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If to you interestingly look further. About that, that I have written above: so-as one-byte pairs of properties are somehow connected, there is an interesting variant to unite one-byte numbers of material properties in two-byte numbers (unsigned short)......??? Besides the structure dataBlock Type 2 can be truncated if it has no own bitmap!!! (tgaSize = 00000000 is end of Block. Example: bodyXX.dat). DataBlock Type 13. This block is additional (child) to block Type 2. In this dataBlock it is certain bitmap and its properties for special effects "selfillumination", "specular" and others. Example: - 4 bytes unsigned long dataBlock Type - 4 bytes un. long dataBlock SubType - 4 bytes un. long dataSize - 8 bytes object ID - 8 bytes parent-object ID (Type 2) Next 28 bytes of properties: - 8 bytes symbols of parameter Name (selfillu or specular) - 4 bytes un. long parameter Value ...? - 2 bytes un. short the same, as in Type 2 dataBlock (2 bytes number variant) - "0000" - 2 bytes the same, as in Type 2 dataBlock (2 bytes number variant) - tgaSize - 4 bytes un. long TGA-file Size - txtrScale - 4 bytes float bitmap Scale - "00000000" - 4 bytes - tgaName - Zero end string TGA-file Name - "00" - 1 byte end of string Sorry Ref, I am not Anglo-Saxon or Anglo-American my english is wrong and poor. If to you interestingly test my assumptions. I don't have time and desire. Anvart :rock: :doh: |
Thank's again Anvart, you've been very helpfull, those two chunks where the one's I've no info about. :up: :up: :up:
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Any indexation serves for increase speeds of objects search in a file!!! DataBlock Type 1001 structure: - 4 bytes unsigned long datBlock Type - 4 bytes unsigned long datBlock SubType - 4 bytes unsigned long datBlock Size - 8 bytes object ID - 4 bytes unsigned long object Position in dat-file - 8 bytes object ID - 4 bytes unsigned long object Position in dat-file ............................ And so on up to the end of the block Anvart :rotfl: |
Hi, Ref.
If you have desire and time you can make kind of crew hands same as well as a kind of the faces. For this purpose make changes in files bodyXX.dat in conformity with my reflections, and also in a TGA-file change hands color on a face color. Goodluck, Anvart :up: |
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Hi, Good! :up: Many thaks! For all, Here Other Standard Ship Multiskin, in beta release. Not there are additional Texture. I will make in the next days. For any problem or mistakes, post here. http://files.filefront.com/SMultiski.../fileinfo.html They are included: -NAMC -NATF -NBB_Bismark -NBB_KGeorgeV -NBB_Nelson -NBB_Revenge -NCA_Hipper -NCL_Dido -NCL_Fiji -NCV_Illustrious -NCVE_Bogue -NCVE_Casablanca -NDD_HuntII -NDD_HuntIII -NDD_J -NDD_Soldati -NDD_Somers -NDE_Buckley -NDE_JCB -NHPB -NLST -NPC_Black_Swan -NPT_Br -NPT_Ge The: NBB_KGeorgeV contain some error, I upload the correct version soon. Important! In my page of Filefront site, and in this .rar are present other ship, but is not my work. Iova ship and NCOT. And others is present only because, Filefront, it does not work correctly. I have only rework for trasfom it, in Multiskin. It is right to attribute the job of creation of the models to who has given much time for that one. When the site is repaired, I will remove them. I ask excuse in particular to AG124. BEST REGARDS UBOAT234 |
You should mention the other ships which you have also done on your fileshare site, including the other three coastal crafts and my Coastal Tanker. You forgot to credit me as the creater of the Coastal Tanker in the ReadMe though.
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Material properties changing example: http://img523.imageshack.us/img523/8...perties8zz.jpg Anvart :yep: |
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