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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#721 | ||
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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"Thou shalt not spit..." ![]()
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#722 | |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
Uploads: 10
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![]() ![]() Exiteth stage left (before I'm accused of being a really bad imitator of John Cleese.) ![]() |
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#723 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Hi, Skwas.
Good work. But not so convenient control for camera ... small (low) sensitivity for linear moving (and not convenient buttons for mouse ... maybe for rot. - left but., for linear moving - right but., zoom - wheel)... And in "Show All" mode i would like to have functions "Hide" (and "Unhide All") for selected object ... and maybe add smooth ...
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 07-10-08 at 01:00 AM. |
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#724 |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
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Some people are never happy! :rotfl:
Me, I'll be toasting to skwasjer every time I'll be on an outing! Oh, and if I ever happen to be at the beach during sunset, to Dave as well. Vacation time is upon me, I'll see you guys in September! ![]()
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![]() ![]() ![]() Let the Beast inside you free! |
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#725 | |||
Admiral
![]() Join Date: Jun 2005
Posts: 2,014
Downloads: 26
Uploads: 0
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![]() I think it's time to bump it up to coolness with some kelp sunglasses. ![]() |
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#726 |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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S3D v9 bug report.
When importing a .dat file with a nod that has an embedded 3D model, SH4 will CTD when the .dat file with the new 3D model comes into visual range. Background I have used S3D to edit / change / import .dat files for both RSRDC / OM for a while now. I have always been able to import nodes with 3D models in the past without problem. With v9 I’m have a “re-creatable on demand” CTD when I attempt to add nodes with 3D models in them. The following test case is the procedures I use for the importation of nodes with 3D models and have use these steps with older versions of S3D without problems.
Last edited by lurker_hlb3; 07-10-08 at 06:44 PM. |
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#727 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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Thanks for the detailed description. Can you also send/upload the .dat file. If I for one reason do not do it exactly like you do (or you missed a step), I may be hunting for a bug for ages. I'd like to compare it with an actual file. But the walkthrough is excellent for sure, people, take note!
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#728 | |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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Currently unable but will be able to tomorrow. I'm not currently in the same location as my development computer. |
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#729 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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Well, no hurry. Saturday, I'm on shore leave so I can't really do much until I'm back.
I have no idea what may be the cause though. I haven't really touched that part of S3D, and while working on the fans I've used similar functionality. But who knows what odd bug you've run in to...
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#730 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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![]() Quote:
If you about me... you are mistaken ... Simply, I would like to have greater use of program (for me) and to use it not only as a browser ... ... But i (obviously) speak with "childness" ...
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Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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#731 |
Ace of the deep .
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It is sarcasm, not to be taken literally .
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#732 |
Eternal Patrol
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Anvart, this (:rotfl: ) always means a joke.
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“Never do anything you can't take back.” —Rocky Russo |
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#733 |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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S3D v9 bug report. Part 2
This morning I decided to reload S3D v82 to generate a test case to show that the importation of nodes with 3D models was working correctly prior to v9. To may surprise, using the same steps that I reported earlier, SH4 CTD at the same spot. I continue additional testing until I could get it to work as I had done with other 3D models in the pass. Once that was compete, I de-installed S3D v82 and loaded v9 and repeated the “new” set of steps that worked with v82. When run SH4 there were “no” CTD using the v9 version of the test case. It appears that SH4 is “very sensitive” to the placement of 3D model files within the .dat file and the uses or non-uses of a “parent” node ID Here is the “revised” set of steps I used to get the .dat file to work correctly in SH4: ( new steps are in red )
CTDTEST This folder / directory has a JSGME ready test mission for recreating the problem ORG This folder / directory continues the original NDD_Clemson.dat & NTR.dat files V82 This folder / directory continues the S3D v82 NDD_Clemson.dat, NTR.dat & zzz.dat files that were used to added new 3D models and works without problem. V90 This folder / directory continues the S3D v90 NDD_Clemson.dat, NTR.dat & zzz.dat files that were used to added new 3D models and works without problem. V90_tst2 This folder / directory continues “second” test run of the S3D v90 NDD_Clemson.dat, NTR.dat & zzz.dat files that were used to added new 3D models and works without problem. V90_broke This folder / directory continues the S3D v90 NDD_Clemson.dat, NTR.dat & zzz.dat files that were used using the “original” test case and “will” cause SH4 to CTD. Link http://files.filefront.com/s3dctdtes.../fileinfo.html |
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#734 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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Ah I see. Yea, the import dat-file works the same as with raw chunks. The insertion point is from the node you have currently selected, so you usually just have to point to one of the nodes at the end of the file (or at the end of all child nodes of a certain node) before importing.
The ordering of individual chunks is very important. Child nodes/objects can't be in front (index wise) of a parent. Model and material chunks must also exist before a node uses them. If not done, you will be guaranteed to get a CTD. The change of parent id's is not really necessary in between, you can also do it after importing but that's only a procedural thing. Whatever works.
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#735 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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Some techical yada yada:
I finally managed to debug the entire StateMachineClass controller (AnimGraphs folder). Until now, I always missed a couple of pieces of the puzzle and always missed the time to find out. It still requires some more work to integrate support into the S3D UI, but what this controller will allow you to do is 'script' all the behaviors of all 3D crew (interior), including (but not limited to) what sentence they speak, their facial expressions (normal, angry, etc), their tone of voice (normal, angry, etc), what type of (character) animation is played when specific orders are executed, where the eyes will look at during specific orders etc. There are a whole lot of possibilities when this support is available to the modder. For instance, correcting speech/animation bugs, but also to change how the crew reacts to certain orders (ie: turn divewheel to left, play speech order 'Rudder left'), when a collision occurs, when they get wounded, when you hit/miss a torpedo, etc. Do note that this controller does not control/contain the actual 3D (mesh) animations. It controls the state of the actual character, what animation is played when, etc, and in what sequence. Together with the already supported lipsync controller, the crew behaviors can be further improved. Support for mesh and bone animations, which will allow full control over all the bones (parts of the body) will follow in time. Meshanim support is already in development for some time, and the character part (ie. marine.dat) is the final piece of the DAT-puzzle to integrate. Apart from a couple of minor things I've now come close to supporting the full DAT-format (currently 97-98% of all data is supported). No release date, but I just wanted to share the good news ![]()
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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