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Cheers! |
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? |
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.
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what do you think? :hmm: |
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/show...&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" />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... |
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:up: |
Thanks again! This works perfectly :)
following the same principle you can add Code:
<property name="BitmapParticles/RefPoint" datatype="vector2" /> |
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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. |
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? |
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... |
ok, understand. will look into it.
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Ref |
*bump*
how's it coming? don't mean to rush or anything ;) |
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... |
Nice to know the work is continuing
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. |
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