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skwasjer
07-30-07, 08:12 PM
I'm proud to announce S3D v0.9.9 is finally out.

Below the readme that you can also find in the download package (slightly altered for online reading purposes).

PLEASE READ IT!

The download link is all the way down at the bottom.


S3D - Silent 3ditor, skwas' Silent Hunter mod tool

Copyright Đ 2007-2009 skwas. All rights reserved.
------------------------------------------------------------------------------
Disclaimer: Use at your own risk. Distribution, commercial use and or (re)selling of this program are prohibited. Developed in 2007 by skwas, a game enthousiast and ubergeek :o)

Thank you for downloading S3D - Silent 3ditor (beta 0.9.9)
==========================================

SYSTEM REQUIREMENTS


-------------------------

Windows XP (32/64 bit), Windows Vista (32/64 bit)
Computer capable of running Silent Hunter ;)
IMPORTANT! The installer included in this package does install NOT the required components listed below. Please use the links to download the components if you don't have them installed on your computer

Microsoft .NET 2.0

Vista users can skip this component (.NET 2 comes out of the box with Vista).

For 32-bit editions of Windows:
http://www.microsoft.com/downloads/details.aspx?FamilyId=0856EACB-4362-4B0D-8EDD-AAB15C5E04F5&displaylang=en

For 64-bit editions of Windows:
http://www.microsoft.com/downloads/details.aspx?familyid=B44A0000-ACF8-4FA1-AFFB-40E78D788B00&displaylang=en


Microsoft DirectX 9.0c (Managed)
https://www.microsoft.com/en-us/download/details.aspx?id=35

Note to Vista users: this DirectX component can be (and must be) safely installed on Windows Vista!
INSTALLATION INSTRUCTIONS


-------------------------------
Make sure you've got the required components installed on your computer.
See SYSTEM REQUIREMENTS for details.
Extract the .rar package to a location of your choice.
Double click the S3D_xxxx.msi file to run the installer (where xxxx
indicates version number).

Follow the steps of the installer.
After the installer has completed, run S3D through its start menu shortcut: Start menu > skwas > Silent 3ditor (v0.9.9)
FREQUENTLY ASKED QUESTIONS


----------------------------------

Q: S3D crashes when I start it.
A: Verify you have DirectX 9.0c with Managed Extensions installed.
See: https://www.microsoft.com/en-us/download/details.aspx?id=35
Q: Can I get the source code from S3D?
A: No, not per se. S3D is largely based on corporate code, and hence I can't distribute the code as is. I will be happy to help (and if possible share fragments of code) if anyone requests so. In the future, I do plan to release full code, after I have revised it and removed private code.
Q: Can I use the binaries from S3D in my own applications?
A: No. They are copyright protected for the time being.
Q: Don't you have documentation or a help file with S3D?
A: Unfortunately no, only a little bit online help. I hope to get this sorted at some point :(
Q: S3D fails to load some SH3 files or some modded files.


A: This may happen because:
I have not implemented every controller unique to SH3 (iow. removed in SH4).
The file is corrupt.
The file is heavily changed with other tools, and does not follow rules that S3D expects. If you assume this is the case, please send me the file(s) in question and I will change S3D if possible/needed.

FEATURES
-----------

For a list of detailed improvements since previous versions, please read the
'changelog.html' file that comes with the rar-package, or read online here:
http://sh4.skwas.net/changelog.aspx

BUGS/SUPPORT/QUESTION/SUGGESTION
-------------------------------------------





Please report any problem or question you have at the forums at:

http://forum.kickinbak.com/
or here
I will do my best to help out.
To contact me directly, install S3D and get my email address from the about box.

CREDITS
---------

Special thanks (in random order):

CaptainCox (logo/artwork), DivingDuck (file structure, 3D), leovampire (08-01-2008, R.I.P.)

More thanks to (feedback, suggestions, or for just being kind :)):

Ubi, SH dev team, SubSim.com. Also, individuals: tater, Anvart, Bando, WEBSTER, maikarant, Jace11, WilhelmTell, lurbz, Sansal, longam, PepsiCan, UBOAT234, Digital_Trucker, DirtyHarry3033, Kaleun_Endrass, sergbuto, SquareSteelBar, sober, jaketoox, reallydedpoet, swdw, nautilus42, nvdrifter, kapitan_zur_see, DeepIron, panthercules, l3th4l, Laffertytig, alamwuhk2a, privateer, g_BonE, Ducimus, lurker_hlb3, haegemon, wildchild, urfisch, LukeFF, ref, kikn79, WernerSobe, Redwine, GuillermoZS, keltos01, Mikhayl, Kriller2, DrBeast, jimbob, Rubini, M. Sarsfield, miner1436, AVGWarhawk, reallydedpoet, Subject, and those who have been debugging the file formats long before me. If I have forgotten you, I apologize, please PM or mail me in that case. This list may (and will) grow, if you feel you need to be noted, be nice to me :)

3rd party components used:
C# HexBox free control - http://sourceforge.net/projects/hexbox/

DONATIONS
-------------
I choose not to display explicitly who has donated. But thanks to those who have, it is appreciated. I use the fundings to keep S3D going (site, dev tools, etc.), and everything that’s left over will be donated to the Warchild foundation (http://www.warchildholland.org). If you feel inclined to help out, here is a PayPal link (follow link):
https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=skwas%40skwas%2enet&item_name=Support%20S3D%20%28donation%29&no_shipping=0&no_note=1&tax=0&currency_code=EUR&lc=US&bn=PP%2dDonationsBF&charset=UTF%2d8

Thank you!

FINAL NOTES
--------------

S3D is nearing version 1.0, and as such I am wrapping this project up. For over 2 years I have put my heart and soul into this application for everyone to use free or charge. In that time, I uncovered many more secrets of Silent Hunter, allowing for awesome new mods and idea's to come to reality, and even with this release new mods will be possible (animations, damage model, etc.). I released over 20 versions of S3D, and have well over 18.000 downloads in total since I started measuring (since version 0.5.4, in january 2008!). The last beta was downloaded close to 5000 times by itself! Quite a feat for a game in a niche market, and I'm interested to see how this release will do. I enjoyed all the feedback and excitement by the users (you!). All of you made this a great asset for the game, I just built it... ;)

But it has to end somewhere, and that moment is now. There are still a couple of things left on my wish list but I don’t any more time to spend on this project, it’s time to move on for me. Thanks to everybody that supported me, and thanks for the open community spirit that I have strived for. I like to believe I have made my mark on the community, and hope everyone appreciates my efforts to bring all modders together. I wish everyone the best.

Have fun using S3D!!

skwas

PS: I won't leave stone cold, but from now I will only focus on some small things, like making tutorials for the game and S3D. See you around!



Latest build 0.9.9 (uninstall ANY previous release before installing this one):


DOWNLOAD (http://sh4.skwas.net/downloads.aspx)


Older releases (if any) can be downloaded at the same link...

tater
07-30-07, 08:16 PM
woot!

Sulikate
07-30-07, 08:23 PM
woot!
2 :arrgh!:

azn_132
07-30-07, 08:23 PM
Goin to use it now!:up:

Ducimus
07-30-07, 08:43 PM
Hmmmm, tasty, can't wait to look at it! :up:

ReallyDedPoet
07-30-07, 08:53 PM
Very nice work:up::up: Makes me want to learn some of this stuff :yep:
Will keep watching this one.


RDP

tater
07-30-07, 08:54 PM
I get an error trying to run it.

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.FileNotFoundException: Could not load file or assembly 'Microsoft.DirectX, Version=1.0.2902.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35' or one of its dependencies. The system cannot find the file specified.
File name: 'Microsoft.DirectX, Version=1.0.2902.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35'
at S3D.App.MainDialog.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
at System.Windows.Forms.ContainerControl.WndProc(Mess age& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].



************** 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: 0.1.0.0
Win32 Version: 0.1.0.0
CodeBase: file:///C:/Program%20Files/skwas/Silent%203ditor/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
----------------------------------------
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
----------------------------------------
Dat
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/skwas/Silent%203ditor/Dat.DLL
----------------------------------------
skwas.IO
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/skwas/Silent%203ditor/skwas.IO.DLL
----------------------------------------


I had to install the netcode 2 stuff (odd, I have a brand new XP pro installation).

skwasjer
07-30-07, 08:57 PM
tater, XP does not come with .NET 2 out of the box. Vista does.

For the DirectX crash, please visit Microsoft's download page:

http://www.microsoft.com/downloads/details.aspx?familyid=2da43d38-db71-4c1b-bc6a-9b6652cd92a3&displaylang=en

That should fix it...

tater
07-30-07, 09:02 PM
cc. I just installed the net2 stuff and restarted before trying to run it.

must need some direct X glop i guess,:smug:

Worked like a charm. Now I need to figure out what all of this means, lol.

tater

CaptainCox
07-30-07, 11:18 PM
Beautiful! and absolutely brilliant...need coffee to wake up here, all is a blur at the mo :88) Got to do some testing with this baby.
Cheers skwasjer :up:

Go4It
07-31-07, 12:00 AM
installer will check for the presence of Microsoft .NET 2.0. If not found (but I doubt it), it can install it for you.

Is .net nessecary? No .net here, never willbe....

divingbluefrog
07-31-07, 12:09 AM
AAAAAArgllllllll.....
.NET 2.0 hummmm, hummmm....:hmm:
250MB on my old but perfect W2000 config.....just to run a 800K application....cought...cought....tooooo...BAD.
Sorry for the feedback, but I think I'll wait until the first final release. It's a shame nonetheless as this S3D is the perfect tool I need and it sure deserves to be on my disk.
WAM, "final release"....tell me it'll be an exe file...a standart one I mean....you know, this kind of files you can click and run....Please...tell me....

DivingDuck
07-31-07, 03:40 AM
Moin Skwas,

downloaded, installed, impressed - as anticipated. Ready to award the "Skipper of the Year" to you.
And as I most certainly will be using your tool more often than I see my family ;), Iīm willing to assist you with the documentation in the future as well. Iīll contact you when back from Norway.


Regards,
DD

CaptainCox
07-31-07, 03:55 AM
Had another look (after waking up properly) RESPECT!. The detail of this tool is absolutely awesome. Can't wait for the
Import/export of 3D models (with multiple channels, normals, materials).
Preview for 3D models.
gonna play a bit with it, but seems very very well thought out.:up:

skwasjer
07-31-07, 04:24 AM
Thanks guys, glad you enjoy :)

There's obviously still many open issues, but I wanted to release this very first version, so you can start looking at all files that where only viewable as hex in the past. Now, hopefully, new mod ideas are born :)


Is .net nessecary? No .net here, never willbe....
Yes it is. I wouldn't want to code this with any other platform.

250MB on my old but perfect W2000 config.....just to run a 800K application....cought...cought....tooooo...BAD.
Sorry for the feedback, but I think I'll wait until the first final release. It's a shame nonetheless as this S3D is the perfect tool I need and it sure deserves to be on my disk.
WAM, "final release"....tell me it'll be an exe file...a standart one I mean....you know, this kind of files you can click and run....Please...tell me....
Without .NET this tool would not be possible, in this short period of time, with the number of features I'm aiming for. Also, because of .NET, the application is 'only 1MB'. I know many different programming languages/platforms, and would never have started this project using any of them.

You do realise that SH4 is 4.5GB?

PS: I don't support Windows 2000. If it runs on it, great, if not, too bad...

Capt. Shark Bait
07-31-07, 04:48 AM
Now, hopefully, new mod ideas are born :)


now, maybe, one of the local genius's here can put a resupply ship where the striped anchors are with a radius of about 20yrds, or so:smug:

Jace11
07-31-07, 08:10 AM
get error when open cameras.dat

all other files seem fine, only one that doesnt open so far

CaptainCox
07-31-07, 08:13 AM
Can confirm that "Unable to read beyond the end of the stream"

skwasjer
07-31-07, 08:17 AM
Thanks, I've just fixed it.

Edit the propertydefitions.xml (typos in filename, I know...)

Add the line:

<property name="RestrictedRotation/Elevation" datatype="collection" />

just below the line:

<property name="obj_Turret/Elevation" datatype="collection" />

I recommend not to goof around to much with this xml file yet (you may break the entire application). I'll explain how this works and can be used in the future... I don't have alot of time now, because of RL work...

CaptainCox
07-31-07, 08:35 AM
Cheers for the fix, works like a charm now :up:

ref
07-31-07, 09:24 AM
Good work skwasjer!

Found a data problem, sometimes properties with the same name have different structures ie : Scale, sometimes is a single float value sometimes is a substructure (x,y,z float), like here:

http://img62.imageshack.us/img62/7538/scenezu5.jpg

Please keep up, it's an important tool

Ref

skwasjer
07-31-07, 09:49 AM
Yea, I'm aware of this, which is where one single xml config file comes in (you can define datatypes here which are used to open every file). This part of the tool however is still under development, so I do not recommend changing anything yet. If you find more properties with incorrect datatypes however, please keep posting them!!

[edit] The datatype for the property you mentioned is not yet implemented, but on the todo...

wetwarev7
07-31-07, 09:57 AM
Very immpressive app :up:

pontius
07-31-07, 11:51 AM
I have a problem with the installation.
I upgraded .Net 2 and DirectX, but when it says "Preparing to install.." the window just disappaers when the bar is near to the end.

EDIT: Working perfect now! Had problems with "Windows Installer".
Thanks for this tool mate!

Greetings,
pontius

UBOAT234
07-31-07, 02:53 PM
A Very Big Work :sunny::sunny::sunny:

Compliments for the greatest job. Congratulations :up:

I have no words :sunny::sunny::sunny:

Bando
07-31-07, 03:02 PM
Wow Skwasjer, greatEventhough edting and saving will arrive later, one can defenitely see the "building blocks" of the game. The blocks we all tried so hard to find when using the mini tweaker templates. Awesome work.Allready...........

Digital_Trucker
07-31-07, 03:04 PM
:up: Excellent work, indeed! Thanks! This tool will definitely cut down on the :damn: involved in working with these files.

LukeFF
07-31-07, 04:15 PM
(Envisions properly rendered Pearl Harbor and Midway landscapes).

:smug:

skwasjer
07-31-07, 05:39 PM
Wow Skwasjer, greatEventhough edting and saving will arrive later, one can defenitely see the "building blocks" of the game. The blocks we all tried so hard to find when using the mini tweaker templates. Awesome work.Allready...........
Editing and saving IS supported, but yea certain elements can not be modified yet. You can try to make changes of the things that I added UI controls for, save the file (make backups!), and see what happens. I see what you mean though, the features that you need the most are still not available. Rest assured, the property editor is coming soon (couple of days, time permitted of course). After that, models... :up:
Everyone, thanks for the positive notes. Enough with the kissups now :sunny:. I prefer feedback on the program, new feature ideas, bugreports.

[edit] The more it is tested, the more stable it will become (ala beta/final), and the sooner you can start using it on actual mods. Your choice...

kapitan_zur_see
07-31-07, 06:52 PM
SKWASJER, sorry to put it that rude way but...

****IN BRILLIANT

This is just awesome. PERIOD

Fearless
08-01-07, 12:29 AM
All I can say is "WOoooW". Imagine being able to use this tool to impliment playable DDs BBs etc.:yep:

CaptainCox
08-01-07, 04:59 AM
I found another little bug. When opening scene.dat I get The specified Type must not be a generic type definition.
Parameter name:t
Am i the only one with this?

DivingDuck
08-01-07, 05:09 AM
Moin,

@CC:
no problem loading scene.dat here. No matter whether I try SHIII or SHIV scene.dat, it works pretty fine.

@Skwas:
I like the index building feature very, very much. Thanks. Waiting impatientely for the next stage to be released.

Regards,
DD

Bando
08-01-07, 05:55 AM
I found another little bug. When opening scene.dat I get The specified Type must not be a generic type definition.
Parameter name:t
Am i the only one with this?

Nope, I had exactly the same....

skwasjer
08-01-07, 06:05 AM
I found another little bug. When opening scene.dat I get The specified Type must not be a generic type definition.
Parameter name:t
Am i the only one with this?
Is it a stock scene.dat? Send me the file...

[edit] Sorry for the vague/weird message. I will rework the parse error messages asap so you can see where at which offset it trips... This info could then be used to modify the property definitions file...

skwasjer
08-01-07, 06:18 AM
Moin,
I like the index building feature very, very much. Thanks. Waiting impatientely for the next stage to be released.

:up:

There are more things added/updated/fixed. Next release is not so far away (with edit function for properties added).

Ok, back to my RL work now ;)

[edit]Removed screenshot

Von Hinten
08-01-07, 06:44 AM
I get it ... you want one of onkel Neal's T-Shirts ... don't you? :cool:

Just kidding of course, this some great tool.
Keep up the good work! :up:

Bando
08-01-07, 07:12 AM
@ skwasher. Trying to open the scene.dat (heavily modified) I get the same message as CC.Question, would it be possible to select (in list mode) the handles you'd want to see, for ex. labels + properties in stead of all or only one?

mgbmike
08-01-07, 07:56 AM
I found another little bug. When opening scene.dat I get The specified Type must not be a generic type definition.
Parameter name:t Am i the only one with this?
Same here.

skwasjer
08-01-07, 08:09 AM
Someone upload it or mail it to me. It aint gonna get fixed if I don't have a file that I can check...


Question, would it be possible to select (in list mode) the handles you'd want to see, for ex. labels + properties in stead of all or only one?
I'll see what I can do...

Bando
08-01-07, 09:12 AM
Someone upload it or mail it to me. It aint gonna get fixed if I don't have a file that I can check...


Question, would it be possible to select (in list mode) the handles you'd want to see, for ex. labels + properties in stead of all or only one?
I'll see what I can do...
Appriciate that...

skwasjer
08-02-07, 07:40 AM
I would like to see a full file name (a full path), it's important ...
I would like to have separate TextEdit (TextBox) for each color with labels R, G, B in material properties ...
I would like to have File Close in menu (File), no need program close ...
And may be I repeats, but look... SH4, stock scene.dat:




1. Ok
2. I like the current control...
3. Ok, good point, I will leave the last window open... (I must add it bothered me too)
4. Yes those properties don't show their values correctly yet. Most I'm aware of and I will fix it asap.

Thanks Anvart, this is the feedback I need, keep it up... :up:

skwasjer
08-02-07, 08:29 AM
That is pleasant to you inconveniently for job...:D

The problem where it displays descriptive color (ie. Red, White) is fixed though... It will now always display numeric values... It still accepts those descriptive texts as valid input though.

The thing with this control is, it accepts values in many ways, which makes it not difficult as you think but easier. For instance, you can also type '0xff0000', or 'Red', or even '0xff, 0, 0' (mixed hex/dec) and it will parse it correctly, converting it to '255, 0, 0'. This functionality makes it a very easy control, however nobody is aware of it, due to the lack of documentation.

yllekm
08-04-07, 02:25 AM
Bravo, skwasjer.

Dying to get the 3d viewer - per our previous correspondence (a few months back)would like to produce more angle shots for recog manual.

Cheers!

urfisch
08-04-07, 06:19 PM
havent tried it yet...but sounds awesome! keep it up!!! this might THE mod tool of the year.

:up:

PepsiCan
08-05-07, 04:31 PM
Hi

I'm trying to open a stock SH4 SIM file (NSS_TAMBOR.SIM). I get the message PARSE ERROR... It happens as well for other NSS_XXX.SIM files in the "submarine" directory. Other SIM files can be opened though.

If you need the SIM file, let me know.

That's all.

THE_MASK
08-05-07, 08:08 PM
Ok , i found sea speed in the scene dat/Env Data/properties . I want to change the number from 0.06 to 0.04 . How do i do it in Silent 3ditor (alpha). How do i open an already modified Scent dat file . I am trying to open the scene dat in the silent hunter data folder that is enabled with JSGME that incorporated living breathing ocean adjustments . It has a message that says The specified type must not be a generic type definition . Parameter name:t

skwasjer
08-05-07, 10:28 PM
Ok , i found sea speed in the scene dat/Env Data/properties . I want to change the number from 0.06 to 0.04 . How do i do it in Silent 3ditor (alpha). How do i open an already modified Scent dat file . I am trying to open the scene dat in the silent hunter data folder that is enabled with JSGME that incorporated living breathing ocean adjustments . It has a message that says The specified type must not be a generic type definition . Parameter name:t
If you read the first page of the thread, you'll find the solution :hmm:

@PepsiCan: yes, please send me the file.

PepsiCan
08-06-07, 12:19 PM
@skwasjer: done

CaptainCox
08-06-07, 12:49 PM
At the mo I am using S3D in conjunction with Hexed to find addys and stuff, and again I can only say its a kick ass tool, even in its current state. I have nothing to add as such at the mo. Just keep her on track man ;).

skwasjer
08-06-07, 04:10 PM
Thanks PepsiCan, I've identified the problem. It will be fixed with the next release.

Speaking of which, just a few days, and a new version will be available...

The current changelog (although I've still some things to add/fix, one which is the highly anticipated property value editor):

New

Ability to delete chunks.
Import raw chunk added (export was already supported). Be carefull with this though. Incorrect use can make the file you are working unreadable to the game.
When you run S3D again while another instance is already running, it will bring the existing instance up and terminate the new one.
Added a file info pane at the bottom. The pane displays the path, dates and size of the opened file. To view it, click the thin blue bar just above the statusbar.
When selecting an individual property, info of that property is shown: date type, offset, size, etc.Changed

Seperated resources from main assembly, so it is smaller (for quick patches in the future).
Renamed propertydefitions.xml to propertydefinitions.xml (doh!)
Due to some internal changes, all user preferences are reset. I hope this won't need to happen next time...
Renamed 'Size' to 'Chunk size' and 'Chunk size' to 'Data size'. Sorry for overlooking this. (thanks Anvart)
Changed behavior of File > Close. Previously, the application would close if the last file was closed. Now, the last window will remain open. Use File > Exit to exit the application. (thanks Anvart)
Part of the property parser is reworked. These changes generally should improve data type detection. However, because I can't test it on all files all the time, if you find it doesn't open a particular file anymore, please tell me...Fixes

Fixed a parse bug with cameras.dat (thanks CaptainCox)
Fixed issue with move up/down chunk.
Some minor bugfixes
Color edit control sometimes displayed a descriptive string of the color (for instance: Red) where you expect numeric values. This is corrected. (thanks Anvart)Improved

Updated installer with logo.
Updated interface with some visual styles.Latest screenshot

http://sh4.skwas.net/temp/properties_v1010.jpg

Fearless
08-06-07, 05:22 PM
Awesome:rock:

PepsiCan
08-07-07, 03:09 AM
Yep! Especially the file path is a welcome addition! Simple but o so usefull.

Bando
08-07-07, 03:19 AM
It's great :up: :up:

CaptainCox
08-07-07, 05:12 AM
The end of the Minitweaker draws near :cry: hail the Minitweaker :)
And long live S3D:p

pontius
08-07-07, 10:28 AM
Thank you again for your great tool, it is a very good help for me.

One thing I came across is:

When i am adding manually a new 3D- or Non3d- Node I tried to give them new ID and the correct Parent-ID using your tool. So I changed the ID's and your Tool shows the correct changes, but somehow it didn't work correctly.
Looking into the nodes with the hexeditor I saw, it only changed the first appaerance of the Node-ID and Parent-ID. I found also a second appearance of these ID's in the nodes that had to be changed, it would be great if your tool could do this too.

It was the really first time i tried hex-editing, so maybe i am just overlooking something ;)

greetings,
pontius

skwasjer
08-07-07, 11:34 AM
This is by design (right now). As you've seen, changing an id breaks the tree as child nodes no longer reference an existing node. You'll have to go through the file and update each place where the id is referenced.

There's a few reasons why I didn't implement this (yet): it is complicated and risky. The main reason is there may be places where an id sits, but I don't know about it (in particular: specific properties with an id, other external files, or even unknown chunks). If I'd update the places I know about now, you'll run the risk of having the file only partial updated. Inexperienced modders will assume 'all is good' and there the trouble starts. At least now you know there's a manual fix up to go through.

So, it is up to the modder to rebuild a tree structure chunk by chunk (node by node) where changing id's is involved.

pontius
08-07-07, 05:47 PM
Thanks for the answer, it sounds reasonable to me. As long as we put new Nodes in manually, it will be no problem also changing the ID's manually.
(But maybe in future it will be possible to just get a new node with correct ID's just by pressing a button? :hmm:)

Keep up the good work!
Ah, and I really love the way you made assigning materials really easy :)

Greetings,
pontius

tater
08-07-07, 06:52 PM
Found something it won't open.

Data/Library/ShipParts/guns_radars.sim and Data/Library/ShipParts/guns_radars_02.sim. _03.sim opens fine.

The error dialog says, "The specified Type must not be a generic type definition. Parameter name: t"

tater

skwasjer
08-07-07, 07:21 PM
Thanks, I'll have a look... I've made some improvements to the parser already, and it should show better messages (indicating the actual problem), and hopefully less too... ;)

skwasjer
08-07-07, 08:45 PM
As promised, and prior to the upcoming release, I wrote up a brief explanation of the mechanism I coded into S3D for property data type detection. This is actually the primary reason why the application will still be alpha. I need help from the community to make the parser foolproof. As my modding skills are absolute zero, I can't guarantee detection is accurate, and this is where you (should) step in. Read up on this if you are interested.

Warning: skip if you don't have some technical background...

PS: this doc is focused on the next release, some things I discuss are not in the current public alpha...!!!


A word on automatic property data type detection
Auto detection of property data types is not foolproof. Remember this. There are even scenarios possible when (especially regarding string types, more on this later), where a property may be detected as one type today, and as another the next (because you changed it's value). This is why I recommend 'predefining' as much properties as possible (the ones you change!!!). I have not done this yet, because I'm not 100% sure about certain data types, because there's so many of them, and because I'm lazy ;) You can help out by providing feedback on each value that gives problems, so I can predefine more data types over time.

So how does it work:

First, S3D checks the xml config file with predefined data types. If a property is predefined, it is used, and autodetection is skipped. You'll see this in the editor by the label 'predefined'.
Next, S3D checks if the property is possibly a string. My criteria (although it is not perfect, but it's the best I can do for now, without affecting performance) is:
Every byte (except the last) must be greater than or equal to 32. If only one byte is less than 32 (non-printable control characters) then it is not considered a string. Silent Hunter uses the Windows-1252 encoding: http://en.wikipedia.org/wiki/Windows-1252 (http://en.wikipedia.org/wiki/Windows-1252)
The last byte must be 0 (the null terminating character).
Next, S3D checks the data size of the property:

1 byte = 'byte' type. This can also be a 'bool' type (true or false, 0 or 1) but in that case you have to predefine it.
2 bytes = 'ushort' type. This can also be a 'short' but in that case you have to predefine it.
4 bytes = 'float' type. This can also be an 'int' or 'uint' but in that case you have to predefine it.
8 bytes = 'ulong' type (often they are id's). This can also be a 'long', 'double', or 'vector2' but in that case you have to predefine it.
12 bytes = vector3.
If all else fails, S3D assumes the property is a collection. It could however also be an 'array', a 'stringCollection', or another available type. Sometimes, one of the above autodetection rules can even be incorrect (for example, 12 bytes could also be a stringCollection!!!). We can never know for sure using this technique. This is when a data type must explicitly be defined in the xml config file, to either overrule wrong detection or overrule the final default 'collection' type.So why do strings in particular pose a problem? Well, say you have a string of arbitrary length. Say, you decide to clear the value to no string (empty). In the file structure, an empty string is written back as a single byte, the null terminating char, or '0'. Once the file is read again, and if the property is not predefined as a string, my auto detection rules will fail to identify it as a string again, it will in fact see it as a byte value this time (see the rules above again). There are more similar scenario's possible and should be avoided at all cost.

The biggest benefit of this mechanism is that S3D is able to open most files without problems, for reading even though not 100% accurate. I recommend that you never modify autodetected property values though, just because of the problems described above. Before modifying, analyse each property you want to change for it's datatype. Is it correct? What should it be if not? Next, ask me or try yourself to add definitions for them. Try to stay away from global definitions as much as possible, unless absolutely sure (they may cause other files to read incorrectly!). Once they work, change the values as per your wish, and feedback the definitions back to the community, and also me so I can include them in next updates. You are then helping out to improve S3D's property parser and editor. Over the months to come, the parser should rely less and less on autodetection, and only use definitions, resulting in less parse mistakes in the long run...

PS: a how-to on property data type definitions is described in the xml config file 'propertydefinitions.xml' in the installation folder.


Hope this clears up a few things. I guess it will raise questions too though, so ask away if you have any... :cool:

Bed time now.

Go4It
08-07-07, 09:22 PM
Here's another DL for MS Net 2.0 @ 22 mb stand alone, not a distribution pack but with the file one needs:

http://www.microsoft.com/downloads/details.aspx?FamilyID=0856eacb-4362-4b0d-8edd-aab15c5e04f5&displaylang=en

skwasjer
08-09-07, 07:57 PM
New version available... :)

New key features:

properties are editable.
all SH3/SH4 files tested using test scripts. No more parse errors on stock/patched files.
and many other improvements (see changelog)As its still alpha, be carefull releasing mods for now! Also, tweak files (MiniTweaker) made for original game files are NOT compatible with files saved using S3D.

Please see my first post for more updated details, requirements, etc.

Let me know how it works!!! Have fun... :up:


Excerpt from updated first post:
=========



Download/version

Warning: Always uninstall previous versions using Control Panel. If for some reason installed files get mixed up, S3D can crash or worse, behave unexpectedly.

Current version is 0.2. Still alpha, but much more stable. If you don't like it to be alpha, go bughunting...

Click to download (http://sh4.skwas.net/S3D.msi)

Do NOT distribute the download through other sites. You can provide a direct link though.

Changelog

View here (http://sh4.skwas.net/changelog.html) or in the \Help folder of the installation dir.

Fearless
08-09-07, 08:59 PM
Awesome:up: All i got to do now is have the nerve to try it out :smug:

THE_MASK
08-09-07, 09:14 PM
The most awesome mod ever , thanks. I must be your control person because if i can use it then anyone can LOL .

Bando
08-10-07, 06:57 AM
Thanks a lot Skwasjer

WilhelmTell
08-10-07, 07:45 AM
Properties can be saved now! Yeeehaa! :rock:
Great job, skwasjer!

Tell

skwasjer
08-10-07, 08:21 AM
:p

Hope it works ok... I don't test changed values myself :oops:. To be safe (for releasing a mod) you must test the files very strictly in the game, and you would best WinDiff source and target files too, or use a similar tool (http://en.wikipedia.org/wiki/Comparison_of_file_comparison_tools)

jaketoox
08-10-07, 03:24 PM
Works for me..changed something in my cameras.dat and it worked fine...one thing would be cool...if yor prog would make backup of the current file before modifying it..
It would help people like me to NOT SCREWING UP everythig when you forget to make backup of the file...not happened for me yet, but it is VERY possible...:oops:

anyway..nice program...:up:

jaketoox

__________________________________________________ _

When a girl is under 21, she's protected by law. When she's over 65, she's protected by nature. Anywhere in between, she's fair game. (Lt.Cmdr.Matt T. Sherman:Operation Petticoat)

Go4It
08-11-07, 02:07 AM
Will net 3.0 work???

If so: Microsoft .NET Framework Redistributable (NFR) 32 + 64 bit

http://go.microsoft.com/fwlink/?linkid=70849 for Windows XP SP2/2003 SP1/Vista x64 (64-bit) [90.1 MB].
http://go.microsoft.com/fwlink/?linkid=70848 for Windows XP SP2/2003 SP1/Vista [50.3 MB].

skwasjer
08-11-07, 05:28 AM
Yes.

Don_Vipre
08-11-07, 03:09 PM
Very nice TOOL!!!!!!!!!!!!!!!!:rock:

http://blackdrageon.bl.ohost.de/download/sh3/s3dfix.jpg

Don_Vipre

Digital_Trucker
08-11-07, 04:32 PM
muchos gracias, Viele Dank, merci beaucoup, molti ringraziamenti, Vele bedanken, muito obrigado, большое спасибо, mange takker, 本当にありがとう

for this wonderful tool! It just made child's play of combining three camera mods into one camera.dat (a feat I would not have even wanted to tackle without it).:up:

CaptainCox
08-12-07, 06:06 AM
Cheers for the update and all the hard work on this!.
Gonna check out the new features pronto.:yep:

ReallyDedPoet
08-12-07, 06:14 AM
Just saw the update for this, nice work on continuing to develop this :yep:


RDP

Kaleun_Endrass
08-12-07, 12:34 PM
Nice tool! I know itīs alot of work and time to develop such kind of progs.
I did one on my own but I donīt have the time to finish it.

http://cti2002.dyndns.org/priv/kashmir_screen01.jpg

Anvart
08-12-07, 03:39 PM
Nice tool! I know itīs alot of work and time to develop such kind of progs.
I did one on my own but I donīt have the time to finish it.

http://cti2002.dyndns.org/priv/kashmir_screen01.jpg
Yes, Kaleun_Endrass it's interesting work ... :up:

skwasjer
08-12-07, 04:24 PM
Looks good :)

I've got a model viewer planned too (which I already have working in a test app). I already posted a screenshot a couple of months back. But first I want to add import/export for models.

Didn't know SH was avail for mac, or are you just modding on a mac, or is that just a mac-skin for windows :hmm: :smug:

skwasjer
08-12-07, 04:30 PM
It just made child's play of combining three camera mods into one camera.dat (a feat I would not have even wanted to tackle without it).:up:
That's great. It was exactly what my goal was, to make modding easier so you can focus on results, instead of 'working on getting' results...

I just hope that enough of you experience that the file writer is stable and that the data is saved correctly. The more of you that test S3D succesfully, the better.

UBOAT234
08-12-07, 05:11 PM
Kashmir on MAC? V 2.0

What been arranging? :doh:

.................................................. .:damn:

Bando
08-12-07, 05:13 PM
I just hope that enough of you experience that the file writer is stable and that the data is saved correctly. The more of you that test S3D succesfully, the better.

Here's some results from looking into the torpedo files:
In the torpedoes_US.sim file are most if not all dates screwed up. Figures like 3,080472E-38 are not (to me anyway) readable as dates. The detonating values of the torpedoes are huge numbers. I don't know if this is right, I don't think they're right. The order of data for the torpedoes can be written in the file. For example chunk 4 reads "amun_Torpedo", which I changed to "amun_Torpedomk10". The chunks are related to torps as follows: Chunk 3 = mk27, 5 = mk10, 7 = mk14, 9 = mk16, 11 = mk18, 13 = mk23.

Btw, in the zon file the order from top to bottom is mk 27 - 10 - 18 - 16 - 23 - 14.

The torpedo numbers can be saved in there, but with every update it would have to be done again. Maybe you're willing to put the names in there?? please sugar.....on top......please......

Anyway, hope this helps making this great tool even greater:up:

skwasjer
08-12-07, 06:07 PM
Here's some results from looking into the torpedo files:
In the torpedoes_US.sim file are most if not all dates screwed up. Figures like 3,080472E-38 are not (to me anyway) readable as dates. The detonating values of the torpedoes are huge numbers. I don't know if this is right, I don't think they're right. The order of data for the torpedoes can be written in the file. For example chunk 4 reads "amun_Torpedo", which I changed to "amun_Torpedomk10". The chunks are related to torps as follows: Chunk 3 = mk27, 5 = mk10, 7 = mk14, 9 = mk16, 11 = mk18, 13 = mk23.

Btw, in the zon file the order from top to bottom is mk 27 - 10 - 18 - 16 - 23 - 14.

The torpedo numbers can be saved in there, but with every update it would have to be done again. Maybe you're willing to put the names in there?? please sugar.....on top......please......

Anyway, hope this helps making this great tool even greater:up:
I'll have a look at the incorrect data types. It's no big problem. It's an example of incorrect automatic data type detection. This can be overruled by defining the data type in the xml configuration file of S3D, although I haven't got a date type implemented yet. I'll add it to next update... For now, just use the file offset indicated and modify it with a hex editor.

As far as labels/names, that's up to the modder to decide. I won't implement anything to change labels/names.


Unrelated to above, some other new info: I've made a test project which scans the entire data directory for all readable files (multithreaded - up to 10 files simultaneously). It took my (new) pc just 65 secs to scan all 2002 files for id's (avg. 30 files/sec). In some future release (don't know when yet), S3D will get a seperate module which you can use to find an id. :)

DirtyHarry3033
08-12-07, 07:08 PM
I just hope that enough of you experience that the file writer is stable and that the data is saved correctly. The more of you that test S3D succesfully, the better.
Well I'm not a "modder", I'm almost smart enough to mod a hamburger into a cheeseburger :rotfl::rotfl::rotfl:Making an intelligent mod to SH4 is totally beyond my abilities...

But I used Silent 3ditor today for the 1st time and made some mods to sergbuto's Cameras.dat in his 1st/3rd person bridge cam mod, trying to get rid of the "jerky" mouse movements and it worked perfect!!!! Did exactly what I wanted, and no ill side-effects at all.

I think you've done a great thing here, skwasjer, if a moron like me can use it and get the result he was after, and not trash the game totally, then you've obviously done it right! :rock:

Thanks!

DH

tater
08-12-07, 07:08 PM
It would be nice if there was a way to have a remarks field that was not stored in the actual file, but in a user file that would link the remarks to the filename that was worked on, and the part of the file.

That way anyone who works out what is what can share it easily.

Not sure if that makes sense.

tater

Kaleun_Endrass
08-13-07, 01:43 PM
Didn't know SH was avail for mac, or are you just modding on a mac, or is that just a mac-skin for windows :hmm: :smug:

Itīs a MAC OSX skin (Flyakite) for windows Iīm using...;)

CaptainCox
08-14-07, 04:55 AM
@skwasjer, would this be possible to do?
http://www.subsim.com/radioroom/showpost.php?p=620854&postcount=4

Cheers!

skwasjer
08-14-07, 05:21 AM
Yes, it is possible. It was also asked some weeks ago I think... I've already had that in my mind for a long time, but due to complexity (S3D is a bit more complex that other tools around :) ), I do not really want to spend time on it right now.

It's basically an undo/redo mechanism. Maybe I'll build one after the other priorities are implemented, and the program is stable enough to be beta. :up:

CaptainCox
08-14-07, 05:54 AM
Of course!. I think you are absolutely right about the priorities. I think a function like the text stuff could be implemented even much later...like a patch or update of the final release. You are doing great things with S3D man!

sergbuto
08-14-07, 08:26 AM
Finally, I have been able to try the program out. It is very nice and handy to have a tool like that. Great work, thanks.

A couple of comments, suggestions if I may:

1. In present version all the nodes are represented by folders. There is no distinction between nodes which have or do not have daughter nodes. Therefore, to find that out, it is necessary to go through all the folders which is somewhat inconvenient.

2. Would be nice to be able to export a few chunks at once by selecting them with the help of Ctrl key.

skwasjer
08-14-07, 01:31 PM
The detonating values of the torpedoes are huge numbers. I don't know if this is right, I don't think they're right.
I don't know about this. I guess they are id's pointing to animations or sounds or something... Can someone confirm these values? (bombs.sim > amun_bomb/amun_DepthCharge/splash, bubbles, etc...)


The min_date/max_date will be fixed with next release.

skwasjer
08-14-07, 01:33 PM
Finally, I have been able to try the program out. It is very nice and handy to have a tool like that. Great work, thanks.

A couple of comments, suggestions if I may:

1. In present version all the nodes are represented by folders. There is no distinction between nodes which have or do not have daughter nodes. Therefore, to find that out, it is necessary to go through all the folders which is somewhat inconvenient.

2. Would be nice to be able to export a few chunks at once by selecting them with the help of Ctrl key.
Thanks, I'll keep it in mind (it's added to my log). Not sure if/when I get to this... Probably a few versions ahead...

UBOAT234
08-14-07, 02:09 PM
Skwasjer,

With regard to of the format of the construction file 3D, Bump and Occlusion, for import format, is necessary 3D Studio format?

skwasjer
08-14-07, 02:27 PM
Skwasjer,

With regard to of the format of the construction file 3D, Bump and Occlusion, for import format, is necessary 3D Studio format?
I'm still testing various formats (amongst which .3ds, .max, .ase, .obj), so I can't say for sure which will be supported right now.

Mraah
08-14-07, 03:14 PM
Skwasjer,

I'm enjoying your new program ... thank you!!

I'm curious about looking into the SHController.ACT file. I'm looking for possible embedded images. I'm thinking the grid for the PPI radar scope is either located in this file or one of the DAT files for the conning tower. At the moment, the DAT files shows there are images there, although probably just parts of the conning tower images.

I'm looking forward to when you'll have the ability to view and import/export those embedded images.

Thanks again for your program!!

:ping: Mraah

sergbuto
08-14-07, 04:18 PM
Nice tool! I know itīs alot of work and time to develop such kind of progs.
I did one on my own but I donīt have the time to finish it.


Maybe you can make available what has been accomplished by now (including the source code) and maybe someone will be brave to pick it up and develop further.

UBOAT234
08-14-07, 04:44 PM
Skwasjer,

With regard to of the format of the construction file 3D, Bump and Occlusion, for import format, is necessary 3D Studio format? I'm still testing various formats (amongst which .3ds, .max, .ase, .obj), so I can't say for sure which will be supported right now.
Many Thanks.

I have worked a lot with the .zon file.
I have noted, 3Ditor read in strange/revers mode, one bit for one bit from right on the left, the ID zone SH3ZonesCtrl

This is the chunk:
http://immagini.p2pforum.it/out.php/i215014_3ditor003.jpg

This is ID of the chunk:
http://immagini.p2pforum.it/out.php/i215016_3ditor002.jpg

And this is the reading of 3Ditor
http://immagini.p2pforum.it/out.php/i215020_3ditor001.jpg



Second demand:
Is possible add a windows with hex data of the chunk of the file opened?

I'm sorry for my bad English :oops:

Thanks for the interest

leovampire
08-14-07, 05:44 PM
net frame work to make this work? There are a lot of choices and options so what do you need exactly? I tryed one of them and your install didn't recognize it as being the correct vs.

SquareSteelBar
08-15-07, 06:47 AM
Hi Skwasjer,

many THX for that really fine tool - it saves much of my time...:up:

One Q: is it possible to implement a clone function [changing IDs] like in Pack3D?

So long,
SquareSteelBar

skwasjer
08-15-07, 09:19 AM
One Q: is it possible to implement a clone function [changing IDs] like in Pack3D?
For now, the only way to clone chunks is to export them, and import them back again (File > Export/Import > Raw chunk). Make sure to export with header, and when importing choose the 'insert' option. After import you'll have two identical chunks, so you have to change id's yourself...
Note: on import, nodes will be inserted before the selected node...

net frame work to make this work? There are a lot of choices and options so what do you need exactly? I tryed one of them and your install didn't recognize it as being the correct vs.
My first post contains a link to the .NET 2 download. If you run Vista, .NET does not need to be installed. If you still have problems, post the error please...

I have noted, 3Ditor read in strange/revers mode, one bit for one bit from right on the left, the ID zone SH3ZonesCtrl
Your hex shot shows how unsigned longs are written in binary, yes. However, when reading an unsigned long, the endianness determines how the byte sequence is read. Windows and from what I can tell, the game too (at least it does for 'ints', and 'shorts' as well) uses little endian order, so translated in my tool, the value reads in reverse.
Not sure about other tools, but most likely java tools use big endian, so the byte order is reversed. I guess I could add an option to show id's in big endian, but for certain values I would not be able to do this (because S3D does not know it deals with an id for instance in the 'properties' section). This will lead to more confusion than the way it is now. For now, I'll make sure this is noted in the documentation, and I'll think about further... Thanks.

Second demand:
Is possible add a windows with hex data of the chunk of the file opened?
Lets make that a 'request' ;). It's already on my todo, however, will take a couple of versions before it will be implemented.

I'm looking forward to when you'll have the ability to view and import/export those embedded images.

If you are referring to an 'Embedded image' you can already export and import them. There should be two links on the right when you select an image chunk.



Thanks all, for the comments, they are noted and appreciated :up:

leovampire
08-15-07, 05:17 PM
but the link your S3D tool send you to has changed to a new one and when you go there it now gives you a ton of options on downloads. So through trial and error I ended up finding the one I needed.

But now that your tool is running I see that you did an awsome job thanks. Want any money for this BTW?

skwasjer
08-15-07, 08:08 PM
but the link your S3D tool send you to has changed to a new one and when you go there it now gives you a ton of options on downloads. So through trial and error I ended up finding the one I needed.
Oh... I've updated my first post with new/more links to installers for .NET/DirectX. I'll also have a look at the installer. Sorry you had this much trouble... At first, I didn't understand your problem correctly.

But now that your tool is running I see that you did an awsome job thanks. Want any money for this BTW?
:oops: :oops: I'm too flattered... what about all the other great work out there!

I won't deny, donations are always welcome, but it's up to you. It says something about you for asking this... :up: Don't feel obliged though!

People that are interested can PM me for my paypal account. :oops:

tater
08-16-07, 12:27 AM
Will the 3d object preview break down the parts? Ie: If I was to click on the _cos chunk it would isolate that funnel?

The more I use this, the cooler it is. Can't wait for functionality that makes it more idiot proof (tater proof ;) ).

Very cool,

spud for brains

WilhelmTell
08-16-07, 03:51 AM
Did I mention that this tool is great? Well this tool is really great !! :rock:

Tell

skwasjer
08-16-07, 07:59 AM
Will the 3d object preview break down the parts? Ie: If I was to click on the _cos chunk it would isolate that funnel?

The more I use this, the cooler it is. Can't wait for functionality that makes it more idiot proof (tater proof ;) ).

Very cool,

spud for brains
That was the idea yea. Similar idea for exporting models, while you could export all at once you should be able to choose to export only the (sub)tree...

Glad you guys like it :) I like browsing the files too. I keep discovering new data...

ReallyDedPoet
08-16-07, 08:02 AM
Nice work on this, great tool that seems to be evolving very nicely :yep:


RDP

skwasjer
08-16-07, 11:33 AM
By (popular) demand, I have planned undo/redo support for the next release. I've already got it working for about 80-90% of the editor. Additionally, you'll be able to copy the undo log to the clipboard, for logging purposes. Obviously, after you close a file the undo/redo history is lost. Changes made can not be undone by S3D using the exported log, so backups of the original file are still recommended. That, or you manually have to undo using the log. Some things can't be undone this way though (deleted chunks, replaced images, etc), hence the backups.

An example log (of materials.dat), with dummy changes:

- chunk 9: int_halo.tga/Opacity, oldValue = 35, newValue = 40
- chunk 35: Properties/ParticleGenerator/GlobalScaleFar/DensityScale, oldValue = 0.1, newValue = 0.2

CaptainCox
08-16-07, 12:06 PM
Brilliant Skwas:yep: Will make stuff so much easier, also when communicating stuff that might have to be put in manually. THANKS!

Digital_Trucker
08-16-07, 01:21 PM
@skwasjer Would it be feasible to add a function that makes changes to files based on the saved change log? If so, perhaps that would solve the problems involved in consolidating several mods that mod different parts of the same file (scene.dat for instance). I can see it functioning much like a file patcher that only changes one part of a file that may or may not have been modded in other areas. The only problem I see would be in the case where one mod changes the structure of the file (i.e. removes a chunk or changes a chunk size).

Just a thought (I have them every once in a while and, in very rare cases, they are good one :rotfl: )

Keep up the great work on this wonderful tool:rock: :up:

skwasjer
08-16-07, 02:41 PM
Technically that is possible using my parser. The limitations are not so much deleted chunks, or the size, because the parser reads and writes the entire file and can change/insert/delete data anywhere.

The problem however is indeed still with the structure: not every chunk has an id, so there is no guarantee (neither by offset, or chunk index) that a change is applied to the chunk you want. So when a file is modified with additional inserted chunks before the one you want to patch, and if it doesn't have an id, you have a problem. Both the index and offset will now point to an incorrect chunk, so this won't do...

I'll give it some more thought in the future. For now, this is the best I can do.

Digital_Trucker
08-16-07, 03:11 PM
:rock: And a good addition it is. Was just carrying it out a little further into wish land:D . You know how it is with us "users" the more you give us, the more we want:lol:


Just being able to see what changes were made is a vast improvement over having to physically write down every change made in order for another person to duplicate the changes. In my case, if I were attempting something like Leo's Living Breathing Ocean, no one would ever be able to decipher the changes I noted nor would I remember to document all of them:rotfl: But, with your change logs, it will all be laid out in a standardized manner.

Seeadler
08-16-07, 04:53 PM
If I open the scene.dat from SHIII I get the EnvData properties but if I open the scene.dat from SHIV, the tree for EnvData is empty but the values are there because I changed them via MTweaker for my Env-Mod.

THE_MASK
08-16-07, 05:44 PM
If I open the scene.dat from SHIII I get the EnvData properties but if I open the scene.dat from SHIV, the tree for EnvData is empty but the values are there because I changed them via MTweaker for my Env-Mod. What i do to alter already altered files is OPEN in the JSGME MODS folder/Backup/Data (make sure the file types at the bottom you want to open says [All Files *.*] . Then i can open the Scene.Dat.Living Breathing Ocean etc .

skwasjer
08-16-07, 08:50 PM
Please note: there is a confirmed bug in S3D regarding writing files that contain ObjectParticles. This is being investigated and a fix will be included in the next release and posted here asap. Again, this is why S3D is alpha.

PS: this bug is not related to the last post of Seeadler. I still need info from him to investigate this...

THE_MASK
08-16-07, 09:20 PM
What Seeadler means is if you go to open your scene dat that has been altered via a mod from say Living breathing ocean , then opening from Silent hunter 4 wolves of the pacific / Data / Scene .dat . When you look at Env data / properties nothing comes up on the right hand side . It works thru the Mods folder as i have explained though .

skwasjer
08-16-07, 09:32 PM
I don't have jsgme and mods installed atm, so I can't check what you mean. I only understand it partially. I'll check it later...

You must be my president :doh:

;)

skwasjer
08-17-07, 06:37 AM
Another new cool upcoming feature is the ability to define a list of choices for properties. This is a snippet from the config file:

http://sh4.skwas.net/temp/EnumTypesDefined.jpg

I've taken the enumeration from the SHControllers.act in this example. This has to be done for all properties that are based on enumerations, so it will still be tedious work for me. But once this is in place, you won't have to guess for a value or look it up in documentation, or even in an .act... Cool?

Please note I've made the values more readable. In the .act file definitions are less friendly (C-developers style), ie.: DIAL_DEPTH, DIAL_SPEED. Spaces are not allowed though, so don't ask why the underscore is not replaced with a space. ;p

This is how it looks in S3D:
(notice Dial/Display is also showing a 'friendly' value, using same method)

http://sh4.skwas.net/temp/EnumTypes.jpg

ReallyDedPoet
08-17-07, 07:19 AM
Wow :up: is all I can say skwasjer ^^^^


RDP

UBOAT234
08-17-07, 02:44 PM
Hi,

Let's hope, one day, to have a manual for 3Ditor... :rock:

...

Anvart
08-17-07, 03:29 PM
http://sh4.skwas.net/temp/EnumTypes.jpg
Excuse, you has forbidden to me to write reply ... :lol:
DispVal and RealVal not correct ... it's not X and Y ...
You have Display = Circular ...

skwasjer
08-17-07, 04:50 PM
a) DispVal and RealVal not correct ... it's not X and Y ...
b) You have Display = Circular ...

a) Yea I know. There is no way around this right in S3D now because the only data type available to encapsulate this property is a Vector2. I hope to add scriptable templates soon which allows the use of structures, so more specific types can be defined in the config file (aka struct SomeStruct { float SomeValue; color SomeColor; int SomeInt }. (This is just an example!). Together with the enum functionatility, this will allow any data type to be parsed correctly.
b) The .act says the property has an enum Circular, Linear. What's wrong with it then?

Let's hope, one day, to have a manual for 3Ditor... :rock:
When DivingDuck is back, lets hope he can start work on it next to his other stuff... ;)

UBOAT234
08-17-07, 06:14 PM
"When DivingDuck is back, lets hope he can start work on it next to his other stuff"

Very Good! :sunny::sunny::sunny:

Anvart
08-18-07, 02:52 AM
a) DispVal and RealVal not correct ... it's not X and Y ...
b) You have Display = Circular ...

a) ...
b) The .act says the property has an enum Circular, Linear. What's wrong with it then?

Look citate:
1) DispVal --->
struct {float MinDVal; float MaxDVal;},
Min and max dial display values (in degrees for circular dials or engine units for linear dials)...
2) RealVal --->
struct {float MinRVal; float MaxRVal;},
Min and max real values ...
:lol:

skwasjer
08-18-07, 03:40 AM
a) DispVal and RealVal not correct ... it's not X and Y ...
b) You have Display = Circular ...

a) ...
b) The .act says the property has an enum Circular, Linear. What's wrong with it then?

Look citate:
1) DispVal --->
struct {float MinDVal; float MaxDVal;},
Min and max dial display values (in degrees for circular dials or engine units for linear dials)...
2) RealVal --->
struct {float MinRVal; float MaxRVal;},
Min and max real values ...
:lol:
I know ffs, look at the screenshot again (deja vu) :doh:

It has:

Display { Circular, Display }
DispVal (vector2, for now a substitute)
RealVal (vector2, for now a substitute)So again, what do I have wrong? Nothing. Apart from a couple of labels... zZzZ...

Anvart
08-18-07, 04:10 AM
I have written enough to understand what I want ...:rock:
P.S.
I think, that your reasonings about programming technics are not interesting to many people, but wrong interpretation of data it is important...

leovampire
08-18-07, 04:18 AM
the program is working great for what I need it for! Thank you so much! Even managing making the crew less transparent on deck watch and the lightning is comming out the way I wanted. Couldn't do it without your S3D.

CaptainCox
08-18-07, 05:29 AM
Awesome Leo! can't wait. Looks like you are as deep in to the physical world of SH4 as one can get at the mo!:yep:

skwasjer
08-18-07, 06:46 AM
I have written enough to understand what I want ...:rock:
P.S.
I think, that your reasonings about programming technics are not interesting to many people, but wrong interpretation of data it is important...

Nevermind... You're too difficult to talk to.

PS: Some people are actually interested...

the program is working great for what I need it for! Thank you so much! Even managing making the crew less transparent on deck watch and the lightning is comming out the way I wanted.

Excellent :up:


________

S3D (alpha) is interpreting data incorrectly. OMG! CRAPPY TOOL!

skwasjer
08-18-07, 06:53 AM
Regarding my post a couple of days ago, there was a bug found in S3D by leovampire regarding the ParticleGenerator controller.

This can temporarily be fixed manually like so:


Close S3D if running.
Go to the install path of S3D (ie. C:\Program Files\skwas\Silent 3ditor)
Open the PropertyDefinitions.xml in Notepad
Find the following line:

<property name="BitmapParticles/Name" datatype="string" fixedLength="16" />
Directly below this, paste in the next line:

<property name="ObjectParticles/Name" datatype="string" fixedLength="16" />
Save and close notepad.This change will mean modified files will no longer read correctly... (any file which you saved and contains an ObjectParticles for that matter) When you try, S3D will complain with an error dialog. Iow, you have to redo the changes in an original file, and test it again.

A future release will contain this fix as many new fixes and new techniques to improve data type support.

tater
08-18-07, 08:03 AM
Just looking at the files is fascinating. I get ideas without even knowing exactly what I'm looking at.

tater

CaptainCox
08-18-07, 09:17 AM
Gonna give this a go in a bit. Many thanks Skwas+Leo!:sunny:

SquareSteelBar
08-22-07, 02:38 PM
Hi skwasjer,

is there any chance to edit the Sh3.sdl file in ...\data\Sound\ folder by S3D?

Greeting,
SquareSteelBar

tater
08-22-07, 02:42 PM
I understand your desire to maintain the simplicity of having it read raw files vs configs, but it would certainly be a useful feature if there was some sort of support for config files that would allow people to share annotated versions of the various files in some fashion to ease understanding of what's going on.

I have no idea if such a thing is even possible, however :)

The more I play, the cooler it is. I haven't had problems yet that I know of.

I do notice that if you delete a node, the stuff inside gets moved to the bottom of the file. Seems like if you have the + closed, a delete should delete everything inside it, or do I have a fundamental misunderstanding of what's going on?


tater

leovampire
08-22-07, 02:50 PM
skwasjer your S3D program is definatly a life and time saver in many ways and I can now fix many things that didn't work right in the game that there were no mini tweeker tweek files for. So it is a big help.

But I do have the same question that SquareSteelBar asked because it would be great if there was an easy way to add new sounds to the game and get them implimented. And unfortunatly not all of us can understand or work with HEX file editing for one reason or another. Just a request but if not possable it is now sweat guy because what you have done is a lot of help as it stands now!

skwasjer
08-22-07, 07:09 PM
About the .sdl file, yea, I will probably implement this in the future. It does not have the same file structure (it's easier actually), and therefor I can't support it right now in the current UI. But yea, sometime.

Next, about documentation and what every goddamn property means, this is in the works. It's been almost 2 weeks since the last version, but there's a reason (apart from limited time). I've analyzed the entire parser and rewritten a part where I move away from the xml-config file which was needed to override autodetection of types. It will thus no longer be used. In stead, I am now using a dynamic script compiler for supporting the data inside the controllers. This compiler reads plain C# source files, in which each controller can be defined. For now, I've already coded 90 controllers, and still some more to go.

Simply put, no more autodetection (and thus errors), but full strong typed support, including a comment on EACH property (taken from each .act file). This makes it very easy to understand what each property is for. Those with some C# knowledge (or myself) can add controllers or modify existing ones if necessary (and add/change documentation), and when you run S3D it will compile it, generate new documentation, and voila...

With this big change, I am confident S3D will not make mistakes in writing files back correctly. Beta stage may be very near.

I've also thought of introducing another new feature where I insert a new chunk (with an id the game does not know), and use this to store user comments. I haven't tested if the game trips on this though. Just an idea atm.

I hope to add a help file too some time.

About deleting a node. Yea, this was intentional (for the time being anyway). Reason was, when your view is in 'List' mode, you'd see a whole bunch of nodes getting removed (because they are related). Also, there are still some objects, that are not really parented, like 3D models. 3D models can be shared across different nodes, so this would also be weird if the entire tree got removed, but not the 3D model. I had to make a descision here. I agree it's a bit weird if you don't expect it. Don't know what's best, maybe allow you to choose by a message...

leovampire
08-22-07, 07:17 PM
cool and no worries just questions on my part as it is I am happy so what ever you do is cool or don't do is cool with me! As I said I have what I need to do most of my work and other stuff isn't that important just candy toppings on the Ice Cream I already have LOL!!!

tater
08-22-07, 11:46 PM
Part is just the user understanding more. I'm on the clueless end of your user base, so if I can grok it, then you're doing a good job.

So far this is just an amazing tool, even for someone as clueless about it as I am.

tater

SquareSteelBar
08-23-07, 04:50 AM
About the .sdl file, yea, I will probably implement this in the future. It does not have the same file structure (it's easier actually), and therefor I can't support it right now in the current UI. But yea, sometime.Thanks for reply :up:

I hope to add a help file too some time.I didn't need a help file yet. Your tool currently explains itself. :know:

Cool job, mate!

SquareSteelBar

UBOAT234
08-27-07, 11:25 AM
...moin,
We are waiting anxious to hear your great software/make/instructions for import/export 3D model...:rock:

leovampire
08-27-07, 06:56 PM
in the particles file dealing with smoke effects. It is doing the same thing it was doing with the lightning. When I adjust colors and other stuff with minitweeker and then work with other effects in S3D and then save it over writes the color effects and some other stuff that I did with the mini tweeker. So the only way I can get the color effects in place is to make adjustments with S3D first then save then go to mini tweeker and adjust the colors then use it.

Plus on some of the smoke effects not all of the adjustable figures show up in S3D that are available using the Big Smoke mini tweeker file for the Bitmapparticles.

skwasjer
08-27-07, 08:41 PM
If you send me files, I'll have a look.

The version currently under work will support every property of bitmapparticles.

3D model support will be coming after the next release. I haven't had much time the past weeks, so all will take a bit longer. Just hang in...

leovampire
08-27-07, 08:57 PM
what files would you like me to send to you?

tater
08-27-07, 09:15 PM
My wife will probably hate me when you get the 3D stuff in, lol.

Course she's pretty 3d herself, so she can always get my attention ;)

tater

skwasjer
08-28-07, 08:11 AM
what files would you like me to send to you?
The (modified) files giving you the problems...

My wife will probably hate me when you get the 3D stuff in, lol.

Course she's pretty 3d herself, so she can always get my attention ;)
lol

I know my wife sometimes hates me or my computers yea. Own business and side programming projects take up 70-80 hours a day at peaks... :x Luckily, I try to keep weekends off...

WilhelmTell
08-28-07, 09:43 AM
in the particles file dealing with smoke effects. It is doing the same thing it was doing with the lightning. When I adjust colors and other stuff with minitweeker and then work with other effects in S3D and then save it over writes the color effects and some other stuff that I did with the mini tweeker. So the only way I can get the color effects in place is to make adjustments with S3D first then save then go to mini tweeker and adjust the colors then use it.

Plus on some of the smoke effects not all of the adjustable figures show up in S3D that are available using the Big Smoke mini tweeker file for the Bitmapparticles.

This is why I had the problem to merge my mod with yours, Leo. Now you know what I mean I think.:)
Hopefully Skwasjer can solve this.
Keep up the good work Leo and Skwasjer, you are doing an outstanding job !:up:

leovampire
08-28-07, 01:35 PM
some idiot hit a telephone pole and we were without power until a minute ago. Will send you the file now.

skwasjer
08-28-07, 02:35 PM
About the 'bug', keep in mind if you use S3D to save a file, it makes changes to the file so that old tweakfiles (compatible with stock/patch) are no longer valid in most cases. This is by design/on purpose. Changing a name, label, inserting or removing a node, etc., etc. all affect tweakfiles, which is why I built something in to prevent any tweakfile to be compatible (although it doesn't always work). This is not something to ban minitweaker. Firstly, it was a way to identify that changes to a file was made with S3D. Secondly, it was a way to prevent questions like these... Unfortunately, I failed here :)

As far as uneditable or strangely detected properties, again, the upcoming version will fix most if not all issues here.

So, I don't recommend (and I have stated this in my first post) mixing S3D with minitweaker. It can give you problems and headaches, and it shows. A new version hopefully will be available in a week, I'll do my best.

leovampire
08-28-07, 02:44 PM
but with S3D you can not. But if I adjust the color values of let's say smoke for example and then adjust other values with S3D and then do a save it returns the color changes I made back to stock values and over writes the changes I made with the mini tweeker originaly.

I don't have the tallent yet to remove chunkes and change things then put them back in. All I do is manipulate what is already available in the game. So I only work with value changes.

I think what is happening is the S3D dosn't know how to save the color values seeing it isn't set up for that type of work yet. So when you do a save of your value adjustments using S3D after mini tweeker adjustments it set's the color values to some guess value which creates a very strainge color chart for the smoke effects.
For example one of the dark orange colors if rechecked with mini tweeker turn to some light green color on the color chart.

skwasjer
08-28-07, 03:48 PM
Unknown data is written back unmodified. S3D is not dropping or inserting random data anywhere.

What is happening is what I described. You open a S3D saved file in minitweaker, but minitweaker now shows incorrect data because the file is written by S3D with all new data offsets. This doesn't mean the data in the file is incorrect, it means the tweak file uses absolute offsets and now reads from an incorrect location. The game doesn't mind, S3D doesn't mind, just minitweaker.

A way around this is to redo the tweak file based on the S3D saved file.

Open a file in S3D
Save it
Open it again
Adjust the tweakfile with offsets S3D tells you.Now you have a tweakfile compatible with S3D files and can edit it both in S3D and minitweaker in any order, as long as you DON'T change variable length data (strings) and/or insert or remove data/chunks, replace textures etc. Please note that with model support, this will get even more problematic...

leovampire
08-28-07, 04:02 PM
I will figure out a way around everything between the changes in save's. Thanks for looking into it.

skwasjer
08-28-07, 04:15 PM
Thanks for your feedback, samples and time :up: These problems will go away soon :)

LukeFF
09-02-07, 07:01 AM
skwasjer, I'm getting "Unhandled exception" errors when I open the program and when I try to open a file. Is there a fix for this?

DeepIron
09-02-07, 07:56 AM
@LukeFF, I had similar problems too. Went to the MS site and updated my .NET 2.0 and DirectX (Aug '07) installs for the latest bug fixes and the prob went away. Haven't had a single "Exception" event since...

skwasjer
09-02-07, 12:35 PM
Most likely, this is due to out-of-date DirectX as DeepIron says. Please read my first post for a link. I will improve the installer after next release, which is currently more focused towards improved/new features.

If you have other problems, please post or PM an error/screen.

skwasjer
09-02-07, 08:56 PM
Support in S3D for Sh.sdl...

Screenie:

http://sh4.skwas.net/s3d/sdl_support.jpg


New release I hope by the end of this week :up:

leovampire
09-02-07, 09:01 PM
that's what I am waiting for even if it is just to adjust things for my own game let everyone do the mod's LOL!!!!!!!

Take your time get it right and I will kiss you when it's done LOL!!!

Just kidding of course!

l3th4l
09-03-07, 01:08 AM
nice! can't wait for it! :up:

LukeFF
09-03-07, 01:39 AM
Most likely, this is due to out-of-date DirectX as DeepIron says. Please read my first post for a link. I will improve the installer after next release, which is currently more focused towards improved/new features.

That was the issue. I'd updated .NET but not DirectX. All is well now! :yep:

UBOAT234
09-03-07, 03:00 AM
WOW! :up:

Good Work!

tater
09-03-07, 10:39 AM
This tool, even just as beta (when you stop calling it alpha ;) ) is gonna create a golden age of modding :)

tater

Jhereg
09-03-07, 11:40 AM
Hopefully with this we will be able to implement missing sounds like the boat swishing thru the water in SH3.:up:

skwasjer
09-03-07, 03:06 PM
Check out my last screeny, now includes playback and volume control, and you can now browse/select files :)

kikn79
09-07-07, 01:44 PM
Do you have the latest release ready yet? This is such an awesome tool. It belongs in every modders toolkit for sure!!

Thanks!!

Chuck

skwasjer
09-07-07, 04:39 PM
Hi kikn79,

I am still working my way through my todolist. I don't think I can keep my promise of a new release this weekend but I will try anyway. It's been a rough week with RL deadlines, but this evening, I've made some good progress again. So, a couple of days more... but it will be soon for sure!

Once this release is out, my next top prio is model import/export and preview function :up:

PS: it will be beta this time round... ;)

tater
09-07-07, 04:46 PM
I'm so looking forward to that next version!

tater

kikn79
09-07-07, 11:44 PM
Hi kikn79,

I am still working my way through my todolist. I don't think I can keep my promise of a new release this weekend but I will try anyway. It's been a rough week with RL deadlines, but this evening, I've made some good progress again. So, a couple of days more... but it will be soon for sure!

Once this release is out, my next top prio is model import/export and preview function :up:

PS: it will be beta this time round... ;)

Cool!! I'm not trying to pressure you, I am just looking forward to this tool. You are DA MAN!!!! :rock: :rock: :rock:

Chuck

UBOAT234
09-09-07, 11:43 AM
Hi kikn79,

I am still working my way through my todolist. I don't think I can keep my promise of a new release this weekend but I will try anyway. It's been a rough week with RL deadlines, but this evening, I've made some good progress again. So, a couple of days more... but it will be soon for sure!

Once this release is out, my next top prio is model import/export and preview function :up:

PS: it will be beta this time round... ;)

...in trepidation... :up::up::up::up:

urfisch
09-11-07, 12:35 PM
any progress on that?

as i tried to edit the particles.dat, i got an overflow exception.

http://img174.imageshack.us/img174/9283/errortz7.jpg

tater
09-12-07, 10:31 AM
Will it ever be possible to export a group of linked chunks?

Ie: A part of a ship is a node with a model, properties, etc. It would be cool to export the whole thing as a group.

skwasjer
09-12-07, 01:23 PM
any progress on that?

as i tried to edit the particles.dat, i got an overflow exception.

http://img174.imageshack.us/img174/9283/errortz7.jpg

If you have previously editted the file, be it with S3D or other tools (or if anyone else has), please submit it to me. I can't check for problems without the files it fails on... There are some confirmed bugs (specifically with particles, check this thread a few pages back for a temp-fix).

That said, the new parser engine is more robust, but I am still not done yet with the next release. I have some RL trouble that takes away free time, plus I have (had) some difficulties getting some new features to work ok (it's hard when you only have limited time).

@tater, yes, I've also thought of that. Don't know when though... I've already implemented a partial multi-select function (only in list-mode), so you can select multiple nodes, in this case to delete multiple nodes. More of these kind of functions can be implemented later (move/copy/export multiple). After this release however, I want to concentrate on model stuff, and so UI improvements will not be on the high prio list.


So... sorry, but be patient and keep faith. It'll get done, I promise...

skwasjer
09-13-07, 10:13 AM
Just some progress update of work I've done last night:

http://sh4.skwas.net/s3d/filesearch.jpg

The search utilizes multiple threads, so the more cores you have the better...

Probably couple more days. Hopefully, if my son permits (I have sitter duty tonight ;) ) I will be finalizing the main UI this evening, and then some more work is left on the new property engine and undo/redo functionality.

l3th4l
09-13-07, 10:23 AM
Probably couple more days. Hopefully, if my son permits (I have sitter duty tonight ;) ) I will be finalizing the main UI this evening, and then some more work is left on the new property engine and undo/redo functionality.

Take your time - if you release before i get all my work done i'll never be finished with all the fantastic new functionality ;)

I've used S3D extensively in the last few days - or rather weeks - and i must say you've made one hell of a tool that can only get better :up:

the particles, the reflections, the new cameras - all of that wouldn't have been possible without this program :rock:

SquareSteelBar
09-13-07, 11:07 AM
...Hopefully, if my son permits (I have sitter duty tonight ;) )...The junior Kaleun has always priority...:yep:

Cheers,
SquareSteelBar

tater
09-13-07, 03:59 PM
I was gonna do a bunch of SH4 stuff last night cause my wife was on call (she usually goes to sleep early in case she has to go in at night). Unfortunately, she got called in right away, and I had the duty til my daughter finally went to sleep, at which point I was too tired to stare at the screen, lol.

tater

UBOAT234
09-13-07, 05:54 PM
Hi Skwasjer,

some progress for import/export of 3D Model? ;)
...and for clone function?

skwasjer
09-13-07, 06:50 PM
You will find the answer about 10 posts up on this page (and I've said so before that too). :shifty:

Once this release is out, my next top prio is model import/export and preview function :up:

I know you all want it. Wait for it... Cloning is planned, but I can't promise it in that same release.

Don't rush me plz.

UBOAT234
09-13-07, 07:05 PM
Sorry I have jumped... I did not remember to have read it :oops:

leovampire
09-13-07, 07:32 PM
Family life Job and Bill's first then us and the game buddy! Everything is apreaciated so no worries.

Evereyone missis something in the read me's and threads at some point or another I know I do so they tend to repeate stuff all ready covered.

Anyways your doing a great thing here for us moder's so thanks! And when I have it I will send another donation your way to help.

skwasjer
09-13-07, 07:43 PM
It's ok, sometimes I just don't feel like answering the same thing, and I snap out. Maybe a bit to harsh, sorry. ;) I do take my time, which is why I get these questions again I guess as people get excited over my previews/progress updates. I just want it to work, not work a bit... I'm very happy with the fact that I only had 2 minor issues to resolve since last release (over a month ago), instead of whipping out a dozen releases in a week. Of course, there's things lacking in the tool, but it will come as time progresses...

tater
09-13-07, 07:58 PM
The tool is great, even in the current form. I honestly never expected to understand as much about some of the nuts and bolts as I do right now, and my understanding is entirely a function of this tool.

<S>

tater

longam
09-13-07, 08:10 PM
Even building a website you know what you want to do and think it will be a daunting task, yet as you build the base and then ad things as you see the need, before you know it you have a working product that you can ad to as you see fit. The rewards are great at that point. Keep the faith :up:

DeepIron
09-13-07, 08:15 PM
...which is why I guess as people get excited over my previews/progress updates...

Yes indeed... S3D, when it's ready, will be an awesome tool in the SH4 modders arsenal... People are naturally in anticipation... :up:

Cheers!

l3th4l
09-14-07, 04:35 AM
a few questions:

apparently the "life" parameter of particle generators isn't detected properly, yet. i believe it to be similar to size, wheight, velocity parameters meaning that it also contains a few sub-parameters. is there any way to get to those atm? will it be possible to adjust in the next version?

also the emissionarea parameter would be great to adjust - but that, too, is not detected properly.

if it is possible to adjust the xml file to make the program work right now, what exactly should i do?

skwasjer
09-14-07, 05:49 AM
It can't be corrected using the xml file unfortunately, because there are no built-in types in S3D (0.2) that wrap those structures. There are more examples of wrong detection/data types (like the OverLife structure). At the time, I had not fully investigated every single type SH uses, and so I missed some. For the new release, I've reused many controller definitions (166 total, and over 100 custom data structures, some unused left out) from the game binaries (including help text/descriptions) and put them in S3D, and pretty much all data types are there now, so all these problems should be gone soon.

urfisch
09-15-07, 05:07 AM
any progress on that?

as i tried to edit the particles.dat, i got an overflow exception.

http://img174.imageshack.us/img174/9283/errortz7.jpg
If you have previously editted the file, be it with S3D or other tools (or if anyone else has), please submit it to me. I can't check for problems without the files it fails on... There are some confirmed bugs (specifically with particles, check this thread a few pages back for a temp-fix).

That said, the new parser engine is more robust, but I am still not done yet with the next release. I have some RL trouble that takes away free time, plus I have (had) some difficulties getting some new features to work ok (it's hard when you only have limited time).

@tater, yes, I've also thought of that. Don't know when though... I've already implemented a partial multi-select function (only in list-mode), so you can select multiple nodes, in this case to delete multiple nodes. More of these kind of functions can be implemented later (move/copy/export multiple). After this release however, I want to concentrate on model stuff, and so UI improvements will not be on the high prio list.


So... sorry, but be patient and keep faith. It'll get done, I promise...

sure! it was after editing the particle parameters. i used the racerboy fx mod particles.dat - this file does not work. when i use the ajm-mod particles.dat, it works without problems. all are sh3 files. i wondered during editing this particles.dat, there was some data missing. some file strings with editable details of a (smoke) chunk. i had to copy them out of the other file to get them back. seems, as if he doesnt read the data correctly. also parameters like emission area and lifetime of bitmap particles isnt shown correctly. seems as if it is no "long" parameter as it is a ""float(auto)" parameter! i looked into the dat via hex-editor. so this might be a solution...

what do you think?

:hmm:

skwasjer
09-15-07, 05:53 AM
In the current public release there's a bug with particle controllers (all kinds), because S3D reads some fixed length strings as variable, and writes them back as variable. The result is a file that is incorrect to the game. You can fix this by modifying the xml file. See here: http://www.subsim.com/radioroom/showpost.php?p=624376&postcount=128

Additionally, below a workaround for the other types you mentioned. I say workaround, because we can use a type that supports the data, but has incorrect 'labels', so you have to know what the values mean. This is why I said earlier there were no types in S3D available, this is simply a hax.


EmissionArea you can correct by adding this:<property name="EmissionArea" datatype="vector2" />

This will result in two floats (x and y) and they stand for Radius and SolidAngle.


Life you can correct by adding this:<property name="BitmapParticles/Life" datatype="vector2" />
<property name="ObjectParticles/Life" datatype="vector2" />


And will result in two floats (x and y) again, for Life and Variation.

The new release will support all these properties, but this should help for now...

l3th4l
09-15-07, 09:52 AM
In the current public release there's a bug with particle controllers (all kinds), because S3D reads some fixed length strings as variable, and writes them back as variable. The result is a file that is incorrect to the game. You can fix this by modifying the xml file. See here: http://www.subsim.com/radioroom/showpost.php?p=624376&postcount=128

Additionally, below a workaround for the other types you mentioned. I say workaround, because we can use a type that supports the data, but has incorrect 'labels', so you have to know what the values mean. This is why I said earlier there were no types in S3D available, this is simply a hax.




EmissionArea you can correct by adding this:<property name="EmissionArea" datatype="vector2" />



This will result in two floats (x and y) and they stand for Radius and SolidAngle.




Life you can correct by adding this:<property name="BitmapParticles/Life" datatype="vector2" />
<property name="ObjectParticles/Life" datatype="vector2" />




And will result in two floats (x and y) again, for Life and Variation.

The new release will support all these properties, but this should help for now...

thanks a lot - that comes just in time for making final adjustments and is very much appreciated!
:up:

l3th4l
09-15-07, 10:09 AM
Thanks again! This works perfectly :)

following the same principle you can add
<property name="BitmapParticles/RefPoint" datatype="vector2" />

to the file. that also fixes the wrong detection of the alignment property it seems...

LukeFF
09-15-07, 10:50 PM
Support in S3D for Sh.sdl...

Screenie:

http://sh4.skwas.net/s3d/sdl_support.jpg
I know, old post... :D

However, what I was wondering is, will there be an option to set how long a sound will play before it gets cut off? I currently don't have the "Realistic Sound Travel" option checked, because sounds get cut off too soon before they finish playing, and other ones get cut off with the RST option disabled. It'd be great to get a fix for this.

urfisch
09-16-07, 10:13 AM
thanks skwasjer!

the new properties work, but i still get this error message i posted before, when trying to save racerboys sh3 effects particles.dat...

suggestions?

skwasjer
09-16-07, 01:50 PM
Technically, there seems to be some errors in his particles.dat, because a 'name' (string property) is not correctly terminated by a null-char. That said, the game may not mind or I have my definitions wrong, I don't know, but S3D trips on it. Please verify this with him, and get back to me, because when I say it's wrong I actually mean 'I think'... I've taken definitions from the .act files though, but who knows (the particles.act says: Particle name (max 15 chars)). Apparently, some rules the game does not enforce or can be bend (as I've also experienced problems with some GWX files).

You can find the errors at:
- chunk 709, the 2nd bitmap particle has a name 'cloud_w_small_sp'. The string is 16 chars long, but S3D expects max 15. If you remove the last char, the string will be 15 chars, and S3D will save it ok (and add nullchars until 16 chars)...
- chunk 737, same.

After removing the 'p' from the end, the file can be saved by S3D. I don't know if this breaks or actually fixes this effect...

urfisch
09-20-07, 02:11 AM
ok, understand. will look into it.

ref
09-20-07, 06:40 AM
I've taken definitions from the .act files though, but who knows (the particles.act says: Particle name (max 15 chars)). Apparently, some rules the game does not enforce or can be bend

Had the same problem with some of the act files tips, at least some are incorrect/incomplete, I'd to check the data in the actual files for cross reference...

Ref

l3th4l
09-21-07, 01:00 PM
*bump*

how's it coming? don't mean to rush or anything ;)

skwasjer
09-21-07, 04:59 PM
This week(end) I'm at a convention for work. So not alot of progress these few days unfortunately.

Thing is, to support certain new features, I had to break some other stuff, so this needs extra work. I miscalculated on this, and in the end getting it right always takes more time than you anticipate. There were also some Vista issues to resolve. I will try my best to get a new version done this month. Can't even name all the improvements, there's too many of them... :up:

I'm also helping out some others privately, so that takes a little time too...

leovampire
09-21-07, 05:08 PM
But as always the wait is fine no big deal because this tool helps a lot of us out who can not hex read for one reason or another!

Sent you another donation Buddy to help out.

skwasjer
09-21-07, 05:28 PM
I just saw Leo, you're so kind. Sent you an e-mail with some other interesting stuff to ponder about. Just want to keep it a secret yet ;)

leovampire
09-21-07, 05:37 PM
"I know nothing, I see nothing, I hear nothing"!!

BTW tryed to send an e-mail back to you 2 times and got it back as a mailer demon

saying it could not be deliverd.

skwasjer
09-21-07, 06:15 PM
Strange. Mailserver does not seem to have received anything though. PM me then ;) And while your at it, include the error you received with that mail.

Nevermind, it 'was' blocked. I got it now...

l3th4l
09-26-07, 04:09 AM
wha...? how did this thread ever get off the front page??

*bump*


:D

skwasjer
09-26-07, 07:11 PM
Ok, status update:

As said, many things have been changed and improved, and in the process, I broke S3D multiple times. Because of this, and limited spare time, and as the code was becoming dirty and complex, it has taken such a long time. Because of it's broken state there was no real moment in between to release an improved version, because it would have been a step back.

Now, everything is coming together, and while it's not yet ready for release, it is getting close. That said, I'll give you a screeny of the main interface improvements. Keep in mind this is only what visually has changed. The internal changes are far more complex. On top, there are some more interface improvements, support for .sdl file, all properties are now hard-defined (no more autodetection/errors), picklists for certain properties, tooltip for each seperate property, file search function, improved load/save speeds, and the undo/redo function is really really great (!) etc, etc. I think you will all like it very much...

The next version, while it will (!) contain new bugs and still misses alot of other functions, will become beta 0.5 (took me a couple of builds to get there), and will come soon. Once it is out, as promised, I will work on the next beta, which will then include model support.

http://sh4.skwas.net/s3d/s3d_beta5.jpg

leovampire
09-26-07, 07:14 PM
Ok, status update:

As said, many things have been changed and improved, and in the process, I broke S3D multiple times. Because of this, and limited spare time, and as the code was becoming dirty and complex, it has taken such a long time. Because of it's broken state there was no real moment in between to release an improved version, because it would have been a step back.

Now, everything is coming together, and while it's not yet ready for release, it is getting close. That said, I'll give you a screeny of the main interface improvements. Keep in mind this is only what visually has changed. The internal changes are far more complex. On top, there are some more interface improvements, support for .sdl file, all properties are now hard-defined (no more autodetection/errors), picklists for certain properties, tooltip for each seperate property, file search function, improved load/save speeds, and the undo/redo function is really really great (!) etc, etc. I think you will all like it very much...

The next version, while it will (!) contain new bugs and still misses alot of other functions, will become beta 0.5 (took me a couple of builds to get there), and will come soon. Once it is out, as promised, I will work on the next beta, which will then include model support.

http://sh4.skwas.net/s3d/s3d_beta5.jpg

Looking forward to it and testing it all when your ready.
I need to learn how to do more new stuff anyways LOL!!!

Great dedication to the tool and a lot of hard work shows in it!

Digital_Trucker
09-26-07, 09:38 PM
Can I get an amen to that:rock: Nice job, can't wait to dive (pun intended) into this games files with it:p

l3th4l
09-27-07, 03:55 AM
looking very good indeed :yep: let me know if you'd like one more "tester" :D

ReallyDedPoet
09-27-07, 07:47 AM
The new version you are working on looks great :up:


RDP

UBOAT234
09-27-07, 11:50 AM
WoW! :sunny:

lurker_hlb3
09-29-07, 09:46 AM
In the next release, will you be able to "cut and paste" entire nodes from one file to another ?

skwasjer
09-29-07, 01:18 PM
Not in the upcoming release. But very likely in the one after that...

haegemon
10-03-07, 02:12 PM
I love how this massive task is getting form. Good job is little to say so far. :up:

bracer
10-07-07, 03:08 AM
Looking great!!

wildchild
10-07-07, 04:53 AM
when will this be ready as i use the old one a lot and its bust iv reinstall it 4 times and still nothing top thing you made :rock::rock::rock::rock::rock:

g_BonE
10-08-07, 03:48 AM
...not quoting wildchild but: Waiting for the new release too, especially because it allows more then one file open (MDI). It's kinda a pain to have to use two computers just to compare 3 files of different mods :smug:

skwasjer
10-08-07, 05:59 AM
...not quoting wildchild but: Waiting for the new release too, especially because it allows more then one file open (MDI). It's kinda a pain to have to use two computers just to compare 3 files of different mods :smug:
You can have multiple files open in the current release. Just open the 2nd file, another window will pop up, once it is loaded.

when will this be ready as i use the old one a lot and its bust iv reinstall it 4 times and still nothing top thing you made :rock::rock::rock::rock::rock:
Please uninstall any installations you've done using Control Panel, then navigate to <program files>\skwas\Silent 3ditor. If this folder still exists, delete it, and then reinstall. There are some problems when installing v0.2 over v0.1, where some old files are not overwritten by v0.2. Not sure if this fixes it... If not, please PM me with more detailed info on your problem.

Eta asap, I've had (have) some legal/work issues to deal with... :down: I'm sorry.

What I can say is this:

http://sh4.skwas.net/s3d/remap.jpg

wildchild
10-08-07, 12:16 PM
thank for the info try it got the same thing

http://img504.imageshack.us/img504/5263/scr6ed8c71xu4.jpg

tater
10-08-07, 01:12 PM
Dunno if it's on the to do list, but some files have dates included in them. The torpedo error stuff, for example.

The dates are not shown as dates. That might be a nice option.

tater

skwasjer
10-08-07, 01:25 PM
Dunno if it's on the to do list, but some files have dates included in them. The torpedo error stuff, for example.

The dates are not shown as dates. That might be a nice option.

tater
Yes, this is now implemented.

...
Expand the 'Details' by clicking that button. I need the extended info...

wildchild
10-09-07, 01:33 PM
THIS IS WHAT IT SAY'S

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.Configuration.ConfigurationErrorsException: Configuration system failed to initialize ---> System.Configuration.ConfigurationErrorsException: Root element is missing. (C:\Documents and Settings\wildchild\Local Settings\Application Data\skwas\S3D.exe_StrongName_gnaeuc52jjzfy2lgwyxv otgztlpqs1qe\1.0.0.0\user.config) ---> System.Xml.XmlException: Root element is missing.
at System.Xml.XmlTextReaderImpl.Throw(Exception e)
at System.Xml.XmlTextReaderImpl.ThrowWithoutLineInfo( String res)
at System.Xml.XmlTextReaderImpl.ParseDocumentContent( )
at System.Xml.XmlTextReaderImpl.Read()
at System.Xml.XmlTextReader.Read()
at System.Configuration.XmlUtil..ctor(Stream stream, String name, Boolean readToFirstElement, ConfigurationSchemaErrors schemaErrors)
at System.Configuration.BaseConfigurationRecord.InitC onfigFromFile()
--- End of inner exception stack trace ---
at System.Configuration.ConfigurationSchemaErrors.Thr owIfErrors(Boolean ignoreLocal)
at System.Configuration.BaseConfigurationRecord.Throw IfParseErrors(ConfigurationSchemaErrors schemaErrors)
at System.Configuration.BaseConfigurationRecord.Throw IfInitErrors()
at System.Configuration.ClientConfigurationSystem.OnC onfigRemoved(Object sender, InternalConfigEventArgs e)
--- End of inner exception stack trace ---
at System.Configuration.ClientConfigurationSystem.OnC onfigRemoved(Object sender, InternalConfigEventArgs e)
at System.Configuration.Internal.InternalConfigRoot.O nConfigRemoved(InternalConfigEventArgs e)
at System.Configuration.Internal.InternalConfigRoot.R emoveConfigImpl(String configPath, BaseConfigurationRecord configRecord)
at System.Configuration.BaseConfigurationRecord.Remov e()
at System.Configuration.BaseConfigurationRecord.GetSe ctionRecursive(String configKey, Boolean getLkg, Boolean checkPermission, Boolean getRuntimeObject, Boolean requestIsHere, Object& result, Object& resultRuntimeObject)
at System.Configuration.BaseConfigurationRecord.GetSe ction(String configKey, Boolean getLkg, Boolean checkPermission)
at System.Configuration.BaseConfigurationRecord.GetSe ction(String configKey)
at System.Configuration.ClientConfigurationSystem.Sys tem.Configuration.Internal.IInternalConfigSystem.G etSection(String sectionName)
at System.Configuration.ConfigurationManager.GetSecti on(String sectionName)
at System.Configuration.ClientSettingsStore.ReadSetti ngs(String sectionName, Boolean isUserScoped)
at System.Configuration.LocalFileSettingsProvider.Get PropertyValues(SettingsContext context, SettingsPropertyCollection properties)
at System.Configuration.SettingsBase.GetPropertiesFro mProvider(SettingsProvider provider)
at System.Configuration.SettingsBase.GetPropertyValue ByName(String propertyName)
at System.Configuration.SettingsBase.get_Item(String propertyName)
at System.Configuration.ApplicationSettingsBase.GetPr opertyValue(String propertyName)
at System.Configuration.ApplicationSettingsBase.get_I tem(String propertyName)
at S3D.App.Properties.Settings.get_ShowIndexInTree()
at a6.b()
at a6.d()
at a6.a(EventArgs A_0)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
at System.Windows.Forms.ContainerControl.WndProc(Mess age& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
S3D
Assembly Version: 1.0.0.0
Win32 Version: 0.2.0.0
CodeBase: file:///C:/Program%20Files/skwas/Silent%203ditor/S3D.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
skwas.Forms
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/skwas/Silent%203ditor/skwas.Forms.DLL
----------------------------------------
Dat
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/skwas/Silent%203ditor/Dat.DLL
----------------------------------------
skwas.IO
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/skwas/Silent%203ditor/skwas.IO.DLL
----------------------------------------
skwas.Drawing
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/skwas/Silent%203ditor/skwas.Drawing.DLL
----------------------------------------
S3D.Resources
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/skwas/Silent%203ditor/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
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** 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.

skwasjer
10-09-07, 02:00 PM
Please remove this folder and try again.

C:\Documents and Settings\wildchild\Local Settings\Application Data\skwas

Apparently, the settings file got screwed. Not sure why...

wildchild
10-09-07, 02:14 PM
top stuf man nice one :up::rock::rock:

g_BonE
10-13-07, 07:35 AM
im'a bump this one up again for good measure... any news on the release-to-public date ?

/me checks forums every few hours just to see if v0.4 (0.5) is ready yet :lol:

skwasjer
10-13-07, 07:46 AM
Hehe, well, I don't really want to say when, because I've said many times soon or almost, and yet things come up be it in S3D or in RL. That annoys me alot but nothing to do about it.
The current state is very close to release but this does not mean it will be released in the next few hours :( I know it's a long wait, but it's for the better ;)

Last remaining open issues/todo's:
- Some todo's in new property editor
- Some problems left in undo/redo function
- Some general UI issue's

All in all not too much work...

g_BonE
10-13-07, 08:55 AM
well if you feel like letting a beta-tester home in on the stuff give me aline. if not just take your time ! keep it up !

skwasjer
10-16-07, 09:00 AM
I've worked through my final todo's and will be finetuning the release/updating the setup package soon. I will be running my test scripts tonight and if all is well (iow no major issues found), it will be ready for beta-release.

I am now looking for a select group of modders for the pre-beta release for some 7-14 days (depending on what they find), because so much has changed, and I would like it to be as stable as possible before the major public gets it.
This means I need some of you to have a real good look at this release, and give me feedback on it.

This does NOT mean telling me about new features, I need people to really test the tool, the UI, and the data it produces (in game) to verify if it works as it should. Testing means also redoing old work (for verification purposes, you know what the result should be already in such cases, so you can tell if S3D does it right). I'm not looking for modders to use this pre-beta to create new mods, ok?

Until the test period is over, I will take a break on further development and will support the testers while they are testing. After this, I will take some more time to fix whatever critical things are found.

If you are interested in doing this for the next few days please post here. Please state which OS and OS language you are using, and if it's 32/64 bit, so I can also make sure a variety of platforms is being tested.

Please note that I handpick from everyone that signs up for this, so if you don't get a pre-beta copy, accept it and wait for public beta. I want to keep the pre-beta group small, so if I get alot of response I've got no choice but to do it this way...

Once I've picked the testers I will post their names here and will ask everyone to send me an e-mail so I can send them a copy.

Thank you...

[edit] If you've offered to beta-test before I appreciate it but I won't be searching back up through this thread. So, do it again, now is the time!

l3th4l
10-16-07, 09:54 AM
i'll probably have some time on my hands in the next few days as i've settled in and studiying is paced slowly right now. I think i'm gonna re-do some of the particle effects and see where that leads... reporting anything i'll find along the way, of course :)

I'm using vista 64 in english atm.

g_BonE
10-16-07, 03:19 PM
well... im using a german xp sp2 and have the next 3 days off. one of the things i wanted to do is compare the submarine .sim files and make a mod for personal purposes. might aswell check out the torpedo, dephtcharge and guns sim-files... drop me a line if your willing to submit to (if language barrier=true then (limited(true))) testing results...

leovampire
10-16-07, 04:03 PM
But before you say yes or no to it does S3D in this test phase touch new files in the game or still the same type only?

But it might be hard to find people not willing to make new mod's with it as I am sure most are hard at it right now.

I will do what I can to test it for you though in way's you ask but can not guarantee that it will not be work released once I have tested it in game to make sure all is well.

I know what results I should see from adjustments I make.

tater
10-16-07, 04:08 PM
I'd help, but I feel I lack the ability to check the files vs files changed using traditional methods, so I might miss something.

I'm better for the "beat it up on the job" type of testing :)

tater

skwasjer
10-16-07, 10:33 PM
The only new file type this release supports is Sdl. I've tested this already myself, and it works perfectly. There's only one file so that was easy enough. The problem is with the other file types. With over 2000 stock files I simply can't test them all, not even using test scripts...

It's not really a problem to use it on mods 'in progress', but my problem is, I need verification. If you only work on new things, and it appears stuff don't work as expected, you may conclude that the S3D-beta fails, or that the changes you made are faulty. To avoid this, I have to be sure you (or me) can verify it by other means.

If anyone feels the current public alpha worked fine for a (small) mod they made, you should recreate it from scratch it using the next release. You can then compare the two versions in game, and send the files to me for a more exact (binary) comparison. It shouldn't be that much work the 2nd time around, and then the verification is there.

leovampire
10-16-07, 11:02 PM
The only new file type this release supports is Sdl. I've tested this already myself, and it works perfectly. There's only one file so that was easy enough. The problem is with the other file types. With over 2000 stock files I simply can't test them all, not even using test scripts...

It's not really a problem to use it on mods 'in progress', but my problem is, I need verification. If you only work on new things, and it appears stuff don't work as expected, you may conclude that the S3D-beta fails, or that the changes you made are faulty. To avoid this, I have to be sure you (or me) can verify it by other means.

If anyone feels the current public alpha worked fine for a (small) mod they made, you should recreate it from scratch it using the next release. You can then compare the two versions in game, and send the files to me for a more exact (binary) comparison. It shouldn't be that much work the 2nd time around, and then the verification is there.

Seeing it deal's with 2 differn't file types and a few hundred nodes and I know exactly how it should work and act that would be my best test work to start from scratch and see how it does.

skwasjer
10-17-07, 08:52 PM
I ran into a few minor issues using my test scripts which needs fixing first. Nothing big, but takes a few more hours time. Tomorrow (fri) I don't have any time though, so I will release this weekend... Thanks for your patience :)

leovampire
10-17-07, 08:55 PM
I ran into a few minor issues using my test scripts which needs fixing first. Nothing big, but takes a few more hours time. Tomorrow (fri) I don't have any time though, so I will release this weekend... Thanks for your patience :)

I am sure no one is going any where any time soon LOL!!! What your doing is complicated and hard so slow down's and problems happen and are understood.

UBOAT234
10-18-07, 01:43 PM
I can test it with .dat, .sim, and zon file ecc. ... Of unit ship.
With guns .dat file and others. All format image and conversion.
I don't have experience with particle system.
Some things work in hex and little work with c++.

My PC Systems are 3:
W XP 32 and 64. W Vista all version.
All are in Italian language.
If I may be of help. I am here :up:

Ducimus
10-22-07, 12:30 PM
Ive finally gotten around to checking this program out (old crumudgeon with TT's tweaker who's too stubborn to check out this "new fangled stuff").. and i just have to say.....




This program is ....
AWESOME!

WilhelmTell
10-22-07, 07:29 PM
Ive finally gotten around to checking this program out (old crumudgeon with TT's tweaker who's too stubborn to check out this "new fangled stuff").. and i just have to say.....




This program is ....
AWESOME!

:D
And it's so much easier to handle. Hopefully the new version arrives soon. (No, don't rush, Skwasjer:) )

Anti_Ship_Fella
10-23-07, 02:06 PM
can anyone post the DIRECT link to the net. framework version to install for S3D

skwasjer
10-23-07, 02:16 PM
Ive finally gotten around to checking this program out (old crumudgeon with TT's tweaker who's too stubborn to check out this "new fangled stuff").. and i just have to say.....




This program is ....
AWESOME!

:D :up:

can anyone post the DIRECT link to the net. framework version to install for S3D
See my first post.



On the progress, some real life issues got me occupied again.

I'll make christmas!!! (I hope :rotfl: )

leovampire
10-23-07, 02:31 PM
Ive finally gotten around to checking this program out (old crumudgeon with TT's tweaker who's too stubborn to check out this "new fangled stuff").. and i just have to say.....




This program is ....
AWESOME!

:D :up:

can anyone post the DIRECT link to the net. framework version to install for S3D
See my first post.



On the progress, some real life issues got me occupied again.

I'll make christmas!!! (I hope :rotfl: )

Seeing we have no choice :rotfl: Don't worry about it!

UBOAT234
10-27-07, 12:24 PM
Bump!
Some News?

l3th4l
10-27-07, 02:32 PM
some update would be cool. did you get the test version out, yet? unforseen problems? i'd love to help if i can :)

skwasjer
10-27-07, 03:33 PM
I'm sorry, next to the usual busy schedule, my father was hospitalized over a week ago for heartproblems. I haven't touched S3D since then :/

He's doing a bit better now though, and is back home. I'm really sorry for the delays every time. I wish I could release the current version, because there's so many improvements to enjoy. Hope it will be soon :damn:

tater
10-27-07, 04:01 PM
Best wishes for his speedy recovery!

tater

panthercules
10-27-07, 09:31 PM
@skwasjer - don't apologize to us for the delays. S3D can wait - spend the time with your dad. I lost mine to heart troubles many years ago (take comfort though - the good news is he survived for 15 years after his first attack) - hope yours is feeling better and doing well soon. Tell him all of subsim is rooting for him :up:

leovampire
10-27-07, 09:41 PM
it is not easy working when someone you love is hurting and in the hospital. Spend time with your Dad like you both need right now!

Everyone understands so don't say your sorry at all and take what ever time you need.

Thoughts and prayers are with you and your family.

l3th4l
10-28-07, 12:39 AM
indeed - now *I* feel sorry for even asking... I hope he gets well soon.

vanjast
10-28-07, 06:01 AM
skwasjer (http://www.subsim.com/radioroom/member.php?u=230811)

you mentioned you might pass on the source code - Would you like to throw it this way as I don't like loading anything related to DOT-net on my PC.

I'll rewrite in a simple exe format.

Thanks
Van

swdw
10-31-07, 08:53 AM
Just came over here with a feature request and saw the post on your dad. I know it's a few days late, but I hope he's doing better and will say a prayer for his recovery.

WilhelmTell
11-10-07, 08:23 PM
How are you Skwasjer ?!
Anything new about your great tool ?:D




*edit* OMG I wanna get rid of that avatar!:o

leovampire
11-12-07, 09:06 PM
skwasjer

I need the S3D tool to read the shell counter and type's of shells for the sub's gun's.

Data/Library/USSubParts

The SIM file's for the gun's at least. They control the amount of ammo the gun's can handle and exact name of the ammo that can be used.

I am trying to set the 3in and 4in deck gun's to use and accept Star Shell Ammo yes there is a tweeker file for Mini tweeker that does this but I need to know the exact name to be used for this and unfortunatly you are at the mercy of who ever made the tweeker file as to name for them. And seeing I can not hex read since the stroke's I am screwed.

skwasjer
11-13-07, 09:02 AM
Thanks for the heads up guys. I have been away from subsim and S3D development for a couple of weeks due to several reasons, and have recently reinstalled my pc.

leo, I have to gather my stuff again before I can answer you. It is possible, with some modification of the configuration file to edit those values.

As far as S3D progress, I'm stuck at 99% for release. A couple of annoying issues still need fixing. I'm really busy trying to get a new website up and running for my own business, but when that's done, I will finish S3D asap.

vanjast (and other coders), source code won't be released as of yet. It is still alpha/beta stage, so I still modify it alot, it is incomplete, and may be buggy, bad performance (even though no1 may notice) and sometimes I'm ashamed of code tidyness (:D). All that, and it relies on corporate code so I need to strip it at some point. I will release it eventually, say, version 1.0 final. If anyone needs help with coding I'm happy to help out/provide info though.

skwasjer
11-14-07, 05:51 PM
As per request, to edit the ammo_storage section, add the following 2 lines to the propertydefinitions.xml (the 2nd line is a fix for the property just above the ammo_storage section):


<property name="ammo_storage" datatype="collection" />
<property name="clip_size" datatype="int" />

Add it directly below the line:


<properties>


This allows you to see all 4 ammo types and change the shell it's object id reference and amount of shells. If there are more requests for fixing properties, please drop a line here.

Good luck

leovampire
11-14-07, 05:53 PM
As per request, to edit the ammo_storage section, add the following 2 lines to the propertydefinitions.xml (the 2nd line is a fix for the property just above the ammo_storage section):


<property name="ammo_storage" datatype="collection" />
<property name="clip_size" datatype="int" />

Add it directly below the line:


<properties>


This allows you to see all 4 ammo types and change the shell it's object id reference and amount of shells. If there are more requests for fixing properties, please drop a line here.

Good luck

Thanks for the extra work for me buddy!

Dave

Okay did it and checked it and it works fine thanks for the fast work and reply.