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Old 12-19-08, 05:51 AM   #1
Anvart
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Quote:
Originally Posted by skwasjer
... Bump maps use the 1st uv-set.
...
???
Quote:
Originally Posted by virtual thought ...
--> --> -->
...
And ... S3D should be more tolerant to game-files ...
...
And ... what about Render Features ...???:



In game:





P.S.
It's SH3 ...
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Last edited by Anvart; 12-19-08 at 07:10 AM.
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Old 12-19-08, 09:44 PM   #2
skwasjer
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S3D was never EVER designed with SH3 in mind, sorry...

From the changelog:

Note that this is still an experimental feature at this point, and the shaders are based on SH4 (certain SH3 models and assets are rendered too bright, or incorrectly as a whole). If a model is incorrectly rendered or rendered as black, it doesn't have to mean the DAT-file is set up incorrectly. The texture loader works also slightly differently than the game, so always check in game to be sure. Extended SH3 support is NOT planned.

Quote:
And ... S3D should be more tolerant to game-files ...
Example?

Is hex editing tolerant?

Last edited by skwasjer; 12-19-08 at 09:48 PM.
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Old 12-20-08, 02:31 AM   #3
Anvart
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Quote:
Originally Posted by skwasjer
S3D was never EVER designed with SH3 in mind, sorry...
...
sure. Extended SH3 support is NOT planned.
What a pity ... !!!
SH3 is more popular than SH4 ...
In SH4 for glass imitation (air plane) is used Opacity property of material ... simple method ...
In my case (you know) - other prop's ... more eye-candy ...
...
And in SH4 interior _Geamuri-object is transparent (in S3D viewer) and has similar parametres of a material as in my case ...
Quote:
Originally Posted by skwasjer
Quote:
And ... S3D should be more tolerant to game-files ...
Example?
Is hex editing tolerant?
Strange question ...
HexEditor reads and shows any data ... :rotfl: in hex kind ...





In this cases in game All OK.
...
And i would like that S3D was more tolerant at data reading ... it would help to find errors (in modders work) and so on ...
Sorry ...

Good luck.

P.S.
Last version of S3D is more toleranted than previouses ...
And for today S3D is the best work (tool) at this forum !!!
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Moses said: "Don't create yourself an idol"...

Last edited by Anvart; 12-20-08 at 03:08 AM.
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Old 12-20-08, 04:19 AM   #4
Nisgeis
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Quote:
Originally Posted by Anvart
SH3 is more popular than SH4 ...
Come on Anvart, we've all been warned not to say things like that in the wrong forum .

Quote:
Originally Posted by Anvart
And i would like that S3D was more tolerant at data reading ... it would help to find errors (in modders work) and so on ...
Are the files you are having trouble with stock SH4 files, or are they files that have been previously hex editted? SH4 seems to be very tolerant of some things and hyper sensitive to others.

Quote:
Originally Posted by Anvart
And for today S3D is the best work (tool) at this forum !!!
I think you're right . It's been invaluable to me.
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Old 12-20-08, 06:01 AM   #5
skwasjer
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Quote:
Originally Posted by Anvart
What a pity ... !!!
SH3 is more popular than SH4 ...
In SH4 for glass imitation (air plane) is used Opacity property of material ... simple method ...
In my case (you know) - other prop's ... more eye-candy ...
...
And in SH4 interior _Geamuri-object is transparent (in S3D viewer) and has similar parametres of a material as in my case ...
The problem with materials is I don't have every option implemented like the game does yet (if ever). SH3 just works differently compared to SH4, f.ex. SpecularMask controller, and some others (not saying this is your issue). So sometimes the rendering is just wrong.

It will all depend on my interest in the coming months if I can be bothered to fix these minor things. But again, focus lies on SH4. The render pipelines between the games differ too much (with addition of exterior AO-map, bump map, new lighting system) that it's impossible for me to support both.

Quote:
Strange question ...
HexEditor reads and shows any data ... :rotfl: in hex kind ...
I ment, is it tolerant in that it prevents you from making a simple mistake? Many problems in modded SH3 files directly can be addressed to the use of hex editors or other less advanced programs. With SH4, not at all because pretty much all modders started off with S3D from the start.

I have had a look at some SH3 modded files in the past, and there's just to many faults in them (like invalid size specifiers, controllers that are corrupt, also common are type 2/0 and 4/100 chunks that are screwed, etc). In SH4 mods, you won't find these problems, because noone uses a hex editor or TT or similar.

Btw, your 2nd error screenshot I know about (piri_reis posted this 2 days ago), and I'm looking into it. This should be fixed as this is just a S3D bug.

Quote:
And i would like that S3D was more tolerant at data reading ... it would help to find errors (in modders work) and so on ...
If you base your work on stock files with S3D, this should not be necessary.

The game may have more robust parsing algoritms but it also does not have the responsibility to WRITE the files back again. If it detects a serious problem in a file, it just CTD's and if it's not a serious problem, it skips it and uses a default value or does something else (undefined or strange behavior?). S3D just can't do that. It must ensure file integrity at all cost. If it can't, it won't open the file... The way I see it, this is the only right approach.

That said, I could point you to a file offset in the error message in a future version, but that's as far as I will go in allowing a file to be 'fixed'.

Last edited by skwasjer; 12-20-08 at 06:06 AM.
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Old 12-20-08, 06:38 AM   #6
Anvart
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Good reply, Skwas!
...
I can speak only for myself ...
For me, tools for modding of SH... - S3D and HexEditor (only both) ...
For standard operations (S3D features) - S3D and HexEditor (optional - for removal of author's dust - JOKE ),
for difficult, not standard works - HexEditor and S3D (basically as browser) ...
...
and i am absolutely assured, you also use HexEditor when do mods ...

Don't take offence ...
and good luck ...
and good rest to you ...
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Moses said: "Don't create yourself an idol"...

Last edited by Anvart; 12-20-08 at 06:58 AM.
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Old 12-22-08, 05:01 AM   #7
XPETIT
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Hi,

I have made modifications of 688i to the french sub Triomphant class and 627a to RedOctober (typhoone class) :
http://pagesperso-orange.fr/xavier.petit/

(see at the end of my netsite)

But I must move the position of the lauch torpedo and the position of the camera. Where can I find that in S3D? What, are the name of those node for this placement?

Thank's for your help.

Greatings.
Xavier PETIT.

Last edited by XPETIT; 12-22-08 at 05:02 AM.
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Old 12-26-08, 09:02 AM   #8
keltos01
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nice touch the XMas bells appearing in S3D !

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