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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Grey Wolf
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not tired! Congratz on your 1k.
![]() Quote:
EDIT last post: It´s 1byte per column, of course. Regards, DD
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#17 |
Sea Lord
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Ok...I think its time to wrap this up...(I always think that) and then
![]() 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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#18 | |
Sea Lord
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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:
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 ![]() 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. ![]() Last edited by CaptainCox; 05-26-07 at 02:10 PM. |
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#19 | ||
Grey Wolf
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Hi,
Quote:
Quote:
Regards, DD
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#20 |
Sea Lord
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Thanks a bunch man...on its way in 2 min!
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#21 |
Grey Wolf
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I´ve checked barrel.dat.
Regards, DD
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#22 |
Grey Wolf
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I´ve checked barrel.dat.
BTW, the sapca_o02 says 171 texture coords too. Regards, DD
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#23 |
Sea Lord
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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" ![]() Cheers! |
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#24 | ||
Sea Lord
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WOW
![]() ![]() 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:
Quote:
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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#25 | ||
Sea Lord
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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:
Quote:
Why does it do this?...must be some setting in MAX, or is it P3D that does this? Cheers! |
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#26 | |
Grey Wolf
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Hi CC,
guess where I am now! ![]() I´ll give it a try and check the texture coord issue on tuesday morning/night. Quote:
Cheers, DD
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#27 |
Sea Lord
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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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#28 |
Grey Wolf
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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:
![]() Regards, DD
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#29 |
Sea Lord
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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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#30 |
Sea Lord
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