SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 12-23-11, 06:40 PM   #316
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by privateer View Post
TreeView has been a problem from 2005 to 2008 for C# as I understand?
Nope. User error as usual TreeView control still working as documented by MS.

I was inadvertantly triggering the event through some firing of events of mine. Very hard to track down when you have multiple events being fired


The ability to select bones by double clicking on them in the render window with mouse added. This allows you to drag them around with mouse just like the meshes and vertices. Now just writing the code to 'save' these.
TheDarkWraith is offline   Reply With Quote
Old 12-24-11, 12:35 AM   #317
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

v1.0.464.0 released. See post #1

You can now select bones by double clicking on them in the render window. Use mouse to reposition. All bones that reference the bone being repositioned will be automatically repositioned (there is a parent-child relationship after all!)

In order to save changes to bones:
- bone has to be selected (lock diamond around it)
- click the bones tab
- Under the changes box press Update. This will store your changes.
- After pressing update the save button should become available.
- Press Save to save to file
- Note: ExtendedData for bones is currently not being saved as I haven't coded it yet

This version now enforces the flags parameter of the bone in the GR2 file. If the flags parameter says the bone has no position data then you can't move it. If you want to change that behavior then change the flags value (either double click a bone/mesh in their tabs to bring up editor window or while mesh/bone is selected press enter)

Meshes - you can select, reposition, rotate, etc. You can store your changes by pressing the Update button under the changes box on the meshes tab. You currently cannot save as that function isn't finished yet.

Vertices - you can select and reposition. That's about all you can do with them currently. Note: repositionining a vertice will deform the mesh it's attached to.

I have yet to code in an 'as-loaded values' for the resets for the positions, rotations, and scale. This will allow you to revert back to 'as-loaded' values if you screw up. Note: when the save button is pressed the current stored values become the new 'as-loaded' values.

To remove a selection (unselect bone/mesh/vertice) press spacebar.

Let me know of any errors/bugs. There were some major changes in this version so I expect a few bugs/errors

@ TheBeast - you should be able to reposition the rwr you've been wanting to do

You could now use this to alter waypoints and/or make new waypoints
TheDarkWraith is offline   Reply With Quote
Old 12-24-11, 07:03 AM   #318
urfisch
Sea Lord
 
Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
Default

youre doing nice work, tdw. thanks for that so far...

__________________


urfisch is offline   Reply With Quote
Old 12-24-11, 01:32 PM   #319
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

found some logic errors in the meshes and bones treeview controls. Update coming here soon...

Should have the extended data writing done also by that time

EDIT: the writing of any objects extended data works correctly With just one problem: I need to flag when extended data has changed so that the app will enable the save button.

Last edited by TheDarkWraith; 12-24-11 at 01:51 PM.
TheDarkWraith is offline   Reply With Quote
Old 12-24-11, 03:21 PM   #320
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

v1.0.467.0 released. See post #1.

This fixes some logic bugs in the bones and meshes treeview controls

The writing of extended data for bones has been enabled. Everything can write extended data but I haven't gotten to everything except the bones yet.

The bones are the most critical in SH5 as they control visibility, shadows, etc. for the meshes.

TheDarkWraith is offline   Reply With Quote
Old 12-24-11, 04:20 PM   #321
TheBeast
The Old Man
 
Join Date: Jan 2010
Location: Lynnwood, WA
Posts: 1,533
Downloads: 876
Uploads: 23


Default

Using either of last 2 versions I am getting error trying to load data\Submarine\NSS_Uboat7b\Submarine Parts\Conning_7B_01.GR2 file.

******** Spring pointer missing for Datatype definition ********
******** Failed to read ArtToolInfo ********

And model is not loaded.

This happens when trying to load stock unchanged SH5 Model.
GoblinEditorApp and GoblinViewer load this model without any error message.

I was able to successfully reposition cfg#SNK node on Conning_7B_00.GR2 and Conning_7B_02.GR2 files.
__________________
Fear me! I am, TheBeastBelow

SHIV-MediaFire | SHV-MediaFire

Last edited by TheBeast; 12-24-11 at 04:30 PM.
TheBeast is offline   Reply With Quote
Old 12-24-11, 07:25 PM   #322
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by TheBeast View Post
Using either of last 2 versions I am getting error trying to load data\Submarine\NSS_Uboat7b\Submarine Parts\Conning_7B_01.GR2 file.

******** Spring pointer missing for Datatype definition ********
******** Failed to read ArtToolInfo ********

And model is not loaded.

This happens when trying to load stock unchanged SH5 Model.
GoblinEditorApp and GoblinViewer load this model without any error message.
I will investigate. Thanks for the bug report

EDIT: What's interesting is granny viewer can't even load that stock SH5 file (and it's not because of CRC32 error)
TheDarkWraith is offline   Reply With Quote
Old 12-24-11, 07:57 PM   #323
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

That's weird as I can open it with several different versions of GrannyViewer.


I have a saved folder of untouched files and it opens fine with all versions.
Even the 'Special' version.
  Reply With Quote
Old 12-24-11, 09:24 PM   #324
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by privateer View Post
That's weird as I can open it with several different versions of GrannyViewer.


I have a saved folder of untouched files and it opens fine with all versions.
Even the 'Special' version.
Yep, you're correct. User error once again I tried opening it with Granny Viewer when my app had a lock on it. Kill the app and granny viewer loads it just fine

Now that I can 'see' what granny viewer sees I see a bug in my app that I need to fix
TheDarkWraith is offline   Reply With Quote
Old 12-24-11, 09:50 PM   #325
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

okay, problem TheBeast reported is fixed. The problem was I assumed that if a string pointer wasn't found then there was an error in the file. After examining the file in Granny Viewer it said (null) for the values. This told me that null pointers (which is what a string pointer that wasn't found in the app is) are valid and legal. So I adjusted the app to handle these and not report them as errors.

I loaded up the 7B_01 conning GR2 and noticed some odd things:


Look at where cfg#O02 and cfg#O03 are....it just hit me....those are the scopes! Ok, makes sense now.

There are some that don't make sense to me:
- Reflect_Conning_7b_01
- Collision_CT_EXT
- dmg_col_turm

They just don't seem to be located in the correct places to me

I'll have new version available here soon with the fix in it...

I also just realized that it does make sense to let you rotate bones...I had locked that out but now looking at the 7b_01 GR2 file I don't know why I thought it didn't make any sense. I'll correct that also.
TheDarkWraith is offline   Reply With Quote
Old 12-24-11, 09:59 PM   #326
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Nice work Mate.

I always enjoy following this WIP.
Just remember when you go to do the export part?
Negate the V Texcoords!
  Reply With Quote
Old 12-25-11, 01:57 AM   #327
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

v1.0.469.0 released. See post #1

Fixed problem reported by TheBeast

Remove the lock on bones not being able to be rotated. You can now freely rotate them

Added the Reset button to changes. Pressing this button will take that object (mesh, vertice, bone) selected back to as-loaded values (this means everything - flags, position, rotation, scaling, etc.). Pressing Save writes the changes to the file as updates the as-loaded values with the current settings. Pressing Update stores the current values in case you mess up reposition, rotating, or scaling (then pressing the reset buttons on the rotations, scaling, or translation takes you back to where you last pressed Update or Save)

Added a new tab called Status. All status information is relayed to this tab. Double click anywhere inside the tab to erase current information.

Added the ability to squelch the debug output under the misc tab. A new box was added called Debug. It's default value is disabled (unchecked).

That's all that comes to mind currently
TheDarkWraith is offline   Reply With Quote
Old 12-25-11, 03:25 AM   #328
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

Merry christmas .
THE_MASK is offline   Reply With Quote
Old 12-25-11, 04:12 AM   #329
Sartoris
Captain
 
Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
Default

Watching TDW working on improving SH5 is the best Christmas present!

Sartoris is offline   Reply With Quote
Old 12-25-11, 04:49 AM   #330
Kaicokid
Watch
 
Join Date: Dec 2009
Posts: 20
Downloads: 91
Uploads: 0
Quote:
Originally Posted by Sartoris View Post
Watching TDW working on improving SH5 is the best Christmas present!

+1
Kaicokid is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 10:14 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.