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Old 09-26-08, 12:21 AM   #1
Anvart
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Quote:
Originally Posted by Mikhayl
...
That plus a "scale" function linked to visible box/sphere models for the .zon files
You about Gammu?
:rotfl:
Sorry ... Full name will be GW Jammu ...
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Moses said: "Don't create yourself an idol"...

Last edited by Anvart; 09-29-08 at 12:32 PM.
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Old 09-29-08, 05:39 PM   #2
skwasjer
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Hmm, that's good to know. Well, it's that or the .uvw file format is (partially) incompatible in between versions.

I only tested with Max v9, so if the files are slightly different with older versions, S3D may complain...


@all, as far as the new release is concerned, it's delayed for a bit. I have some difficulties with the texture loader leaking memory. This is the final thing that has my attention the coming days. In the mean time I will also prepare a new video walkthrough to talk about some of the newest (cool) features.
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Old 10-07-08, 08:18 AM   #3
nooanianqueetus
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Problem

Hello, First post here. I am new to the whole modding thing here and have been enjoying myself messing around with the game so far, I use s3d to try and make mods but i have a problem i think, hope sombody can help me.

When i create a new node, and import a 3dmodel and title from another ship, i assign it to it's parent node and all that, but when i add another item to the tree, the 3d model moves out of place out of the tree, i think it's still matched to it's parent but it's out of place and i can not move it back into place unless i assign it a new random ID, and pair it up again. but this will happen again when i create a new object in the file =(

Does anybody know what the problem is? sorry if this doesnt make any sense.
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Old 10-07-08, 01:10 PM   #4
skwasjer
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The link will break if the model it's position in the list (= index) is 'after' the node that references the model. To make sure the link stays intact, move the model to a position above the first node that uses it. You can use the green arrows to move chunks up and down. Most commonly, models are directly placed 'before' the first node that uses it, while materials are placed at the top of the file. After you've done this, you can fix the hierarchy again by temporarily specifing '0' as model id, and then specify the actual model id again. From here on, you shouldn't see the model jumping out of the tree anymore.

Note: It's easier to see the ordering in the 'list' view (the white-ish button in the toolbar switches between 'tree' and 'list').

It's a common error and I hope to add some form of validation at some point which ensures that S3D refuses assigments of models and materials that are incorrectly ordered, so these mistakes can't be made anymore.

PS: welcome to subsim
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Old 10-07-08, 01:36 PM   #5
nooanianqueetus
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woooooooo thank you very much =D . I

'm working on getting a playable New Mexico. and you just helped a bunch =D. Love the program by the way
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Old 10-07-08, 02:40 PM   #6
skwasjer
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You're welcome. Now get crackin' on that boat
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Old 10-07-08, 07:40 PM   #7
skwasjer
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Mesh animation support is something I've worked on for a while as well. There's still many small issues to solve, but I've managed to export/import animations already. The trick is the DAT-format stores floats of animations in a lossy compression format, and finding a solid and reliable compression method (not a lousy hack job that works on specific animations only) took me a couple of weeks.

While working on export/import functionality I didn't want to launch the game every time to verify if it worked, and since I've got a modelviewer working, why not try some more goofing about:

http://sh4.skwas.net/media/flags.avi



With mesh animations out of the way, the only trouble left is character animations (skinned vertices/bones) which are found in marine.dat. Not anytime soon though...
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