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Old 01-06-09, 02:12 PM   #1
Anvart
Admiral
 
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Quote:
Originally Posted by skwasjer
Thanks Anvart, this bug was already reported to me a couple of days ago via PM, but I have not found time to release a fix yet. I hope soon though
Thanks.
And ... GWX 3.0 Flag.dat, FlagS.dat ...
When i click on any flag in viewer, S3D gives an error message ...
http://rapidshare.com/files/180468922/flag.dat.html
I did not analyze this file (laziness), but i think it's error (dodge?) GWX-team ...?

Regards,
Alex

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Old 01-06-09, 05:50 PM   #2
Madox58
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Anvart,
I down loaded your file from the link.
Useing S3D I opened every flag with no problem.
:hmm:
Have you the latest version of S3D?
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Old 01-06-09, 06:01 PM   #3
skwasjer
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The bug is there for sure. It works fine until you load textures (click one of the texture buttons). Then S3D goes mad internally and clicking anywhere will cause an error. I have not looked why yet...
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Old 01-07-09, 12:48 AM   #4
Anvart
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Quote:
Originally Posted by privateer
Anvart,
...
Have you the latest version of S3D?
Hi, Jeff.
Look my pic above ...

Quote:
Originally Posted by skwasjer
The bug is there for sure. It works fine until you load textures (click one of the texture buttons). Then S3D goes mad internally and clicking anywhere will cause an error. I have not looked why yet...
Yeah.
The problem appears after i will switch "enable diffuse map" ...



P.S.
And, GWX-team has made 3D model for each flag ...
It to do not necessarily since models are identical (and use SynchroMesh Controller) ...
Theoretically enough one model for all flags ...
...
Next:
I can't see SkyColor model (SkyColors_xxx.dat) in viewer ... very big model for viewer ...?
...
Next:
When i export embedded image from Type 13, by default, the effect type is offered to save file (for example: specular) ... there should be a texture name ...
...
Necessary to change parent ID of object quickly ...
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Moses said: "Don't create yourself an idol"...

Last edited by Anvart; 01-08-09 at 03:42 PM.
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Old 01-08-09, 08:20 PM   #5
skwasjer
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Quote:
Originally Posted by Anvart
I can't see SkyColor model (SkyColors_xxx.dat) in viewer ... very big model for viewer ...?

Yea, it's a big ass half sphere Just export to 3D app.
Quote:
Originally Posted by Anvart
When i export embedded image from Type 13, by default, the effect type is offered to save file (for example: specular) ... there should be a texture name ...

Thanks for that

Quote:
Necessary to change parent ID of object quickly ...
I know... Perhaps in the future I will add simpler function (aka drag). No promises.
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Old 01-09-09, 04:28 AM   #6
keltos01
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I'm trying to implement 8 tubes on the german side of the game. Thanks to your baeutiful copy/paste option, cloning the middle tubes from a type XVIII was a breeze.

We do get CTD though. after cloning the parts did I need to remap the ids ? I didn't.

Do you know what the maximum amount of tubes is for the german side ?

Keltos

Jyunsen 1M mod :

http://files.filefront.com/IJN+Jyuns.../fileinfo.html

8 tubes patch (might be wishful thinking...) :

http://files.filefront.com/IJN+Jyuns.../fileinfo.html
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Old 01-09-09, 11:49 AM   #7
tater
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Yes, you need to make a new ID.

Copy node. Paste. Right click the new node, create new ID (or hit the NEW button up next to the ID).

If you have a whole group of things, what I do is to delete everything except the nodes I want (everything), then "save as" a different file name with the IDs remapped. I can then import the whole lot at once.
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Old 01-10-09, 08:08 AM   #8
Anvart
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Quote:
Originally Posted by skwasjer
Quote:
Originally Posted by Anvart
...
And ... GWX 3.0 Flag.dat, FlagS.dat ...
When i click on any flag in viewer, S3D gives an error message ...
I've looked up the problem.
...
Quote:
Originally Posted by skwasjer
Quote:
Originally Posted by Anvart
I can't see SkyColor model (SkyColors_xxx.dat) in viewer ... very big model for viewer ...?
Yea, it's a big ass ...
Quote:
Originally Posted by Anvart
When i export embedded image from Type 13
...
Thanks for that

Quote:
Necessary to change parent ID of object quickly ...

I know...
Thanks
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Old 01-08-09, 08:09 PM   #9
skwasjer
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Quote:
Originally Posted by Anvart
Quote:
Originally Posted by skwasjer
Thanks Anvart, this bug was already reported to me a couple of days ago via PM, but I have not found time to release a fix yet. I hope soon though
Thanks.
And ... GWX 3.0 Flag.dat, FlagS.dat ...
When i click on any flag in viewer, S3D gives an error message ...
http://rapidshare.com/files/180468922/flag.dat.html
I did not analyze this file (laziness), but i think it's error (dodge?) GWX-team ...?

Regards,
Alex
I've looked up the problem. The cullprit is the EmbeddedImage of the Egypt_Mil.tga material. While it is valid to some TGA-parsers (including my own one which reads it for the preview in S3D), apparently the native DirectX texture loader (which I use to load textures into GFX card) has problems with it. I've looked up the TGA-specs again and indeed there are two Int16's that should be 0 for this image as it has no color palette (it's 24-bit, non-indexed).

I could work a fix out for it, but in reality the TGA-file is incorrect and as such it doesn't have a priority now, but I'll see what I can do. Perhaps an export and reconversion to TGA in a 2D app is simply all that is needed.

Look up in TGA-header, if 'colormaptype' is 0, then 'colormapstart' and 'colormaplength' should both be 0. Since the 'colormapstart' value was a large negative, the DirectX loader - while it should just ignore the values in this case - must be seeking outside of the stream

Code:
/// <summary>
/// Size of ID field that follows 18 byte header (0 usually).
/// </summary>
public byte identsize;
/// <summary>
/// Type of colour map 0=none, 1=has palette.
/// </summary>
public byte colormaptype;
/// <summary>
/// Type of image 0=none, 1=indexed, 2=rgb, 3=grey, 9=indexedRLE, 10=rgbRLE, 11=greyRLE.
/// </summary>
public byte imagetype; 
/// <summary>
/// First colour map entry in palette.
/// </summary>
public short colormapstart;
/// <summary>
/// Number of colours in palette.
/// </summary>
public short colormaplength;
 
.... the rest of the header left out for simplicity...

Last edited by skwasjer; 01-08-09 at 08:22 PM.
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