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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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Alright. Here and there I've been posting some comments and every so often a screenshot of what I'm working on. One of the bigger problems in modding today as you know, is working with the native game files. There are some tools out there that help right now, but I wanted to go further.
My aim is to provide you with a tool that will allow you to edit all files that are based on the dat-structure (both SH3 and SH4). I've taken all the knowledge that others have gathered, and debugged the file format myself as well for countless hours, and am trying to create a tool that is easy to use, and combines features of several other tools, and more... Especially, the 'more' part. While I realise the tool is similar to what has been done before (aka Pack3D, mini tweaker, etc), I do hope to add something new. Below is a list of some (not all) things I either have finished or have planned. Supported:
Release date: soon, probably beginning of august. This will be an ALPHA! Source code: I may release it eventually when I feel like it. Thing is, it is partially based on corporate code (my own company), so I may need to strip it a bit by then. [edit] screenshots removed Last edited by skwasjer; 08-06-07 at 07:27 PM. |
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#2 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Wow.
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#3 |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
Uploads: 0
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very good idea cant wait to try it.
Im sure it will work. When you look at these files they all start with a message "Created and Modified using Kashmir (c) by Ubisoft." Looks like Ubisoft uses their own editor called Kashmir and all that files can be modified by that. So far ive been modifying all my mods manualy using hexeditor and floating point converter. I can tell you id realy want to have such tool in hands ^^. |
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#4 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
Uploads: 0
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This is BIG! MAN!
![]() Is it sure you don't have a copy of the SDK or maybe wrote the dam thing :p Will you be able to import/export TMAP?...looks like it, but maybe you could elaborate a bit on it. |
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#5 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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![]() Quote:
![]() And yes, you'll be able to import/export TMAP data. If you look at the "Model" screenshot, you'll see the model I selected contains two texture channels. The only problem here is still that there aren't many 3D file formats that support multiple UV sets, so I'll probably resort to exporting a model multiple times, each time with a different UV set. There are some formats, but import filters for 3D suites are limited or non-existend for those formats. The obj format is a no go in that respect. This is still in research, but I'm making some progress here... My aim now, is to get the tool ready, at least as a read/analyze tool, and for modifying basic data. Then, with subsequent updates, the goodies get added... ![]() |
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#6 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
Uploads: 0
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Brilliant man ABSOLUTLY BRILLIANT!. This will for sure be a big breakthrough in modding SH3/4. Keep her steady as she goes!
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#7 |
Pacific Aces Dev Team
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Good to hear. It is about time someone takes on the project like this.
![]() I agree with Anvart. Having the tree similar to that in the Datconvert tool would be quite convenient. |
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#8 |
Stowaway
Posts: n/a
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thank you for this, it is a wonderful tool it looks like.
i will ask now that you write the instructions for absolute nubs and dummies like me who cant follow instructions without getting lost. since it will not be needed anymore, i will stop converting all of the sh3 particles files to sh4, only did 10 so far anyway. if anyone wants them, use my filefront link. |
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#9 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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![]() Quote:
As far as the tree itself, best wait for the release and see how logical/natural my implementation is... |
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#10 |
Seasoned Skipper
![]() Join Date: Sep 2006
Location: Russia
Posts: 700
Downloads: 136
Uploads: 0
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Wow! Excellent mod would be
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#11 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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![]() Quote:
__________________
Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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#12 | ||
Pacific Aces Dev Team
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![]() Quote:
Naturally, it is up to you as an author to decide about the tree order, I am just speaking about my experiences as an user of different tools for SH3/SH4. |
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#13 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
Uploads: 0
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@sergbuto where would one find Datconvert, never heard of it.
Cheers! |
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#14 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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![]() Quote:
But Pack3D has greater functionality ...
__________________
Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 07-10-07 at 05:20 AM. |
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#15 | |
Pacific Aces Dev Team
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![]() Quote:
However, I do not mind if the upcoming tool eliminates the need to use Datconvert. ![]() |
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