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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: 26
Uploads: 3
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I won't put materials under the nodes they are used by, because a material is often used by more nodes on the same level. I want to keep the tree as clean as possible, and not have a material added to multiple parents... I've tried your suggestion a couple of weeks ago, and when viewing for instance the Gato interior, this became a huge mess. There are other ways to show relationships (and I have some things planned), like navigable id's. So, for nodes that reference materials, you'll get a list of id's on the right that you can click. You'll have to trust me on this for now and see for yourself when I release it. As far as terminology, this is debatable. I think some terminology used in the community was bad, and decided to use some new. 'Controller' is a bit non-descriptive if you ask me, but that's just me. I don't know, maybe if others complain to me as well ![]() Quote:
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#2 | |
Pacific Aces Dev Team
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#4 | ||
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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As far as editting properties, this may not make first release, so it can still take weeks before you can use my tool to edit them. That said, if you want to mod particles today, you still need to hexedit them... Thanks for the positive notes guys. This community is giving me warm feelings ![]() |
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#5 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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![]() 1) The treelike hierarchy of objects is the most convenient kind of data display in SH4. For the best readership you can divide a tree into some levels (steps, screens, tabs...)... 2) Terminology is not discussed, it is DevsTeam terminology. Look strings in SHControllers.act, SHSim.act and other ...
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Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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#6 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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All other screenshots use my other view mode 'List' which is basically a list of 'order-of-appearance', no tree. Then there's even a 3rd view (no screenshot), which basically groups all types in seperate folders... In fact, the tree you see in the first pic is better than any other tool that shows a tree of the dat-structure. To give you a better idea of my other approach using navigable id's, I've created another screenshot: ![]() To sum up, I understand what you mean (I guess), but I think this is the best approach for now... |
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#7 |
Medic
![]() Join Date: May 2007
Posts: 165
Downloads: 12
Uploads: 0
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Your job is the answer to our prays.
![]() Will you pretend to be posible to add new meshes and nodes inside *.dat? I'll explain a little , in SH4 every plane had a predefined nodes for its load. In the stockgame itself devs made a mess, coding extense loadout cfgs while dat files are limited to few bombs in few pillons. So the planes should be reworked from scratch to finally use the famous airdepthcharges. Anyway I give you a 10 for trying to make a step in the developement of "the tool". Nobody has worked such effort yet. And give you my vote too, to make this thread sticky ![]() Last edited by haegemon; 07-09-07 at 05:10 PM. |
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#8 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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The ability to add or fix nodes... wow, that would be cool.
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#9 | ||
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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#10 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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I've been a bit delayed. I just got a brand new pc a week ago, so I'm still in progress of installation of all my apps. Additionally, I've been playing SH4 on this new rig, to enjoy the ubergraphics (my previous pc couldn't handle it much). I happened to run into a TF with the Yamato by chance. And she sank...
![]() On topic: I got another feature idea that can be usefull (by reading the Raise/lower periscope mod/fix topic): - Export and import support for an entire chunk to/from a raw file. This way, you can export working chunks from older mods or even SH3, and insert them anywhere in new/other files anywhere in the structure. Those chunks remain unmodified (until you decide to edit them of course). This will be of great use when updating older mods, or when duplicating dat-files for new game content. Anyway, hopefully alpha release around Aug. 1st. |
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#11 |
Grey Wolf
![]() Join Date: May 2007
Location: Little Saigon, San Jose, California
Posts: 944
Downloads: 323
Uploads: 4
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Nice to hear, looking good so far!
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#12 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
Uploads: 0
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August 1st?
Good news indeed. ![]() I'll be waiting Skwasjer. Great news ![]()
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Regards, Bando |
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#13 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Yes, necessarily!
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Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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#14 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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I'll update the first post later today with new status/screenshots...
For now, I need help with two things:
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#15 | ||
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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__________________
Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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