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Old 08-12-07, 12:34 PM   #76
Kaleun_Endrass
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Nice tool! I know itīs alot of work and time to develop such kind of progs.
I did one on my own but I donīt have the time to finish it.

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Old 08-12-07, 03:39 PM   #77
Anvart
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Quote:
Originally Posted by Kaleun_Endrass
Nice tool! I know itīs alot of work and time to develop such kind of progs.
I did one on my own but I donīt have the time to finish it.

Yes, Kaleun_Endrass it's interesting work ...
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Old 08-12-07, 04:24 PM   #78
skwasjer
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Looks good

I've got a model viewer planned too (which I already have working in a test app). I already posted a screenshot a couple of months back. But first I want to add import/export for models.

Didn't know SH was avail for mac, or are you just modding on a mac, or is that just a mac-skin for windows :hmm:
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Old 08-12-07, 04:30 PM   #79
skwasjer
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Quote:
Originally Posted by Digital_Trucker
It just made child's play of combining three camera mods into one camera.dat (a feat I would not have even wanted to tackle without it).
That's great. It was exactly what my goal was, to make modding easier so you can focus on results, instead of 'working on getting' results...

I just hope that enough of you experience that the file writer is stable and that the data is saved correctly. The more of you that test S3D succesfully, the better.
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Old 08-12-07, 05:11 PM   #80
UBOAT234
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Kashmir on MAC? V 2.0

What been arranging?

.................................................. .
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Old 08-12-07, 05:13 PM   #81
Bando
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Quote:
Originally Posted by skwasjer
I just hope that enough of you experience that the file writer is stable and that the data is saved correctly. The more of you that test S3D succesfully, the better.
Here's some results from looking into the torpedo files:
In the torpedoes_US.sim file are most if not all dates screwed up. Figures like 3,080472E-38 are not (to me anyway) readable as dates. The detonating values of the torpedoes are huge numbers. I don't know if this is right, I don't think they're right. The order of data for the torpedoes can be written in the file. For example chunk 4 reads "amun_Torpedo", which I changed to "amun_Torpedomk10". The chunks are related to torps as follows: Chunk 3 = mk27, 5 = mk10, 7 = mk14, 9 = mk16, 11 = mk18, 13 = mk23.

Btw, in the zon file the order from top to bottom is mk 27 - 10 - 18 - 16 - 23 - 14.

The torpedo numbers can be saved in there, but with every update it would have to be done again. Maybe you're willing to put the names in there?? please sugar.....on top......please......

Anyway, hope this helps making this great tool even greater
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Old 08-12-07, 06:07 PM   #82
skwasjer
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Quote:
Originally Posted by Bando
Here's some results from looking into the torpedo files:
In the torpedoes_US.sim file are most if not all dates screwed up. Figures like 3,080472E-38 are not (to me anyway) readable as dates. The detonating values of the torpedoes are huge numbers. I don't know if this is right, I don't think they're right. The order of data for the torpedoes can be written in the file. For example chunk 4 reads "amun_Torpedo", which I changed to "amun_Torpedomk10". The chunks are related to torps as follows: Chunk 3 = mk27, 5 = mk10, 7 = mk14, 9 = mk16, 11 = mk18, 13 = mk23.

Btw, in the zon file the order from top to bottom is mk 27 - 10 - 18 - 16 - 23 - 14.

The torpedo numbers can be saved in there, but with every update it would have to be done again. Maybe you're willing to put the names in there?? please sugar.....on top......please......

Anyway, hope this helps making this great tool even greater
I'll have a look at the incorrect data types. It's no big problem. It's an example of incorrect automatic data type detection. This can be overruled by defining the data type in the xml configuration file of S3D, although I haven't got a date type implemented yet. I'll add it to next update... For now, just use the file offset indicated and modify it with a hex editor.

As far as labels/names, that's up to the modder to decide. I won't implement anything to change labels/names.


Unrelated to above, some other new info: I've made a test project which scans the entire data directory for all readable files (multithreaded - up to 10 files simultaneously). It took my (new) pc just 65 secs to scan all 2002 files for id's (avg. 30 files/sec). In some future release (don't know when yet), S3D will get a seperate module which you can use to find an id.
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Old 08-12-07, 07:08 PM   #83
DirtyHarry3033
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Quote:
Originally Posted by skwasjer
I just hope that enough of you experience that the file writer is stable and that the data is saved correctly. The more of you that test S3D succesfully, the better.
Well I'm not a "modder", I'm almost smart enough to mod a hamburger into a cheeseburger :rotfl::rotfl::rotfl:Making an intelligent mod to SH4 is totally beyond my abilities...

But I used Silent 3ditor today for the 1st time and made some mods to sergbuto's Cameras.dat in his 1st/3rd person bridge cam mod, trying to get rid of the "jerky" mouse movements and it worked perfect!!!! Did exactly what I wanted, and no ill side-effects at all.

I think you've done a great thing here, skwasjer, if a moron like me can use it and get the result he was after, and not trash the game totally, then you've obviously done it right!

Thanks!

DH
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Old 08-12-07, 07:08 PM   #84
tater
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It would be nice if there was a way to have a remarks field that was not stored in the actual file, but in a user file that would link the remarks to the filename that was worked on, and the part of the file.

That way anyone who works out what is what can share it easily.

Not sure if that makes sense.

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Old 08-13-07, 01:43 PM   #85
Kaleun_Endrass
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Quote:
Originally Posted by skwasjer
Didn't know SH was avail for mac, or are you just modding on a mac, or is that just a mac-skin for windows :hmm:
Itīs a MAC OSX skin (Flyakite) for windows Iīm using...
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I hope alot of people will buy SHV. I will and I will mod it and play it. Keep in mind if we donīt buy it, the next SH title will look like this and you can look forward to a starfish addon...
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Old 08-14-07, 04:55 AM   #86
CaptainCox
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@skwasjer, would this be possible to do?
http://www.subsim.com/radioroom/show...54&postcount=4

Cheers!
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Old 08-14-07, 05:21 AM   #87
skwasjer
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Yes, it is possible. It was also asked some weeks ago I think... I've already had that in my mind for a long time, but due to complexity (S3D is a bit more complex that other tools around ), I do not really want to spend time on it right now.

It's basically an undo/redo mechanism. Maybe I'll build one after the other priorities are implemented, and the program is stable enough to be beta.
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Old 08-14-07, 05:54 AM   #88
CaptainCox
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Of course!. I think you are absolutely right about the priorities. I think a function like the text stuff could be implemented even much later...like a patch or update of the final release. You are doing great things with S3D man!
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Old 08-14-07, 08:26 AM   #89
sergbuto
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Finally, I have been able to try the program out. It is very nice and handy to have a tool like that. Great work, thanks.

A couple of comments, suggestions if I may:

1. In present version all the nodes are represented by folders. There is no distinction between nodes which have or do not have daughter nodes. Therefore, to find that out, it is necessary to go through all the folders which is somewhat inconvenient.

2. Would be nice to be able to export a few chunks at once by selecting them with the help of Ctrl key.
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Old 08-14-07, 01:31 PM   #90
skwasjer
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Quote:
Originally Posted by Bando
The detonating values of the torpedoes are huge numbers. I don't know if this is right, I don't think they're right.
I don't know about this. I guess they are id's pointing to animations or sounds or something... Can someone confirm these values? (bombs.sim > amun_bomb/amun_DepthCharge/splash, bubbles, etc...)


The min_date/max_date will be fixed with next release.
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