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Orzel, if you're still here I'd really really like to learn how to move and add objects on the ships. Perhaps another tutorial...? :lol:
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I'm almost done changing all the tags for the B-24...all 103!!!
Once that's done I'll see if it creates a new instance of the model. If THAT works, I'll see about changing the name to something else. If all of THAT :doh: works, I'm going to start experimenting with different layouts. It's a very hit or miss procedure right now, and coming up with the ids is only half the problem. :damn: |
Ok some stuff about DAT files and my tool.
-AFAIK, all chunk IDs should show up in the chunk list, but maybe some models have chunk types that I didn't decode, the tree is just to see the 3d part hierarchy. -I'd try cloning starting with a simpler model: Headgear (helmets, caps). A nice project: a separate white officers' cap to have one officer pose as kaleun. -I have received some requests for the source code of my tool. I don't particularly like releasing it, because it is extremely crappy, just a testbed while I was decoding the file, quick, dirty, ugly... you name it. On top of that it's C#, and I was learning the language as I was typing. All said... here you are, a full copy of my VS project, the meaty bits are in Form1.cs... Consider it all public domain. http://cursos.usal.es/~felipe/dc/datconvertsrc.zip -About moving ship parts: this is quite easy, just locate the desired chunk using my tool, hex edit the x,y,z coordinates, and you're set (look at type 4 chunks in the notes below). -Finally, here are the notes I took about the file format, they are not complete, but can help anyone who whishes to keep at it: Code:
SH III DAT FILE FORMAT |
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@Orzel- can you identify which strings need to be changed in zon, sim and dsd? REALLY appreciate it if you can.
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Thanks Lurbz, maybe one of the resident programmers here will pick up on it.
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Hm, that is known and i'm working as quick as i can.
http://img329.imageshack.us/img329/8...cher9eg.th.jpg But their are some problems concerning the second and maybe third texturstage. http://img307.imageshack.us/img307/4...pedo2je.th.jpg Detailmaps aren't be shown correct while lightmaps seem to be right. http://img183.imageshack.us/img183/4...bpen5ec.th.jpg But like the "Kaiser" said: "Schaun mir mal." MfG Canaris |
Er, hello there...
Wir haben ein miracle worker... I recognise the name from somewhere.. German forum or 9th Flotilla? |
I surrender :D
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Jace11, maybe german ubi-forum, but 9th flotilla is very chilly. :yep:
lurbz, no way! Keep up the good work, because i will do this tool in first to be used by 3DArtists. These people don't need to know everything like these damn 64 bit ID. In germany, we would say "the sparrow in your hand is better than a pigeon on the roof". :up: The problems concerning the textures is only the first part, the next are the datanodes(6 and 11) and the 3ds fileformat. :-? |
Hey, multiple-skin creators...how do I create files to support the multiple skin format? I presume it's the dat file, do I just repack it with a new tga (the desired skin)? Do I make any other changes to the dat file? Or is it more than that.
I could compare the multiple skin warship mod against the stock files, but I'm afraid I might overlook a small detail. If you could shed some light it would help me greatly. |
Bump
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Orzel, can you help me identify the files in zon/sim/dsd for the liberator? In case I miss one?
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Hm, i see you are in hurry. :D
I wil do a little description what i have done last week. To export and import models correctly, you have to understand how SH3 uses the data from dat files. Simpler things like vertexformat, indexformat and texturecoordinatsformat are known, but how puts SH3 all these individually saved modelparts together? First step: lets simply render the entire tree. http://img226.imageshack.us/img226/5959/plain0eo.th.jpg That looks like crap. :o But vertices can be moved forth and back along 3 axis. Hm that should be easy. :hmm: added translation: http://img244.imageshack.us/img244/4...tion4ae.th.jpg No! That isn't right! :roll: But if there are axis, there have to be something rotated. Hm takes me a smile. :hmm: added rotation: http://img292.imageshack.us/img292/8...rans9uf.th.jpg No! That was the next shot! :stare: After some coffee and a little bit later... I've read somewhere that in 3ds files, there is the manipulation from parentmodelnode is taken over to childnode. Let's have a look. :hmm: added values from parent: http://img226.imageshack.us/img226/1...rent1ti.th.jpg NO! NO! NO! :shifty: Lets play a little. Rotation away, rotation added.... That ****ty litle plane rotates in wrong direction! :x Lets rotate the entire **** to the other direction. http://img282.imageshack.us/img282/9...rent8sq.th.jpg Ahhhhh! :) But what's this? http://img159.imageshack.us/img159/1...tnow2dl.th.jpg What does this little stupid chap there! :o ... Long baba, short sense: That isn't finished today and not tomorrow. Maybe one day... ;) MfG Canaris |
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