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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Stowaway
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Saveing with Goblin changes the Type from 10/1000 to 10/-1
Saveing the same file with S3D does not change the types. Goblin will not save a Type 4/100 Node. It simpley removes it. Then all the attached Nodes are now lost but remain in the file. SH5 places nodes with the Blah-FX.GR2 file. This is a physical placement Node. (For lack of a better term) All Placement Nodes, in all GR2 files, are a 3D placement thing. They created little boxes and placed them in 3D. Those objects were Hidden in 3D Max and exported as a GR2 file. So SH5 'Sees' them. We add a type 4/100 which 'works'. Goblin has no idea what the heck they are! But the Game engine Knows how to use them. Thank God for that! |
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#17 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
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![]() In privateers example, he may have a point, we just don't know yet. This is not a problem just yet. I will remain conservative as I always have until I can be conclusive. I have seen more stuff in the game files that were believed to be 'required' (by myself or others) when they weren't. Case in point, the TMAP. Many SH4 models contain 4 uv-maps, where the game actually only uses the first 2. The 3rd and 4th are unused, and in fact add to the file size of the model-files. I have always been skeptical about why 4 uv-maps where included, but could not prove this until 2 years after SH4's release, and I don't think many even know this right now. The purpose right now of this thread is to gather all this kind of info, and see what we can make of it together.
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#18 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
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Thanks for the info. It doesn't make it any easier though when the game apparently mixes DAT and GR2 nodes around... yukk!
Does it also do this for the other subtypes (ie.: 10/0 to 10/6?)
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#19 | ||||||
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
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When trying to diffuse a bomb, advice of 'Don't kick the bomb' is just as valid as other advice. I didn't say you were, I just say hey, be careful about assuming that's gospel just because it worked. Yes, with lots of people pitching in with ideas and comments. So probably the worst thing you could do is to have a go at someone who is trying to help no? Quote:
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It's the best tool so far to emerge from the community bar none. Agreed. Quote:
Yes, so let's hope for a new spirit of co-operation and not the same old BS yeah? Quote:
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Now Privateer, look what you've done. You've turned a thread about betterment of the community into something else. Why would you do that when I was just trying to help? Why would be so so snippy? Why? Why? What part of 'Let's work together' is not clear to you or others?
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#20 |
Stowaway
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I have to say skwasjer is alot more Silver Talking then me.
![]() We have his attention Guys. Take advantage of this as long as it lasts. I've bantered back and forth with skwasjer for a long time now. My main challange to him in an off hand way was to get me to quit useing a hex editor. Well he's come DAMNED close! ![]() If I can convince him to add one or two more things? I'll retire the Basic Hex editors and only use S3D. |
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#21 | |
Black Magic
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#22 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
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![]() ![]() ![]() TDW, some of your mods are exactly an example of what I was talking about. At least privateer in the past embraced some of my remarks regarding file errors in the GWX mod about 2 years ago and corrected them, and is willing to accept that some rules are to be followed (if only for the sake of community sanity). You can't just throw out any kind of mod that supposedly works, while it contains errors that can be avoided. You can do whatever you wish with S3D, I am not enforcing S3D on you or him, nor do I believe he will ever stop using one (nor do I see a reason why you or him should), but you could at least be more appreciative of what S3D has achieved in the community: more people making more advanced mods than 5 guys with a hex editor could have done without S3D's existance. And you could take that to your advantage by using it for many tasks it 'does' better than a hexeditor... Now can we at least drop this discussion? I did not start it to start bashing at S3D, hexeditors or other tools. This is so pointless...
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#23 |
Stowaway
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I don't think anyone believes removeing Hex Editors completely is the goal.
And I mean Hex Editors as in Guys who know Hex and work in it. It's a fact Modders have done great things with S3D with no knowledge of Hexing things as you and I do. You and I also know those same Modders would not learn Hex as you and I know it. It's a gift and a curse in ways. I accept the fact that S3D can do many things just as I do them. I also point out what it can not do. In an attempt to improve. You once took great care that things worked. And I can remember you teaching me many times in the past. You, skwasjer, me, and who ever else stands up and provides input that advances things? That's the whole deal. Some of us may be faster, better, and more knowledgeable then others. To me that means I owe them. Not that they owe me. |
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#24 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
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I must point out, many oldskoolers but also many newcomers have had significant input in S3D's long running development (just look at the changelog). So S3D is not a product of me alone, the developer. Alot of community input I used to improve the tool with. This is what I am asking now again, only this time I ask it ahead of time, not during or afterwards...
No point in putting your head in the sand. Instead, step up to the plate and make a difference.
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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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#25 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
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Once again, I don't have much in the way of technical help, but I can be relied upon for suggested features. I have been working with S3D a pretty good deal lately to see what it is capable of in regard to SH5, and the 3rd post of this thread contains my preliminary "wish list". To reiterate one of the wishes I made, I would love if S3D could be made to open GR2 files just to give us the ability to see the 3d models to make editing things a bit easier.
One more thing I can think of that would be a huge help is: would it be possible for S3d to be able to add way points for the crew. I know that the current waypoints are untouchable, as they are in a GR2 file, but would it be possible to add them to another type of controller file. Others have run into walls before when it comes to this issue. Heretic in particular noted that he was very limited in what the crew could be made to do because there were simply not enough waypoints available to script more behaviors into the game.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#26 |
Sea Lord
![]() Join Date: Mar 2005
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Nice, to see some new progress on that topic, skwasjer. Here are the templates i changed for the fx effects in march.
http://rapidshare.com/files/363694792/Controllers.zip I experienced the same problem, as stated by privateer. controller heads are lost, when opening the changed dat in goblin. This is where i got stuck. But changing the most controllers for particles is possible. My Post: http://www.subsim.com/radioroom/showthread.php?t=165022 ![]()
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#27 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
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Thanks urfisch.
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#28 | |
Silent Hunter
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-Ability to see weapons attached to nodes (presently, ships appear without turrets etc) -Ability to preview particle effects -Most importantly, enhanced 3d model importation. Namely, compatibility with non-triangulated .obj files. Currently, if I forget to triangulate a single item the whole ship or plane fails to import. |
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#29 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
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I understand how these functions would help, but I'm not looking to work another year on S3D. I am primarily focussing on adding support for missing pieces of data in SH5. They are noted, but don't count on it.
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#30 |
Stowaway
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Here's what I have so far.
Packed up as I use them with JSGME. http://www.mediafire.com/?ma53n13qrgq2mni New today is the obj_Turret and unit_Ship (I just did a Vector3 on the ship_color for now) |
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