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Old 07-04-08, 08:17 PM   #1
lurker_hlb3
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Sweet

This is going to save me "so much" work


Without this tool I would not be able to do 3/4 of what I need to do to make my mod work the way I want them to

Thank you again
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Old 07-04-08, 10:23 PM   #2
Madox58
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Nice job!
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Old 07-04-08, 11:05 PM   #3
peabody
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Looks like a great program. Thank you so much for all you do!!! I can imagine there will be a line waiting to download this. I am only a beginner and I can see the great help the viewer will be.

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Old 07-05-08, 12:28 AM   #4
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Awesome dude , bring on the new ships peoples
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Old 07-05-08, 12:33 AM   #5
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Applause. This looks incredible. I'm sure S3D will be part of the tools the devs will use to develope Sh5.
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Old 07-05-08, 12:10 PM   #6
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Quote:
Originally Posted by jimimadrid
Applause. This looks incredible. I'm sure S3D will be part of the tools the devs will use to develope Sh5.
Ther is a pic somewhere of one of the devs working on a harbour in SH3
They have something very similar which makes life sooooo easy

This tool will allow everybody the same chance the devs had
Great piece of kit and well designed
( probably better too ) :rotfl:
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Old 07-05-08, 03:36 PM   #7
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When I have time I will certainly look at that more closely. I did open the harbor_kit (both US/GER) and all the houses, structures etc, are neatly layed out in line. I'd have to use the cfg files/city dats, etc., to allow for proper city building but at least now there's a framework. Similar for a zones editor... Hell, maybe in time even a particle engine (lol, uhm, maybe not... difficult )

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Old 07-05-08, 03:58 PM   #8
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Oh Skawasjer,
I hope you don't spend too much time in thinking about further projects...

WE WANT IT NOW!

Eh sorry...
It is very hard to wait for it after watching the vid. Especially your 'don't watch it' made me watching it.
I love your 'one moment, what's that thing here for' styl although your know
everything!
keep this up too
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Old 07-05-08, 05:32 PM   #9
skwasjer
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Quote:
Originally Posted by Xantrokoles
Oh Skawasjer,
I hope you don't spend too much time in thinking about further projects...

WE WANT IT NOW!

Eh sorry...
It is very hard to wait for it after watching the vid. Especially your 'don't watch it' made me watching it.
I love your 'one moment, what's that thing here for' styl although your know
everything!
keep this up too
Heh, thinking out loud never hurts... Not saying all will become reality

I will try to release it in a few hours, but I got caught up tonight doing some other things. In any way, it will be this weekend for sure, because next week, I'm off with my girl, son and tent
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Old 07-05-08, 05:30 PM   #10
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Quote:
Originally Posted by Mikhayl
Hi Skwas', maybe you can help me (again ) ... I'm wondering if there's an overall limit to the amount of objects/data contained in a single .dat, maybe you know ? :hmm:
Well, I can only go by my knowledge of the file structure, not so much file reading algorithms of the game or other limits that could trip the game. Maybe some other guys like privateer, ref or Anvart know...

But by judging the shear amounts of data the game can handle over thousands of files, I can tell you it's most likely just split up the way it is now for easier file management and patching, but it may have been a single 4GB dat as well for that matter. There are some limitations on some arrays due to use of 16-bit datatypes (regarding models, animations), but you can work around those limitations by simply splitting the meshes up. The devs did so too Other than that, I see no limit to a single dat-package... (edit: S3D certainly doesn't have a limit. It should handle files as large as you can imagine, just gets slower as it gets bigger).

The limits I do see are more related to what our GFX cards can handle. For instance, a full modeled interior sounds great, but I worry the game will blow up on the huge number of poly's it has to render...

[edit] Just toggle on wireframe in an interior in S3D when you get the chance. I am by no means a skilled 3D programmer, but I got pretty good framerates, with textures and stuff. But wireframe mode means the zbuffer gets overloaded, and the GFX needs to check depth for each line over each line over each line (if any coder can tell me how to improve it, by all means!). FPS from 100+ in solid mode all the way down to 13... And this is just one room...
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Old 07-05-08, 05:08 PM   #11
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Quote:
Originally Posted by skwasjer
When I have time I will certainly look at that more closely. I did open the harbor_kit (both US/GER) and all the houses, structures etc, are neatly layed out in line. I'd have to use the cfg files/city dats, etc., to allow for proper city building but at least now there's a framework. Similar for a zones editor... Hell, maybe in time even a particle engine (lol, uhm, maybe not... difficult )

Wasnt hinting
lol
Was just saying they showed one in a pic
Probably the Kashmir software that also does the ship dats etc

( but if it works on harbours I wont be complaining )
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Old 05-28-09, 07:28 PM   #12
W_clear
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nice nice very nice.
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Old 05-28-09, 10:24 PM   #13
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I just recently figured out how to work the other one and he comes out with this....
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Old 04-05-15, 05:46 PM   #14
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Yeah I know this is an older thread, But S3D is still a very useful app

Does anyone have working links to this?

[TEC] How to work with the model viewer in S3D - VIDEO
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Old 04-05-15, 07:21 PM   #15
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http://s3d.skwas.com/downloads.aspx
Hope I entered this right.
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