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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
Uploads: 0
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It's great
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Regards, Bando |
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#2 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
Uploads: 0
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The end of the Minitweaker draws near
![]() ![]() And long live S3D:p |
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#3 |
Gunner
![]() Join Date: Jul 2005
Location: Flensburg - Germany
Posts: 99
Downloads: 26
Uploads: 0
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Thank you again for your great tool, it is a very good help for me.
One thing I came across is: When i am adding manually a new 3D- or Non3d- Node I tried to give them new ID and the correct Parent-ID using your tool. So I changed the ID's and your Tool shows the correct changes, but somehow it didn't work correctly. Looking into the nodes with the hexeditor I saw, it only changed the first appaerance of the Node-ID and Parent-ID. I found also a second appearance of these ID's in the nodes that had to be changed, it would be great if your tool could do this too. It was the really first time i tried hex-editing, so maybe i am just overlooking something ![]() greetings, pontius |
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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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This is by design (right now). As you've seen, changing an id breaks the tree as child nodes no longer reference an existing node. You'll have to go through the file and update each place where the id is referenced.
There's a few reasons why I didn't implement this (yet): it is complicated and risky. The main reason is there may be places where an id sits, but I don't know about it (in particular: specific properties with an id, other external files, or even unknown chunks). If I'd update the places I know about now, you'll run the risk of having the file only partial updated. Inexperienced modders will assume 'all is good' and there the trouble starts. At least now you know there's a manual fix up to go through. So, it is up to the modder to rebuild a tree structure chunk by chunk (node by node) where changing id's is involved.
__________________
![]() 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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#5 |
Gunner
![]() Join Date: Jul 2005
Location: Flensburg - Germany
Posts: 99
Downloads: 26
Uploads: 0
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Thanks for the answer, it sounds reasonable to me. As long as we put new Nodes in manually, it will be no problem also changing the ID's manually.
(But maybe in future it will be possible to just get a new node with correct ID's just by pressing a button? :hmm ![]() Keep up the good work! Ah, and I really love the way you made assigning materials really easy ![]() Greetings, pontius |
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#6 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Found something it won't open.
Data/Library/ShipParts/guns_radars.sim and Data/Library/ShipParts/guns_radars_02.sim. _03.sim opens fine. The error dialog says, "The specified Type must not be a generic type definition. Parameter name: t" tater |
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#7 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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Thanks, I'll have a look... I've made some improvements to the parser already, and it should show better messages (indicating the actual problem), and hopefully less too...
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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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