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Old 05-26-07, 06:40 AM   #16
DivingDuck
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not tired! Congratz on your 1k.

Quote:
Its one continous block from that start addy?
Yes it is. You should end counitng right at the vertex coord number indicating bytes.

EDIT last post: It´s 1byte per column, of course.

Regards,
DD
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Old 05-26-07, 06:48 AM   #17
CaptainCox
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Ok...I think its time to wrap this up...(I always think that) and then :p
But I think I have enough info to finalize it now. Will try to release an updated version of the "Ranks/Insignia" mod by tonight CE time.

Cheers DD

...now time for a late lunch
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Old 05-26-07, 12:31 PM   #18
CaptainCox
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Hm, like I said, something will pop up
I import the "new, modified Sapca_o02" into "barrel_01" so far so good.
I start counting...

From HEXEDIT:
Quote:
MARINE.mtl..o MARINE..g sapca_o02...# 115 vertices, 226 triangles, 344 textures coords
8 bytes data block type 1/101
4 bytes for node´s size indicator
8 bytes for node ID
1 byte type of object identifier
4 bytes for number of vertices
1380 bytes (12x115 (number of vertices))
4 bytes for number of triangles
2938 (13x226)bytes (13xnumber of triangles)
4 bytes for number of vertex coords
2672 (8x344) bytes (8xnumber of vertex coords) (I guess you mean textures coords ?)

Totals= 7023 bytes

But when I am halfway down I start hitting your code from "cfg#TXR_DD_Barrel......" etc etc

So I guess i am doing something totally wrong again . Dam and double dam!

Cheers CC

EDIT:might add that I tried with...I think every version of Pack3D
EDIT,EDIT: Actually the size of that block shows up as only 5707 in Pack3D
which is actually unchanged from your DD_Barrel...its like it don't get imported or something.
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Old 05-26-07, 02:48 PM   #19
DivingDuck
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Hi,

Quote:
2672 (8x344) bytes (8xnumber of vertex coords) (I guess you mean textures coords ?)
My fault, you´re right.

Quote:
Totals= 7023 bytes

But when I am halfway down I start hitting your code from "cfg#TXR_DD_Barrel......" etc etc

So I guess i am doing something totally wrong again . Dam and double dam!
Remote seems to be limited at this point. Can you send me your dummy.dat and the *.obj file? I´ll have a look at them.

Regards,
DD
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Old 05-26-07, 02:51 PM   #20
CaptainCox
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Thanks a bunch man...on its way in 2 min!
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Old 05-26-07, 03:47 PM   #21
DivingDuck
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I´ve checked barrel.dat.
  • offset 103 - 73 00 00 00 / 115 vertices
    • 115 x 12 = 1380bytes
  • offset 1487 - E2 00 00 00 / 226 triangles
    • 226 x 13 = 2938bytes
  • offset 4429 - AB 00 00 00 / 171 texture coords
    • 171 x 8 = 1368bytes
The sapca_o02 says 171 texture coords too.

Regards,
DD
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Old 05-26-07, 03:48 PM   #22
DivingDuck
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I´ve checked barrel.dat.
  • offset 103 - 73 00 00 00 / 115 vertices
    • 115 x 12 = 1380bytes
  • offset 1487 - E2 00 00 00 / 226 triangles
    • 226 x 13 = 2938bytes
  • offset 4429 - AB 00 00 00 / 171 texture coords
    • 171 x 8 = 1368bytes
You´ll end up right before the cfg#TXR node.

BTW, the sapca_o02 says 171 texture coords too.

Regards,
DD
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Old 05-26-07, 03:53 PM   #23
CaptainCox
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Again thanks man!...back to work on this then.
One of these days you will have to write a tut on this stuff...please!
I think I will have to back engineer your thinking a bit here. I really want to understand how this works. But I think you have given me enough hints to last me a couple of days if not more.

Edit: I see that 171 texture coord in the orig file now! Doh!
EDIT EDIT: Just clicked on your "open hatch vid" MAN, you should try that for SH4!!!!

Cheers!
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Old 05-27-07, 08:15 AM   #24
CaptainCox
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WOW...this is a never ending story. I just been at it for like 5h...and no frigging go on this. I just deleted ALL! files on my DT (there where probably like 25-30, all different versions of .dat's, .obj's and what have you. Gonna start clean in about 30 min...never give up and never surrender...

Ok so far I have some serious problem with hex (this is what I suspect)

As i am not at all fluent with hex i am using all the hints from DD and privateer here.

The original sapca_o01 has
Quote:
sapca_o01...# 115 vertices, 226 triangles, 344 textures coords
after tweaking the model in MAX I import the data in to the dummy.dat then...
Quote:
sapca_o01..# 115 vertices, 226 triangles, 172 textures coords
I am not sure why this is, as i actually redid the model this morning without using the UVW AT ALL!, I simply tweaked the verts to fit etc, so no texture tweaks what so ever. (this change in tex coords is true for all the others as well _o02, _o03 etc

I tried to only port the vertices, which i already did yesterday but no go, CTD or CTD when going back to main menu after starting a mission (no hats visible)

I ported all the code, vert's, triangles and coords...same thing.
I also filled the rest of the code (as its smaller then the orig) with zeros, no go.

Or is this a Model problem coming from the parameters in MAX?.

Sometimes I am not sure that P3D works properly as I never see any change in terms of size of the node after importing a new .obj

Anyhow, many problems and I am sure the solution is right there in front of me...always is sorta.

Ok, gonna give this another thrashing in a min.

Cheers!
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Old 05-27-07, 09:23 AM   #25
CaptainCox
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Just did some double checking...as this is driving me nuts.
I checked the original sapca_o01.obj, it 100% holds
Quote:
sapca_o01...# 115 vertices, 226 triangles, 344 textures coords
Now I just opened the same file (orig) in MAX and exported it (no changes only opened and exported with a new name)
Quote:
1..# 115 vertices, 226 triangles, 172 textures coords
It for some reason or another HALFS! the nr of texture coords

Why does it do this?...must be some setting in MAX, or is it P3D that does this?

Cheers!
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Old 05-27-07, 10:28 AM   #26
DivingDuck
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Hi CC,

guess where I am now! Tomorrow I´m here again.
I´ll give it a try and check the texture coord issue on tuesday morning/night.


Quote:
Just clicked on your "open hatch vid" MAN, you should try that for SH4!!!!
Never thought about this so far. Do you think anyone would be interested?


Cheers,
DD
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Old 05-27-07, 10:42 AM   #27
CaptainCox
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WOW...anybody interested! EVERY FREAKIN body man! I am sure. There has been a lot of talk about cam's this and cam's that. But if one could just go there!!!. There is of course a slight prob...there is no forrad compartment like in SH3...but there is the conning tower of course.

I actually guessed as much...work hey

Well I will try some different approaches here...I think I might be doing some big mistakes at the start addy in the orig sapca_oxx. I will start with checking the exact addy in P3D and also the ID...been to sloppy I think.

Anyho...have fun man, and take em home safe now
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Old 05-28-07, 06:16 AM   #28
DivingDuck
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Moin CC,

spending one eve not having contact with any kind of computer is like stepping backwards from the chalkboard. Here´s my idea, I´ll check this out myself tomorrow. But you probably don´t have the patience to wait.
You say the number of texture coords is cut into halves. May it be that they contain all texture coords data needed for TWO maps. First one Normal map, second one Occlusion map. To check this out:
  • import the original sapca_xx.obj to max
  • export it without any changes
  • import it to dummy.dat
  • check whether the first or the second half of the original vertex coords match the vertex coords of your CC_sapca_xx object node
If one of them matches we could create own occlusion maps by exporting the object twice, first with normal map as diffuse color map, second with occlusion map set as diffuse color map. Then cut the texture coords from both and bake them together as one texture coords block. Lots of hex work to do. And this might be nuts, but it´s worth a try, I think. Maybe UBoat used a similar or even the same approach already. I don´t remember. Many lines have been written since, and I´m getting old

Regards,
DD
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Old 05-28-07, 06:33 AM   #29
CaptainCox
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AHHHH! good thinking!...Well waiting is not an option :p Naaa, I just like to understand and fix stuff that don't work, that's what makes this fun and keeps me going. You pick up a piece here and there, get a lot of tips from you and others, and suddenly you see the picture...that's the reward, understanding the problem and finding the solution and learn from it...love it!

Very similar process to game hacking this...very similar, same stuff that drives you ahead!

Will try that out later today, will finish the "vert way" 1st and I hope release a beta of the Hat mod later today.

Cheers!
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Old 05-28-07, 04:26 PM   #30
CaptainCox
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:p Friggin MADE IT!...I am proud!
http://www.subsim.com/radioroom/showthread.php?t=115623
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