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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
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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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Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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#2 |
Stowaway
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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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#3 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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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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![]() 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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#4 | ||
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Look my pic above ... ![]() Quote:
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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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 01-08-09 at 03:42 PM. |
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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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Yea, it's a big ass half sphere ![]() Quote:
Thanks for that ![]() Quote:
__________________
![]() 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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#6 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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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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#7 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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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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#8 | ||||||
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Quote:
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__________________
Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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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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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...
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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; 01-08-09 at 08:22 PM. |
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