can cause CTD, but worth a try.

[edit] try one tube first instead of both....

keltos01
01-09-09, 02:43 PM
no not the zones...

will try one tube then ...

is the node number important or can my tubes stay at the end of the file ?


thanks

k

Anvart
01-10-09, 08:08 AM
...
And ... GWX 3.0 Flag.dat, FlagS.dat ...
When i click on any flag in viewer, S3D gives an error message ...

I've looked up the problem.
...


I can't see SkyColor model (SkyColors_xxx.dat) in viewer ... very big model for viewer ...?
Yea, it's a big ass ...

When i export embedded image from Type 13
...
Thanks for that :smug:

Necessary to change parent ID of object quickly ...
I know...
Thanks :up:

Ktl_KUrtz
01-10-09, 06:35 PM
Hi,
I would like to say the it was a good jesture to remember LeoVampire in your new update.
Was he the guy killed in a car accident?
KUrtz

Carotio
01-10-09, 06:55 PM
Hi,
I would like to say the it was a good jesture to remember LeoVampire in your new update.
Was he the guy killed in a car accident?
KUrtz

No, you're thinking at DeepBlueWolf:
http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/9661064165

Leo Vampire was the "force majeure" of the ROW mods, and in his case, it was heart problems, IIRC.

Anyway, RIP to both...

keltos01
01-11-09, 08:18 AM
I gave new id numbers to the torpedo doors nodes and voilā,

an axis side submarine with 8 torpedo tubes, this means probably that the game's
maximum number of tubes per boat is 10, either US or german/japanese side.

Keltos

8 tubes sub, soon to become a Kaidai 3 :

http://files.filefront.com/IJN+Jyunsen+1M+v+16rar/;12922282;/fileinfo.html

skwasjer
01-11-09, 09:29 AM
@Ktl_KUrtz, as Carotio mentioned Leo (Dave) had problems with his heart and went beyond his own illness to finish up some of his work. He was an early S3D adopter and made good use of it with his mods. Thanks Dave...

@keltos, good job, I saw it already in your own thread. :)

keltos01
01-11-09, 11:49 AM
@Ktl_KUrtz, as Carotio mentioned Leo (Dave) had problems with his heart and went beyond his own illness to finish up some of his work. He was an early S3D adopter and made good use of it with his mods. Thanks Dave...

@keltos, good job, I saw it already in your own thread. :)

thanks !

would you know why only 6 lights appear on the console when the 8 tubes works ?

also : the attack map shows only 6 tubes, but eight are there if you switch using "W" ?

on the loadout : it's correct.

keltos

skwasjer
01-12-09, 11:54 AM
No idea keltos. I'm sure it's possible, but you probably need to do some more digging. Compare with fleetboats that have 6 front tubes. I don't suspect it's configured through the binary files, probably just somewhere in the upcs.

skwasjer
01-12-09, 12:02 PM
More news from the animation front, S3D will support real time preview of animations (both mesh and keyframe). This will allow you to edit animations without even needing to test in game.

It's not perfect (because you can't control much of the animation, it's synced to a global timer) and does take significant cpu cycles (my viewer is a cpu-hog in general anyway), but it does the job and makes life oh-so-much easier yet again.

Here's a sample of Tomi's engine room animations I've worked on...
http://sh4.skwas.net/media/S3D_Anims.wmv

I am aiming for a new release with this functionality including zones editor not too far away. The only thing left atm is finalizing mesh import.

Nisgeis
01-13-09, 03:22 PM
Now that's impressive.

Orion2012
01-13-09, 03:49 PM
Very Impressive Skwas.

tater
01-14-09, 12:25 PM
BTW, the units in a SH4 dat file? A decameter. 10m.

Ie: want a node on the bow of Yamato, which is ~263m overall? 263/2= 131.5, or 13.15 units in SH4.

keltos01
01-15-09, 05:24 AM
I got his dark screeen when trying to view the 3D model of my KD3 :

http://img79.imageshack.us/img79/1414/darks3dvl1.jpg (http://imageshack.us)
http://img79.imageshack.us/img79/darks3dvl1.jpg/1/w1680.png (http://g.imageshack.us/img79/darks3dvl1.jpg/1/)

is it a bug ? also sometimes the textures appear really really dark in S3D, do you know why ?

http://img234.imageshack.us/img234/8025/kd3darknl5.jpg (http://imageshack.us)
http://img234.imageshack.us/img234/kd3darknl5.jpg/1/w1677.png (http://g.imageshack.us/img234/kd3darknl5.jpg/1/)
apart from that I love it, I'd just wanna see the real SDK they use to see if it's that good !

btw I read that you're working on the animations, good cause I'm bad at them !

keltos

tater
01-15-09, 09:44 AM
Try the brightness/contrast slider, it remembers the last setting it was on.

skwasjer
01-15-09, 11:46 AM
I got his dark screeen when trying to view the 3D model of my KD3 :


http://img79.imageshack.us/img79/darks3dvl1.jpg/1/w1680.png (http://g.imageshack.us/img79/darks3dvl1.jpg/1/)

is it a bug ? also sometimes the textures appear really really dark in S3D, do you know why ?
1. With true bugs, a white error message 'should' appear. Probably something more serious is going because of which S3D even is unable to show the message though. Try isolating the problem by removing parts of the nodes/models/materials, until the renderer works again (you may have to close/reopen it). At least then you can pinpoint the problem for me.

2. The game uses different render modes/stages for many things. I can not mimmick the entire game and as such I only implemented 2 shaders. As a result, you lack certain light sources in specific cases and passes (sun, misc lights, interior lights) that could brighten up the model in game, but doesn't in S3D. Therefor I added the B/C sliders. It also depends on the diffuse color applied to the material. Having a light grey to white color brightens up the model, while a dark grey will darken it (but it will also ingame).

Madox58
01-16-09, 07:38 PM
S3D will support real time preview of animations (both mesh and keyframe). This will allow you to edit animations without even needing to test in game.


That's Cool.
But I take it one still needs to do the Animation and import it with a different Application?

Or are you saying We can edit the animation itself?
The timeing of an existing animation being changed
is of little value in the long run.

keltos01
01-17-09, 05:38 AM
I got his dark screeen when trying to view the 3D model of my KD3 :


http://img79.imageshack.us/img79/darks3dvl1.jpg/1/w1680.png (http://g.imageshack.us/img79/darks3dvl1.jpg/1/)

is it a bug ? also sometimes the textures appear really really dark in S3D, do you know why ? 1. With true bugs, a white error message 'should' appear. Probably something more serious is going because of which S3D even is unable to show the message though. Try isolating the problem by removing parts of the nodes/models/materials, until the renderer works again (you may have to close/reopen it). At least then you can pinpoint the problem for me.

2. The game uses different render modes/stages for many things. I can not mimmick the entire game and as such I only implemented 2 shaders. As a result, you lack certain light sources in specific cases and passes (sun, misc lights, interior lights) that could brighten up the model in game, but doesn't in S3D. Therefor I added the B/C sliders. It also depends on the diffuse color applied to the material. Having a light grey to white color brightens up the model, while a dark grey will darken it (but it will also ingame).

Tater was right for the dark texture : brightness knob I didn't see before :oops:

as for the completely dark screen, might be a memory problem at the time : I had a lot of programs open at the same time (3DS, photoshop, S3D)

keltos

ps if anyone find which file(s) say how many tube lights to add to the firing pannel please tell us !

tater
01-17-09, 09:49 AM
In previous versions, the brightness reset with every new file opened, the current one leaves it as last set since without textures on, you usually end up dragging it a little darker to see the model better.

skwasjer
01-17-09, 11:11 AM
You can tone down the diffuse color for untextured view (in options dialog). When diffuse texture is off, it uses a simple single colored texture in it's place based on this color setting. It was full white in the initial model viewer release (which used a simpler shader), but I have left it unchanged...

Note that the material diffuse color is also blended with this global diffuse color, when the diffuse texture is off.

skwasjer
01-17-09, 11:20 AM
S3D will support real time preview of animations (both mesh and keyframe). This will allow you to edit animations without even needing to test in game.


That's Cool.
But I take it one still needs to do the Animation and import it with a different Application?

Or are you saying We can edit the animation itself?
The timeing of an existing animation being changed
is of little value in the long run.
Look at the coils...

Or and old video:

http://sh4.skwas.net/temp/wimpel3.wmv

urfisch
01-17-09, 11:49 AM
PROBLEM:

If i import an exported (former exported from s3d) *.obj from Cinema 4D i get:

"The file " has no Materials" even i have a material assigned

If import the the same file with Riptide-Plugin exported (which only creates a valid *.mtl) from Cinema 4D i get:

"InvalidArgument = Value 0 for SelectIndex is invalid. ParameterName: SelectIndex"

:(

Ideas?

Anvart
01-17-09, 02:47 PM
I got his dark screeen when trying to view the 3D model of my KD3 ...
...


Tater was right ...

:rotfl:
May be your models are very big for S3D viewer ...?

skwasjer
01-17-09, 04:29 PM
PROBLEM:

If i import an exported (former exported from s3d) *.obj from Cinema 4D i get:

"The file " has no Materials" even i have a material assigned

If import the the same file with Riptide-Plugin exported (which only creates a valid *.mtl) from Cinema 4D i get:

"InvalidArgument = Value 0 for SelectIndex is invalid. ParameterName: SelectIndex"

:(

Ideas?
Probably a 'usemtl' before the faces section is missing, and/or problem with mtl names. How many materials does the model originally have? If just one, then you can fix it manually by editting the obj/mtl. If there are more then you have to redo the work I'm afraid (because materials were lost). Can you upload the DAT where it was exported from and the edited obj/mtl-file so I can have a look?

Anvart
01-18-09, 03:34 AM
Yeah, Skwasjer ... plz, delete suffix (material ID) from material name ... it's not usefull ... :yep:

keltos01
01-18-09, 04:32 AM
right I think we found the selector for the 6 tubes in Data\menu\menu_1024_768

here's part of it :

[G28 I19]
Name=Tube VI sel
Type=1031;Stat bmp array
ItemID=0x28010016
ParentID=0x28010000
Pos=45.9999,-75,43,43
Zone= 882.999 311 43 43 0 1 0x28010000 0.237113 -0.590551 0x28010016 0 0 0 0
Materials=3
Display=0;No stretch
Mat 0=data/menu/gui/Periscope.tga
Crop 0=0.426758,0.768555,1,1
Mat 1=data/menu/gui/Periscope.tga
Crop 1=0.426758,0.813477,1,1
Mat 2=data/menu/gui/Periscope.tga
Crop 2=0.426758,0.857422,1,1
MatFlags=0x21
TexFmt=0x0
Drag=false
BmpState=0
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G28 I20]
Name=Tube VI
Type=1031;Stat bmp array
ItemID=0x28010006
ParentID=0x28010000
Pos=45.9999,-75,43,43
Zone= 882.999 311 43 43 0 1 0x28010000 0.237113 -0.590551 0x28010006 0 0 0 0
Materials=3
Display=0;No stretch
Mat 0=data/menu/gui/Periscope.tga
Crop 0=0.383789,0.768555,1,1
Mat 1=data/menu/gui/Periscope.tga
Crop 1=0.383789,0.8125,1,1
Mat 2=data/menu/gui/Periscope.tga
Crop 2=0.383789,0.855469,1,1
MatFlags=0x21
TexFmt=0x0
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

I wanted to look for the highlighted ids using S3D but it doesn't accept the 0x ...

is there a way to convert these ids to ones S3D can read ? we wanna see what files those are linked to - still for the 8 tubes stuff ;) -

keltos

skwasjer
01-18-09, 07:59 AM
I wanted to look for the highlighted ids using S3D but it doesn't accept the 0x ...

is there a way to convert these ids to ones S3D can read ? we wanna see what files those are linked to - still for the 8 tubes stuff ;) -

keltos
These ID's are not related to id's in the DAT's. You could try specify id 0x28010017 and 0x28010007 for tube VII.

Also, alot of the menu item id's are hardcoded into the game, but not all.

skwasjer
01-18-09, 08:19 AM
Yeah, Skwasjer ... plz, delete suffix (material ID) from material name ... it's not usefull ... :yep:
It is. See for example sea units:

First material, external texture, and label: cfg#TXR_NBB_Colorado. S3D generates mtl name: NBB_Colorado_f4ece1abbd4447e5

Second material is identical, external texture, and label: cfg#TXR_NBB_Colorado. S3D generates mtl name: NBB_Colorado_f4ece1a7bd4453a5

The only way to seperate them is by id. There are more examples where people don't specify a label-chunk (in which case the texture name is used for mtl name, but the texture may also be shared by other materials!!), which works fine in game, but causes problem for export/import. S3D also compares the id upon import, and if this matches then all is ok even though the 'readable' names are the same.

Anyway, his problem was related to a missing mtllib command in the obj-file, and not caused by S3D.

keltos01
01-19-09, 06:02 AM
I wanted to look for the highlighted ids using S3D but it doesn't accept the 0x ...

is there a way to convert these ids to ones S3D can read ? we wanna see what files those are linked to - still for the 8 tubes stuff ;) -

keltos
These ID's are not related to id's in the DAT's. You could try specify id 0x28010017 and 0x28010007 for tube VII.

Also, alot of the menu item id's are hardcoded into the game, but not all.

Peabody made them when I slept ! now we have 8 firing lights !!! thanks for the help as always Skwasjer !

http://www.subsim.com/radioroom/showthread.php?t=146925 see post #9

keltos

pythos
01-23-09, 07:04 PM
I am just learning how to use this program. I was wondering if there was a way to add items to a view.

For instance, one can load up and work with a hull, but there is no conning tower, but in order to get the orientation of an item correct with the hull one needs to see the tower and its parts as well. Is there a way of doing this so the modder can get the "whole" picture.

Is import the way to do this?

skwasjer
01-23-09, 07:08 PM
If you import the entire dat-file of a conning tower, you will be able to see it as well. Make sure to add it all the way at the end at the file (select the last node, usually Eof) so it doesn't mix with the original nodes/chunks. Start moving the root node of the tower to where you want it to sit, and then once done, copy those translation/rotation values to the dummy node of the tower on the submarine hull. Finally, remove the tower again (all chunks, not just the node, also the materials and the other extra chunks), and voila... Alternatively, you could copy the translation/rotation values after you have them to notepad, close the file without saving and reopen the sub file and then change the values.

tater
01-23-09, 08:34 PM
I have been doing this a LOT lately.

What I do is to open the dat for the "stuff" want, and delete everything except the actual parts I need. Author info, EOF, etc. Trash it. Then I SAVE AS a different name. I append PARTS.

Ie: NDD_Asashio_PARTS.dat

Then when I import it to align stuff, there is less crap. I will also sometimes subdivide PARTS. Like I might make NDD_Asashio_MAST_PARTS.dat.

I actually made a mod that is just a copy of the Sea folder for this purpose so I never accidentally break "real" units.

tater

Madox58
01-24-09, 08:54 PM
Pretty.

But still does not answer the question.
If it only allows timeing changes?

How long is that useful?
And exactly what program are you useing to import the animations?
:hmm:

skwasjer
01-25-09, 07:37 PM
Pretty.

But still does not answer the question.
If it only allows timeing changes?

How long is that useful?
And exactly what program are you useing to import the animations?
:hmm:
It did answer the question. I showed you new animations, which means I somehow imported them. So what program could I have used besides S3D?

keltos01
01-26-09, 06:50 AM
My gun textures ingame :

http://img101.imageshack.us/img101/5749/dualgunkeltosls1.jpg
here below : in s3d :

http://img218.imageshack.us/img218/8238/doubledgcopieql5.jpg (http://imageshack.us)
http://img218.imageshack.us/img218/doubledgcopieql5.jpg/1/w1680.png (http://g.imageshack.us/img218/doubledgcopieql5.jpg/1/)

the texture is applied ok (in S3D) it seems ? but not ingame ??????

Skwasjer, any idea why ?
Keltos

Nisgeis
01-29-09, 09:09 AM
Keltos, does the AO map look correct in S3D as well? That looks like the diffuse map is applied with the right mapping, but the co-ords for the AO's uv map have been changed.

keltos01
01-29-09, 10:35 AM
Keltos, does the AO map look correct in S3D as well? That looks like the diffuse map is applied with the right mapping, but the co-ords for the AO's uv map have been changed.

dead on Nisgeis ! I forgot to make a new AO map which caused the problem....:oops:

keltos

keltos01
01-30-09, 06:40 AM
Skwasjer,

Peabody's made anew gun .dat for my submarines. He imported my new DG model in it, the texture didn't show.

He then tried, and so just did I, to import a new model in the .dat (because I made a new uv map for the gun barrel)

and this happened :

http://img291.imageshack.us/img291/9616/unhandledcopiemm0.jpg (http://imageshack.us)
http://img291.imageshack.us/img291/unhandledcopiemm0.jpg/1/w1680.png (http://g.imageshack.us/img291/unhandledcopiemm0.jpg/1/)

then it freezes...

why ????:damn:

I've uploaded the gun's files and the model (.obj) and uv maps in a .rar on my FF, if you can help us please ?

link :
http://files.filefront.com/type+96+55+inch+singlerar/;13141202;/fileinfo.html

thanks

keltos

peabody
01-30-09, 01:51 PM
Skwasjer,

Just to add information to Keloto' post, when I removed the Materials node the object would import. The material node has a Texture and and Occlusion map in it. I know nothing about the textures, since I don't have Max to work with and have never done any.
Just wanted to give additional info.


@Keltos, I may have found the problem, the material in the material node and the material assigned to the object are not the same. I changed it and the new Barrel loaded ok. But that is just one test. I will check further. So it appears the material on the object does not exist, at least not with the correct ID.

Peabody

skwasjer
01-30-09, 03:40 PM
The 2nd material on the node (nr. 8 and nr. 11) is not actually a material but a secondary texture map (AO). This is incorrect and you must remove that 2nd material reference before import. Material references should only point to actual materials, not their child texture maps. And I will have to make a fix in S3D as it incorrectly indicates that AO map as a valid material... (and causes the import error) The AO map texture is only a child associated with a material and not a material of it's own.

keltos01
01-30-09, 05:02 PM
The 2nd material on the node (nr. 8 and nr. 11) is not actually a material but a secondary texture map (AO). This is incorrect and you must remove that 2nd material reference before import. Material references should only point to actual materials, not their child texture maps. And I will have to make a fix in S3D as it incorrectly indicates that AO map as a valid material... (and causes the import error) The AO map texture is only a child associated with a material and not a material of it's own.

thanks to you Peabody fixed it. :yeah:

keltos

jmardlin
01-31-09, 10:36 PM
Does anyone know what this means. The specified value is invalid. Details: Exception has been thrown by the target of invocation. This is for a damage zone file. I am using S3D v0.9.4. http://img299.imageshack.us/img299/2323/s3dtc3.jpghttp://www.subsim.com/radioroom/%5Burl=http://imageshack.us%5D%5Bimg=http://img299.imageshack.us/img299/2323/s3dtc3.jpg%5D%5B/url%5D%20%5Burl=http://g.imageshack.us/img299/s3dtc3.jpg/1/%5D%5Bimg=http://img299.imageshack.us/img299/s3dtc3.jpg/1/w936.png%5D%5B/url%5Dhttp://www.subsim.com/radioroom/%5Burl=http://imageshack.us%5D%5Bimg=http://img299.imageshack.us/img299/2323/s3dtc3.jpg%5D%5B/url%5D%20%5Burl=http://g.imageshack.us/img299/s3dtc3.jpg/1/%5D%5Bimg=http://img299.imageshack.us/img299/s3dtc3.jpg/1/w936.png%5D%5B/url%5Dhttp://www.subsim.com/radioroom/%5Burl=http://imageshack.us%5D%5Bimg=http://img299.imageshack.us/img299/2323/s3dtc3.jpg%5D%5B/url%5D%20%5Burl=http://g.imageshack.us/img299/s3dtc3.jpg/1/%5D%5Bimg=http://img299.imageshack.us/img299/s3dtc3.jpg/1/w936.png%5D%5B/url%5D

skwasjer
02-01-09, 09:44 AM
jmardlin, it's a bug in S3D. I don't know of a simple workaround. What seems to work sometimes is to save the file, and then reload it. Other than that, it should be fixed in next release.

jmardlin
02-01-09, 01:18 PM
that is what I did and it worked fine but only after I opened it back up a second time.

jmardlin
02-03-09, 09:15 PM
skwasjer any idea when you will release 0.9.7

skwasjer
02-04-09, 10:34 AM
No specific date, but hopefully soon. Since this will be the final release of S3D (1.0), it is undergoing extensive testing right now. You won't be disappointed though. 0.9.7 is my last test build, and once all issues are ironed out it will become 1.0. Hurray! I'm done!

keltos01
02-04-09, 11:25 AM
:cry: nooooo ! no more improvements then ? so sad... you know there's always something more to do...:cry:

great work you did anyways !:yeah:

keltos

skwasjer
02-04-09, 04:46 PM
Yup, there's always something extra to do, but not by me for a change...

;)

jmardlin
02-04-09, 06:27 PM
looking forward to that. being able to see the damage boxes and spheres will be a big plus doing zon files

keltos01
02-05-09, 03:48 AM
Yup, there's always something extra to do, but not by me for a change...

;)

and then there'll be Silent Hunter V wolfes of the Rijksmarine and you won't be able to resist :rotfl:

hopefully..

keltos

---Dagon---
02-12-09, 09:48 AM
Who knows what enlarge the finding of the sub under water what parameter to have charge of consuption of the air for crew on sub. If possible that screen

rodan54
02-13-09, 03:32 AM
For some reason I'm getting the following error when I try to import any new mesh (0,0 is not a valid value for double). Even exporting an existing mesh and then re-importing it right back doesn't work. :hmmm:

skwasjer
02-13-09, 10:27 AM
Download the latest release.

vickers03
02-19-09, 07:05 AM
i've put some glass shields on the instruments
but is it possible that transparent textures just doesn't
work in the command room/interior?
they do show up in silent editor, but not ingame (solid textures do work).
http://s2.imgimg.de/thumbs/glasssal640ed787jpg.jpg (http://www.imgimg.de/bild_glasssal640ed787jpg.jpg.html)

edit: forget what i said, i didn't include the texture mapping

Anvart
02-21-09, 08:09 AM
You should see "light" reflection on your glass objects (SH4) ... ?

vickers03
02-21-09, 10:51 AM
You should see "light" reflection on your glass objects (SH4) ... ? i had nothing in game, but i'm starting all over again with
the glass because i forgot to export the uv-mapping in wings3d:doh:

vickers03
02-21-09, 10:57 AM
i'm trying to improve TMO and corrected the rudder wheel
position by separating the objects in the conning tower,
but how do i get the animation (wheel) back in?:hmmm::hmmm:

http://s2.imgimg.de/thumbs/SH4Img2009022116abb4b0b847abb4b0b835143abb4b0b8jpg .jpg (http://www.imgimg.de/bild_SH4Img2009022116abb4b0b847abb4b0b835143abb4b0 b8jpg.jpg.html)

Anvart
02-25-09, 07:44 AM
For a long time I did not see good news in this thread ... :D

skwasjer
02-25-09, 03:35 PM
If you are interested you can track the latest changes on my site. I post them in my changelog every 2-3 weeks or so. Currently, I have some problems with S3D, and due to lack of time I have not been able to fix them yet. Therefor, no release yet... :-?

The list of changes and improvements is big though, and should keep people busy for a long time. And it should, because it will be the last release :O:

@vickers03: Not sure. I will need some material to look at, so if you can, upload whatever files are associated with it (DAT/OBJ/UVW/MAX etc).

Anvart
02-28-09, 08:36 AM
I read ... sometimes ... :yep:
I think, now i can see this "big ass" in S3D viewer ...

Nisgeis
03-01-09, 03:59 PM
I read ... sometimes ... :yep:
I think, now i can see this "big ass" in S3D viewer ...


Anvart, your appreciations are most welcomed with respect to the contribution :rock:. It is a shame that others may not fully ramble with the times and tides that bind us all. :nope:

They will be surely left alone in the mire that quags us all. How soon will we all be? No one can say, but I can say it, without fear of being worried. That time is now and is too soon. They cannot find us. For we are already here :|\\.

Your 'big ass' will be seen by everyone, unless you are reversing, in which case it will be seen by no-one. For me, the Stella serves me well and for a very real reason guides my hands tonight in the typing of this. I am without single vision, perhaps, but I see twice as much as I could before. Remember not the bad times or the aroma - it is useless.

skwasjer
03-01-09, 08:18 PM
I read ... sometimes ... :yep:
I think, now i can see this "big ass" in S3D viewer ...

I had to think about that for a day until I understood it. I think you are referring to my remark sometime ago regarding the world sphere, and that I now announced increased far clip range in the changelog, yea?

In that case, I admit I don't know, I'll have to check. :O:

There are some issues though related to this with the captainroom.dat so I may have to undo some of the tweaks related to near/far clipping or balance them out a bit further. If I have some more time I may make it an 'option' but I can't promise it, in reality I have had enough of 'the project'. :yawn:

Anvart
03-03-09, 05:42 AM
Yes ... skybox (sky-hemisphere) and clouds-hemisphere ...
I only have repeated your words (in quotas) ... :rotfl2:

p.s. N., cure your head ... :O:

keltos01
03-11-09, 05:57 AM
where do these scales in the periscope view come from ??

http://img24.imageshack.us/img24/271/10deg1.jpg (http://img24.imageshack.us/my.php?image=10deg1.jpg)

as the rest come from dds or tga files it must be the same for those two but I can't seem to find them :damn:

Luke FF said : hardcoded but, Skwasjer can you help ?

The IJN scope had no crosshair and no scale at the side and top... I need those gone ;)


keltos

SquareSteelBar
03-11-09, 09:03 AM
Hi keltos01,

afaik for SH3 it comes from Bearing.tga in ...\data\Menu\Gui\

Cheers,
SquareSteelBar

keltos01
03-11-09, 10:06 AM
Hi keltos01,

afaik for SH3 it comes from Bearing.tga in ...\data\Menu\Gui\

Cheers,
SquareSteelBar

nono that one's the bearing indicator under my top red ellipse, not the scale under it or to the right.

it might just be in the data\menu\menu_1024_768 file ?

something like :

[G26 I23]
Name=Bkgr
Type=1030;Static bmp
ItemID=0x26110001
ParentID=0x26110000
Pos=3,-7,85,37
Zone= 745 301 85 37 1 1 0x26110000 0.0333333 -0.14 0x26110001 0 0 0 0
Materials=1
Display=2;Linear
Mat 0=data/menu/gui/Periscope.tga
Crop 0=0.773438,0.808594,0.0830078,0.0361328
MatFlags=0x9
TexFmt=0x0

where it would tell it where to cut and install those scales ?

keltos

SquareSteelBar
03-11-09, 02:09 PM
Maybe it's in the alpha channel of Periscope.tga but dunno what item in menu_1024_768.ini points to it... http://img116.exs.cx/img116/934/z0tdntknw.gif

http://img14.imageshack.us/img14/8981/scale.th.jpg (http://img14.imageshack.us/my.php?image=scale.jpg)

keltos01
03-12-09, 07:01 AM
Maybe it's in the alpha channel of Periscope.tga but dunno what item in menu_1024_768.ini points to it... http://img116.exs.cx/img116/934/z0tdntknw.gif

http://img14.imageshack.us/img14/8981/scale.th.jpg (http://img14.imageshack.us/my.php?image=scale.jpg)

I tried and removed that scale in both the SH3periscope.dds and periscope.dds, and it still shows up ingame ? :damn:

but no matter what people say, even if it is hardcoded, the stuff you see in the periscope view is a graphic :yep:

just have to find it...

keltos

skwasjer
03-12-09, 06:17 PM
I don't know if it's hardcoded or not. But if it is, it does not 'require a graphic'. Just some 'draw line' calls... If the scale changes depending on fov, unit system, and/or zoom, changes are it is hardcoded...

Mav87th
03-13-09, 01:26 AM
looks like your seeing both german and japanese periscope optics at the same time. The ones you have lined out in red are the german markings in their periscope...

keltos01
03-19-09, 09:49 AM
about the scope: help me find out if we can remove those lines, now another problem :

when I export from S3D 0.94 the periscope head model and import it in 3DS, it lies horizontal in 3DS whereas in S3D it appeared vertical as it should.

WHY ?

I also have trouble changing the scope's 3D, S3D crashes...

http://img413.imageshack.us/img413/9161/skwas.jpg (http://www.imagehosting.com/)

Skwasjer HELP !

keltos

thyro
03-20-09, 12:04 PM
Hi,

I'm having some trouble making water reflections to work properly. Well it work s and reflect the sub's hull on the water. However it also creates a full hulls shade on the other side of the sub until it disapears into the horizont.

Have someone came accross this?

I had compared the objects against other models that also have water relection and even using identical settings it continues to show that shade while other sub/ship doesn't.

Thanks

thyro
03-20-09, 12:06 PM
@Keltos

How you add the 3D object under a node?

Because every time I try to add the object under a node my S3D creates the 3D object on the root. :damn:

SquareSteelBar
03-20-09, 05:18 PM
Your object's parent ID should be the node's ID.

thyro
03-20-09, 09:26 PM
Your object's parent ID should be the node's ID.

Cheers SquareSteelBar

but I have a problem...

when I create a node then I add then "append new child chunk" and select "3D model type 1/101" the 3D object goes to root imediatly like it was "append new chunk".

Once the 3d object created the parent ID = N/A and I don't seem able to change it.

I'm using S3D v0.9.4

Since I could be trying this wrongly...is there a better way to add that 3D object under a node? Thanks

SquareSteelBar
03-21-09, 03:09 AM
Not the 3D object himself is appended to a parent ID but it's node...

keltos01
03-21-09, 01:18 PM
http://img18.imageshack.us/img18/7733/23746413.jpg (http://img18.imageshack.us/my.php?image=23746413.jpg)


Cheers SquareSteelBar

but I have a problem...

when I create a node then I add then "append new child chunk" and select "3D model type 1/101" the 3D object goes to root imediatly like it was "append new chunk".

Once the 3d object created the parent ID = N/A and I don't seem able to change it.

I'm using S3D v0.9.4

Since I could be trying this wrongly...is there a better way to add that 3D object under a node? Thanks

take the 3d object id number and ctrl-click in the model id blue number (control actually opens that window) then paste your model's id number and the model will move up to the node and be linked to it

keltos

thyro
03-21-09, 01:40 PM
Great!!!

many thanks Keltos and SquareSteelBar :salute:

now the process is clear, I wasn't moving the 3D object to the node. I assumed by adding a new child it shouldn't have done that automatically :damn:

It is now working

now is just matter to figure out how to make the dynamic shadows working :)

peabody
03-21-09, 01:43 PM
@Thyro,

One thing not commented on, your 3D node # must be lower than the node that it is linked to. Otherwise it will not work. Notice in Keltos' picute the 3D model is Node 1608 and the node it is linked to is Node 1612.

Peabody

skwasjer
03-21-09, 07:22 PM
Guys, I'm sorry, I'm too busy and can't help...

thyro
03-22-09, 03:10 AM
@peabody

Thanks for the heads up :up:


Does dynamic Shadows really work on SH4? I've also added a node+3D+control+DynamicShadow added a "black" material as shadow but no effects. (I have the main cfg with active shadows btw). Thanks

Webster
03-23-09, 01:36 PM
i need help


im looking at the shells.zon file and the entire tree is anonomous with nothing to show what anything is.


how will i know if im adjusting a 14" gun or a 3.5" gun


im sure this has been answered before somewhere but i didnt have time to read all 50+ pages of posts lol.


is there a plug in or something i forgot to add?

peabody
03-23-09, 01:49 PM
i need help


im looking at the shells.zon file and the entire tree is anonomous with nothing to show what anything is.


how will i know if im adjusting a 14" gun or a 3.5" gun


im sure this has been answered before somewhere but i didnt have time to read all 50+ pages of posts lol.


is there a plug in or something i forgot to add?

Go to shells .dat find the one you want to work on, copy the ID. Go to the .zon file and Edit/find and it will show you the zon file for that shell.

how will i know if im adjusting a 14" gun or a 3.5" gun

If you want to work on a specific gun, you should check the shell it uses in the gun file. I did find one once that used the wrong shell (at least not the same size as the gun. something like a 5 inch gun using a 4 inch shell) but I don't remember which one it was.

Peabody