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Old 06-22-08, 08:35 PM   #31
Madox58
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There are alot of messed up zones.
Several Boxes are outside the ships,
the spheres that should be on the Bridge of the Aircraft carriers,
are infact on the opposite side of the deck,
there are missing damage areas like the props,
and that's just two that I looked at.
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Old 06-22-08, 10:17 PM   #32
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Quote:
Originally Posted by privateer
There are alot of messed up zones.
Several Boxes are outside the ships,
the spheres that should be on the Bridge of the Aircraft carriers,
are infact on the opposite side of the deck,...
So it wasn't just me!

Thought something went wrong with the coordinates system while importing or something.

Web; all you're gonna be able to fix with new zones is getting props and masts to act like they should. Actually, the spheres and boxes are all there, be it misplaced like with the bridge sometimes.

Maybe we can do some editing in S3 editor, ala NSM to tweak sinking, but she's still almost gonna sink with 1 hit (heavy list, decks awash). Somethings wrong, but I can't put my finger on it. :hmm:

I'll dive back in today. Took a break over the weekend (was seeing hex code when I closed my eyes) to get some playtime in, but winded up modding my scopes. It's so hot in here my PC keeps giving beeps for CPU overheat anyway.
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Old 06-23-08, 02:27 AM   #33
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Quote:
Originally Posted by privateer
There are alot of messed up zones.
Several Boxes ...
that's just two that I looked at.
Wow ...
I remember (100 years ago) GWX-team had Ref 's zone editor ...
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Old 06-23-08, 09:51 AM   #34
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Well, we can change the properties of those .zon files in S3 editor, but you'll need a 3d editor to see what you did. It's also impossible to make new entries in S3. Need a hex editor for that, but havn't figured out how just yet.

A lot changed between 3 and 4, except the bugs.
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Old 06-23-08, 10:51 AM   #35
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Quote:
Originally Posted by Arclight
It's also impossible to make new entries in S3. Need a hex editor for that, but havn't figured out how just yet.
Right click > Add array item

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Old 06-23-08, 04:59 PM   #36
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Just proves once more my inexperience and what an awesome program it is. Good job.

But what I really need to know is how to add a new "top-level" (don't know how to call it) entry;

Is this also possible in S3 or should I use hex editor like XVI32? Or can I just add new controller to existing entry and assign arrays to that?

Ubi made new "top-level" entries for each part, like 1 screw or 1 mast at a time. Thought I needed to stick to that layout, would be lot easier if I don't.
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Old 06-23-08, 05:15 PM   #37
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Quote:
Originally Posted by Anvart
Quote:
Originally Posted by privateer
There are alot of messed up zones.
Several Boxes ...
that's just two that I looked at.
Wow ...
I remember (100 years ago) GWX-team had Ref 's zone editor ...

Very good memory My Friend!
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Old 06-23-08, 08:09 PM   #38
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Hell, i got a screenshot of it. I'd post it (again), but id just kick up a hornet's nest, and im too burnt out on that kind of thing. I can only hope S3D gets that ability someday, cause hell will freeze over before any other existing zones editor ever see's the light of day.
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Old 06-23-08, 08:21 PM   #39
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Actually,
You would not kick up a hornets nest.
The Zone editor for SH3 takes a massive amount of work to use for SH4.
It was never perfect for SH3!
Ref made it.
Ref released it to people he knew could work with it
in an inperfect state.
It is in fact not even a beta tool!!
Does it work for me?
YES!!
But I can edit files in ways that S3D still dreams about!
Don't Cry Wolf
When there is no Wolf!!
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Old 06-23-08, 08:44 PM   #40
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Truthfully, without naming names, i think theres acutaly two different zones editor out there, or at least, two different front end applications capable of editing boxes and sphere's that take some of the guesswork out of editing their size with a GUI representation of the same. Neither of which will ever surface for Joe modder. So unless S3D makes it possible, nobody but some select few will ever see them.

>>When there is no Wolf!!

No wolf? Last i checked there was a whole pack of em! :rotfl:

At any rate....


I've already done my fair share for this game, i really don't care if said applications (or their functionality) ever see the light of day one way or another, infact i don't care about much of anything right now, just saying.
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Old 06-23-08, 09:09 PM   #41
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Very fair Sir.

There are infact several tools if you can find them.
I do run several tool of my own that even the GWX team does not have.
We do it that way because we do not need to support user
issues.

We don't release our tools because they are extremly hard
to use.

You can not read hex?
You can not use the tools!

S3D will NOT work!!!

Whine all you want.
It will not change!!

And in fact?

Start looking in Anvarts ru forums.
There is a link to an early version.
You just need to figure out how to adapt files.
Now?
Can we stop the dis posts?
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Old 06-23-08, 11:08 PM   #42
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Reading or writing hexidecimal isnt hard. A monkey with a conversion chart could do it. What's hard is sifting through a file with a low level program trying finding the right addresses to edit. Especially when some things are encrypted or organized in some not so obvious manner, but you already knew that.
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Old 06-24-08, 06:22 AM   #43
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Old 06-27-08, 05:52 AM   #44
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http://www.sukhoi.ru/forum/forumdisplay.php?f=23
Quote:
Originally Posted by privateer
...
Start looking in Anvarts ru forums.
There is a link to an early version.
...
Hi, Privateer.
I badly understand, about what it is possible so many to speak ...
Already there were many fine works by NYGM, GWX, Werner Sobe and others ...
Why nobody wishes to study experience of old good works ...?
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Last edited by Anvart; 06-27-08 at 06:07 AM.
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Old 01-20-09, 11:23 PM   #45
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has anyone found a fix for the the shokaku and the maya damage models yet?
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