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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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Alright. Here and there I've been posting some comments and every so often a screenshot of what I'm working on. One of the bigger problems in modding today as you know, is working with the native game files. There are some tools out there that help right now, but I wanted to go further.
My aim is to provide you with a tool that will allow you to edit all files that are based on the dat-structure (both SH3 and SH4). I've taken all the knowledge that others have gathered, and debugged the file format myself as well for countless hours, and am trying to create a tool that is easy to use, and combines features of several other tools, and more... Especially, the 'more' part. While I realise the tool is similar to what has been done before (aka Pack3D, mini tweaker, etc), I do hope to add something new. Below is a list of some (not all) things I either have finished or have planned. Supported:
Release date: soon, probably beginning of august. This will be an ALPHA! Source code: I may release it eventually when I feel like it. Thing is, it is partially based on corporate code (my own company), so I may need to strip it a bit by then. [edit] screenshots removed Last edited by skwasjer; 08-06-07 at 07:27 PM. |
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#2 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Wow.
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#3 |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
Uploads: 0
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very good idea cant wait to try it.
Im sure it will work. When you look at these files they all start with a message "Created and Modified using Kashmir (c) by Ubisoft." Looks like Ubisoft uses their own editor called Kashmir and all that files can be modified by that. So far ive been modifying all my mods manualy using hexeditor and floating point converter. I can tell you id realy want to have such tool in hands ^^. |
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#4 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
Uploads: 0
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This is BIG! MAN!
![]() Is it sure you don't have a copy of the SDK or maybe wrote the dam thing :p Will you be able to import/export TMAP?...looks like it, but maybe you could elaborate a bit on it. |
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#5 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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![]() Quote:
![]() And yes, you'll be able to import/export TMAP data. If you look at the "Model" screenshot, you'll see the model I selected contains two texture channels. The only problem here is still that there aren't many 3D file formats that support multiple UV sets, so I'll probably resort to exporting a model multiple times, each time with a different UV set. There are some formats, but import filters for 3D suites are limited or non-existend for those formats. The obj format is a no go in that respect. This is still in research, but I'm making some progress here... My aim now, is to get the tool ready, at least as a read/analyze tool, and for modifying basic data. Then, with subsequent updates, the goodies get added... ![]() |
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#6 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
Uploads: 0
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Brilliant man ABSOLUTLY BRILLIANT!. This will for sure be a big breakthrough in modding SH3/4. Keep her steady as she goes!
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#7 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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![]() ![]() ![]() ![]() I would like, that you have made a correct hierarchical tree of the interconnected objects for the best understanding of communications between objects ... Example: pic.1. Druck_LM1 is root object (Type4, name = Type8), and Druck_LM1 is material (Type2, name = Type8) and cannot be root node ... But i wish to see names Type4 & Type2 ... Common_Druck.tga is base bitmap for Druck_LM1 material ... Gato_CR_LM1_LightMap.tga is lightmap for Druck_LM1 (submaterial Type13)... ... And terminology... for example Controller (Type 10), Controller Parameters (Type 6)... Offset must to be decimal ... IDs (always in hex) must to be without "0x" ... And many other things ...
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 07-09-07 at 04:27 PM. |
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#8 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
Uploads: 0
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Great stuff. Hope you'll be able to upload soon. Looks good. Bando
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#9 |
Pacific Aces Dev Team
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Good job
![]() Is it possible to read also the harbour.dat files in a correct way so that one can change the harbour model tiles with new models? |
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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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![]() Quote:
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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#11 |
Pacific Aces Dev Team
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Good to hear. It is about time someone takes on the project like this.
![]() I agree with Anvart. Having the tree similar to that in the Datconvert tool would be quite convenient. |
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#12 |
Stowaway
Posts: n/a
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thank you for this, it is a wonderful tool it looks like.
i will ask now that you write the instructions for absolute nubs and dummies like me who cant follow instructions without getting lost. since it will not be needed anymore, i will stop converting all of the sh3 particles files to sh4, only did 10 so far anyway. if anyone wants them, use my filefront link. |
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#13 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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As far as the tree itself, best wait for the release and see how logical/natural my implementation is... |
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#14 |
Seasoned Skipper
![]() Join Date: Sep 2006
Location: Russia
Posts: 700
Downloads: 136
Uploads: 0
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Wow! Excellent mod would be
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#15 | |
Pacific Aces Dev Team
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