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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#826 |
Grey Wolf
![]() Join Date: Jan 2008
Location: CK7662
Posts: 918
Downloads: 178
Uploads: 4
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Wonderful!
Many thanks to both of you guys. ![]() ![]() |
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#827 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,908
Downloads: 287
Uploads: 0
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okay, heres the rundown
i got everything i needed, (DX managed, the new framework) and it installed with no errors, but when i go to run it.... ![]() EDIT:note the amazing disorganization of my desktop :rotfl:
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Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! Last edited by Sledgehammer427; 11-08-08 at 04:57 PM. |
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#828 |
Sea Lord
![]() Join Date: Aug 2007
Location: Too far from the Pacific right now...
Posts: 1,634
Downloads: 0
Uploads: 0
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I haven't seen that particular error screen. A couple of things I would suggest:
1. Be sure to run your windows update and make sure your .NET install is 100%... 2. Uninstall/reinstall S3D. I know it sounds silly, but I always shutdown and restart my computer to make sure the registry reloads 100% after doing OS and program installs/upgrades. It's worth a shot... If all else fails, I'd PM Skwasjer.
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RFB / RSRDC Beta Tester RFB / RSRDC Modding Forum: http://forum.kickinbak.com/index.php RFB Top Post link: http://www.subsim.com/radioroom/showthread.php?t=125529 RFB Loadout: RFB_V1.52_102408: RFB_V1.52_Patch_111608: RSRDC_RFBv15_V396 Last edited by DeepIron; 11-08-08 at 05:58 PM. |
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#829 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,908
Downloads: 287
Uploads: 0
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I have PMed him before...the only two reasons i can think of for this is
1.i have a cracked windows XP...because the dude i bought [my computer] from is cheap 2. i am NOT connected to the internet, i am at my girlfriends house, she has Vista, and is connected(obviously.) other than that i did everytrhing textbook perfect
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Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
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#830 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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![]() ![]() ![]() I removed the highlighted node ![]() I removed node 259 after assigning the parent id of the main torpedo node to the node 261, looks like it did the trick and removed the second spinning sub ... the thing is the 3d model of the torpedo doesn't appear in s3d ![]() I was thinking I could move the different node (propeller etc..) just there but none of the torpedo 3d model show ? skwasjer, the mod if the kaiten patch on my main filefront page if you'd have time to take a look ? do you know why the models don't show ? thanks keltos |
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#831 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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#832 | |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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BTW, skwas; Best. Tool. Ever. As you were. tater Last edited by tater; 11-15-08 at 11:38 AM. |
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#833 | ||
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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![]() Quote:
![]() There's 7 grid boxes in each direction from the center, where each box is 100 meters. So the torp should be somewhere near the outer most edge... Pan the view and have a look, or use the 'center view' button. [edit] And one more thing, when creating a new node from scratch, note that the 'visible' flag is unchecked by default. You will have to toggle it on before opening the 3D viewer for it to render it (or otherwise click the 'eye' button). The new S3D will have this behavior changed, where the visible flag is set to on by default.
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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 Last edited by skwasjer; 11-15-08 at 07:56 PM. |
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#834 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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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 Last edited by skwasjer; 11-15-08 at 07:30 PM. |
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#835 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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![]() Quote:
2. This shouldn't matter, as long as you install the prerequisites. Burn the .NET 2 Framework redistributable and full (offline) DirectX 9c package to a CD and install them before installing S3D. It is important the full package incl. managed extensions is installed. Regular DirectX 9c is not enough. But I guess I gave this advise last time as well, as well as cleaning up (removing) possible left overs from previous S3D installations: - The S3D installation folder - Vista: %USERPROFILE%\AppData\Local\skwas XP/2000: %USERPROFILE%\Local Settings\Application Data\skwas
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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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#836 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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Now that I handled the queries, I like to add that I have been tied up the past 2 months with RL. I planned on releasing S3D 0.9.1 some time ago but I never was able to. I've decided to skip this release and work towards v1.0, which will be my final major release. One or two small updates may follow to fix some issues, as the current changelog is just huge, but other than that, I have long reached my goal with this program, and it is time to stop spending more time on it. It's been a long journey and has been with great satisfaction seeing how popular it has become (well over 8000 downloads since v0.5.2 in Dec 2007, although it includes update rounds) in the modding scene and pretty much no more mod made without it.
![]() This is not a goodbye though, I will stick around but just a little more in a corner, where I intend to focus on making some more tutorials and help people out with implementing their ideas, and maybe even pick up some other coding projects I have had interest in. Don't expect v1.0 soon though, my time is still somewhat limited, so it will take at least a month. But I aim to include the last few things I had planned, a zones editor and import/export of mesh animations, as these are things that are halfway complete by now. Regards, skwas
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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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#837 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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How about a controller table, where each controller is briefly explained? Not so much each and every property, but just a quick reference guide. I want to also do some walkthroughs of the UI, but I think this is best done as a video tut, like I've done in the past. Seeing certain actions and tricks done in a video says more than a written tutorial, and it tends to stay longer in memory. And along the line, some more advanced tuts, like working with keyframe animations (specifically quats is a black box to 99% around here I guess), mesh anims, etc. I've also got plans to write down the full specification document (byte level), something I've worked on in the past, but this will only be a very technical document, that others can use to write their own full parsers...
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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 Last edited by skwasjer; 11-15-08 at 09:48 PM. |
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#838 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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![]() ![]() As far as controllers, I implemented 190 of them (about 10-20 or so are SH3 only or do exist in SH4 but are either obsolete or have different data structure). I think there's 2 or 3 left that I didn't find in any game file (only in .act) and thus didn't implement them as I couldn't verify their data structure in game.
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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 Last edited by skwasjer; 11-16-08 at 08:04 AM. |
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#839 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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Hi
If you've read our Kaiten torpedo thread WIP you've noticed we hit a brick wall. We are trying to add the kaiten 3d model to the torpedo.dat along with the screw model. sometimes after we append nodes, the existing ones split and lose header etc.. plus : we can't resolve the angles needed for the rotation on the 2 screws, which should be contraroteting btw, when they should be the same as the existing torpedo angles ? on my FF they is a file with the .obj format for the Kaiten and the latest stuff we did, but maybe it's better to start from the original file. if you could tell us what to do or insert the nodes for us and set the rotation ![]() the problem was, unlike subs, the torpedo .dat uses only 2 different torpedo models for all torpedoes, we need a different one. why would the rotation have to be different when the screws are only bigger, not different ???? thanks in advance Keltos |
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#840 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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PS: the obj-package didn't contain the 2nd prop, and had the 1st prop not centered on the z- and x-axis. I therefor didn't make a working dat. If you provide the max-source file I could have a go at it.
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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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