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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
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I was just wondering how to properly edit an objects coordinates, ie the prop/rudder on a sub.
The reason i ask is the sub im currently working on, i cant move the prop or rudder (which are in seperate files to the body of the sub) to the correct positions, pack3d just gives me a biiig long number as its position which i cant decipherl, and now its giving me a headache ![]() At present im having to have non functional / stationary props etc as i have to build everything into one file to ensure correct placement. SSB solved this problem for me on my XXIII, but it be great if i knew how to do it myself... |
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#2 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
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Hmmmm
You can adjust positioning througn pack3d but SSb may have a better idea The props in the dat need to have the same name as the prop in the sim.cfg or wont work Same with rudder |
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#3 |
Black Magic
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you might want to check out my 'Modders Bible for SHIII'. There's tons of information in there. It includes information for editing coordinates of objects. I think this is what you're looking for. I started a new thread for this: http://www.subsim.com/radioroom/showthread.php?t=118179
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#4 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
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Moin FM,
Node Type 4/100 4 bytes - type 4 bytes - subtype 4 bytes - size of data block 8 bytes - ID 8 bytes - Parent ID 8 bytes - ID of 3D object 2 bytes - not sure about, but used it already 4 bytes - X value (float32) 4 bytes - Y value (float32) 4 bytes - Z value (float32) 4 bytes - XY rotation (float32) 4 bytes - XZ rotation (float32) 4 bytes - YZ rotation (float32) 4 bytes - number of maps used 8x (number of maps) bytes - map ID´s 4 bytes - 00 00 00 00 Regards, DD
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Last edited by DivingDuck; 07-10-07 at 09:10 AM. |
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#5 |
Black Magic
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DD you just gave me some missing info I needed for my bible! You rock!
![]() what about this: 00000080h: 75 62 00 06 00 00 00 00 00 00 00 3C 00 00 00 88 ; ub.........<...ˆ 00000090h: BD 4C 78 C5 00 F1 95 00 00 00 00 00 00 00 00 28 ; ½LxÅ.ñ•........( 000000a0h: 00 00 00 24 00 00 00 63 6D 64 72 5F 41 49 48 75 ; ...$...cmdr_AIHu 000000b0h: 6D 61 6E 53 75 62 00 10 00 00 00 63 6D 64 72 5F ; manSub.....cmdr_ The yellow text is the type The green text is the subtype/version The blue text is the ID size (0x0000003C) The purple text is the new object ID (node ID) The dark blue text I assume is the 3D model object ID???? what is the grey text??? The red text is the tag name The dark green text (00) is the null termination character Last edited by TheDarkWraith; 07-10-07 at 09:13 AM. |
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#6 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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#7 |
Black Magic
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I had to re-edit it sorry! It's not all black anymore.........
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#8 | |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
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Hey Raceboy,
Quote:
Node Type 6/0 4 bytes - type 4 bytes - subtype 4 bytes - size of data block 8 bytes - ID 8 bytes - most probably the object to be linked to, but never seen it used 4 bytes - size of tree 4 bytes - size of sub-tree (1 only in this case) .... 4 bytes - size of sub tree Regards, DD
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#9 | ||
Black Magic
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Can you explain the 4 bytes - size of tree and 4 bytes - size of sub-tree please? |
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#10 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
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Hey RB,
it´s like a list that has a sublist inside. If you have items that belong together you can put them into one tree. If they have properties themselfes you create a subtree.
Regards, DD
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#11 | |
Black Magic
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DD that was the missing piece to the puzzle! Finally I have a total grasp of the file structures. Now I have to update my Bible. Thanks! ![]() |
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#12 |
Black Magic
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I'm looking for a little more information on object positions. This is the hex code for the location of the left side smoke of my dual exhaust VIIb sub mod currently:
00000238h: B0 48 BD BD 31 08 2C 3D 1F 85 3B C0 CD CC AC 3F ; °H½½1.,=.…;ÀÍ̬? 00000248h: 00 00 00 00 00 00 00 00 ; ........ X offset from parent is B0 48 BD BD y offset from parent is 31 08 2C 3D z offset from parent is 1F 85 3B C0 degrees XY rotation is CD CC AC 3F degrees XZ rotation is 00 00 00 00 degrees YZ rotation is 00 00 00 00 And this is the hex code for the location of the right side smoke of my dual exhaust VIIb sub mod currently: 00000f23h: 40 C4 BD 3D 31 08 2C 3D 1F 85 3B C0 CD CC AC 3F ; @Ľ=1.,=.…;ÀÍ̬? 00000f33h: CD CC AC 3F 00 00 00 00 00 00 00 00 ; Í̬?........ X offset from parent is 40 C4 BD 3D y offset from parent is 31 08 2C 3D z offset from parent is 1F 85 3B C0 degrees XY rotation is CD CC AC 3F degrees XZ rotation is CD CC AC 3F degrees YZ rotation is 00 00 00 00 As you can see from this picture the object positions and degrees rotations need help. Problem is I don't understand how to change the values: ![]() my question is how do you convert the above to meaningful (decimal) numbers to work with? Like how can I convert the z offset above into a number that I can depict in my head? If I wanted the XY rotation to be 45 degrees how do I calculate this and turn it into a hex value? Say I have a VIIb sub and I want to place an object halfway between the end of the ship and the conning tower (is that x, y or z offset?) and I wanted to place it a distance out to the right (looking from the rear of the sub forward) that is parallel with the right side of the conning tower (again is that x, y, or z offset?) and a distance from the water that is parallel with the top of the rear of the sub (x, y, or z offset??). How do I calculate this and turn it into a hex value? this plane is ? | | | ^ ( ) <--- sub \ / ------------ this plane is ? \/ ' ' <--- props How would you denote (pictorally) the degrees XY, XZ, and YZ rotations? I'm trying to understand this and having a hard time. I need this information for my dual exhaust VIIb sub mod. I have made the dual exhaust work now I just need to locate them in the right spots. ![]() ![]() Last edited by TheDarkWraith; 07-12-07 at 01:30 AM. |
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#13 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
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Moin RB,
the x-, y-, z-values are in float32 format. Check your hex editor. Most of them have a tool to convert decimal into any hex format and vice versa. There are some stand alone converters around on the internet. As for the rotation, can´t explain. But compared to an aircraft the
Regards, DD
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#14 |
Black Magic
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DD thanks again! I converted the hex to decimal and was getting numbers that didn't make any sense. But since you have revealed to me that the rotations are in regards to PI those make some sense now. You are the man!
![]() I'm still lost in regards to the x, y, and z positions. ![]() |
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#15 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
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which hex editor do you use?
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