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View Full Version : Long Break , Checking in - : ) What are the next steps for SH5?


Stevepine
12-14-11, 11:38 AM
I probably haven't played SH5 for probably over a year despite trying to keep an eye on the mod forums from time to time.

I see that there has been a LOT of GR2 work and experimentation going and some changes with different people's UI's but im really curious to know what really next?

Im guessing we are still years away from other playable sub types? and Im guessing the crew management is still very much a WIP etc?

and is IRAI development on hold? due to all the GR2 work im guessing etc...

Glad to see Privateer is back in the fold and fences have been mended !

Hope all is well with you all! Happy Christmas!

Steve

Hartmann
12-14-11, 07:04 PM
SH5 is still months away of the possible aditional units imported with mod tools and there are some things that could be improved like IA, and other improvements.

There are a lot of single mods but itīs very difficult know what are the best and itīs a pain put all together in a single pack, creating a "mod soup" with possible side effects. For this itīs better use some new compilations that could be interesting in the future as a base of a new megapack.

Kretschmer the IV
12-16-11, 08:31 AM
darn missed the topic - disregard :P

Madox58
12-17-11, 06:21 PM
Glad to see Privateer is back in the fold and fences have been mended !


I don't have much interest in SH5 at the moment to be Honest.
TDW is doing OK.
Although I wonder why no export option at this point?
The import/adjustment option is also fairly easy for such a simple GR2 format.
The Open Bunker is a great example of this.
(Not the first example of adjusting GR2 files as SteelVikings Interiors had those)

The future is bright if one concentrates on issues and not pretty renderings.

TheDarkWraith
12-17-11, 07:56 PM
I don't have much interest in SH5 at the moment to be Honest.
TDW is doing OK.
Although I wonder why no export option at this point?
The import/adjustment option is also fairly easy for such a simple GR2 format.
The Open Bunker is a great example of this.
(Not the first example of adjusting GR2 files as SteelVikings Interiors had those)

The future is bright if one concentrates on issues and not pretty renderings.

It's kinda turned into my science project of sorts. There are things I've always wanted to try but never had the correct framework made for it. With this app I concentrated on the framework first. Since the classes and all are laid out correctly I have the perfect platform to test things I've always wanted to do in DirectX.

I have the adjustment option already available. I just have to make it a little more user friendly on the input side (no quaternions).

The exporter will come. I have everything I need vertice wise, texture wise, etc. It's just a matter of coding an exporter to take all this data and write it into a different format.

I have 5 more books coming from Amazon.com dealing with real time rendering, skinning, shaders, effects, etc. I'm way behind the curve in all of this since I haven't even touched DX10 or DX11. I'm currently still playing in DX9 sandbox :-?

Like I said I'm having fun with my little science experiment currently :D

Madox58
12-17-11, 08:02 PM
I think your doing great as to the interface stuff and renderings.
:up:
I never got into that area myself.

Add a quick way for the users to move verts and auto adjust the normals calculations?
They could produce some interesting things.
The Open Bunker does nothing more the use existing verts.
SH3 modding started kind of like that.
:03:

TheDarkWraith
12-17-11, 08:10 PM
Add a quick way for the users to move verts and auto adjust the normals calculations?
They could produce some interesting things.

Ah yes I have only given the option to move entire meshes around....good point :up: What kind of interface are you thinking of for adjusting the verticies?

As far as auto adjusting the normals you want DirectX to calculate those? It's not very good at doing it since it takes the normals around the vertice in question and averages them all together to come up with the 'new' normal. One can certainly use that. I think better results come from computing the face normals of the faces surrounding the vertice in question and averaging those to get the new normal :06:

Madox58
12-17-11, 08:17 PM
There's a million ways to code it.
If you research compute normals?
I'd bet you find a way you are comfortable with. It is a standard calculation after all.
And it does not have to be 70 decimal places perfect.
Actually? you could just zero those settings as the Game will compute them on the fly!

Madox58
12-17-11, 08:49 PM
What kind of interface are you thinking of for adjusting the verticies?



Since the meshes are single Units? You already have the interface set up.
Now all you need to do is allow..............
Select vert, once that is done it could be moved.
On save just redo the CRC so 'Standard' GrannyViewer can look at it as an option.

Let's all be thankful the SH5 Dev's left the GR2 format pretty much stock!
If they had done just a bit more work? We would not be to thids point today!

TheDarkWraith
12-17-11, 10:30 PM
Since the meshes are single Units? You already have the interface set up.
Now all you need to do is allow..............
Select vert, once that is done it could be moved.
On save just redo the CRC so 'Standard' GrannyViewer can look at it as an option.

Let's all be thankful the SH5 Dev's left the GR2 format pretty much stock!
If they had done just a bit more work? We would not be to thids point today!

Easy enough. I can have it highlight the vertice on the screen when you select it so you know which vertice you're working with. I can even code in a picking routine that will allow you to select the vertice by clicking on it in the model. I think the picking routine is best way to select vertice :up: I'll do what I did in my Apollo app for SH3 - when you select the vertice by clicking on it I'll have a lock diamond surround it :yep: