SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
08-05-07, 04:31 PM | #46 |
Planesman
Join Date: Apr 2007
Location: Netherlands
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Parse error
Hi
I'm trying to open a stock SH4 SIM file (NSS_TAMBOR.SIM). I get the message PARSE ERROR... It happens as well for other NSS_XXX.SIM files in the "submarine" directory. Other SIM files can be opened though. If you need the SIM file, let me know. That's all.
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08-05-07, 08:08 PM | #47 |
Ace of the deep .
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Ok , i found sea speed in the scene dat/Env Data/properties . I want to change the number from 0.06 to 0.04 . How do i do it in Silent 3ditor (alpha). How do i open an already modified Scent dat file . I am trying to open the scene dat in the silent hunter data folder that is enabled with JSGME that incorporated living breathing ocean adjustments . It has a message that says The specified type must not be a generic type definition . Parameter name:t
Last edited by THE_MASK; 08-05-07 at 08:33 PM. |
08-05-07, 10:28 PM | #48 | |
The Old Man
Join Date: Apr 2007
Location: Netherlands
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Quote:
@PepsiCan: yes, please send me the file.
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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08-06-07, 12:19 PM | #49 |
Planesman
Join Date: Apr 2007
Location: Netherlands
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Done
@skwasjer: done
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=================== AMD Athlon 64 3200+ 2.1Ghz 1Gb RAM MSI NVidia 6800 128MB MSI motherboard Realtek soundcard Windows XP Pro SP2 =================== |
08-06-07, 12:49 PM | #50 |
Sea Lord
Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
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At the mo I am using S3D in conjunction with Hexed to find addys and stuff, and again I can only say its a kick ass tool, even in its current state. I have nothing to add as such at the mo. Just keep her on track man .
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08-06-07, 04:10 PM | #51 |
The Old Man
Join Date: Apr 2007
Location: Netherlands
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Thanks PepsiCan, I've identified the problem. It will be fixed with the next release.
Speaking of which, just a few days, and a new version will be available... The current changelog (although I've still some things to add/fix, one which is the highly anticipated property value editor): New
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO Last edited by skwasjer; 08-06-07 at 07:20 PM. |
08-06-07, 05:22 PM | #52 |
Ace of the Deep
Join Date: Feb 2007
Location: Adelaide, Australia
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Awesome
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08-07-07, 03:09 AM | #53 |
Planesman
Join Date: Apr 2007
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Filepath
Yep! Especially the file path is a welcome addition! Simple but o so usefull.
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08-07-07, 03:19 AM | #54 |
Commodore
Join Date: May 2007
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It's great
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Regards, Bando |
08-07-07, 05:12 AM | #55 |
Sea Lord
Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
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The end of the Minitweaker draws near hail the Minitweaker
And long live S3D:p
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08-07-07, 10:28 AM | #56 |
Gunner
Join Date: Jul 2005
Location: Flensburg - Germany
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Thank you again for your great tool, it is a very good help for me.
One thing I came across is: When i am adding manually a new 3D- or Non3d- Node I tried to give them new ID and the correct Parent-ID using your tool. So I changed the ID's and your Tool shows the correct changes, but somehow it didn't work correctly. Looking into the nodes with the hexeditor I saw, it only changed the first appaerance of the Node-ID and Parent-ID. I found also a second appearance of these ID's in the nodes that had to be changed, it would be great if your tool could do this too. It was the really first time i tried hex-editing, so maybe i am just overlooking something greetings, pontius |
08-07-07, 11:34 AM | #57 |
The Old Man
Join Date: Apr 2007
Location: Netherlands
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This is by design (right now). As you've seen, changing an id breaks the tree as child nodes no longer reference an existing node. You'll have to go through the file and update each place where the id is referenced.
There's a few reasons why I didn't implement this (yet): it is complicated and risky. The main reason is there may be places where an id sits, but I don't know about it (in particular: specific properties with an id, other external files, or even unknown chunks). If I'd update the places I know about now, you'll run the risk of having the file only partial updated. Inexperienced modders will assume 'all is good' and there the trouble starts. At least now you know there's a manual fix up to go through. So, it is up to the modder to rebuild a tree structure chunk by chunk (node by node) where changing id's is involved.
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
08-07-07, 05:47 PM | #58 |
Gunner
Join Date: Jul 2005
Location: Flensburg - Germany
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Thanks for the answer, it sounds reasonable to me. As long as we put new Nodes in manually, it will be no problem also changing the ID's manually.
(But maybe in future it will be possible to just get a new node with correct ID's just by pressing a button? :hmm Keep up the good work! Ah, and I really love the way you made assigning materials really easy Greetings, pontius |
08-07-07, 06:52 PM | #59 |
Navy Seal
Join Date: Mar 2007
Location: New Mexico, USA
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Found something it won't open.
Data/Library/ShipParts/guns_radars.sim and Data/Library/ShipParts/guns_radars_02.sim. _03.sim opens fine. The error dialog says, "The specified Type must not be a generic type definition. Parameter name: t" tater |
08-07-07, 07:21 PM | #60 |
The Old Man
Join Date: Apr 2007
Location: Netherlands
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Thanks, I'll have a look... I've made some improvements to the parser already, and it should show better messages (indicating the actual problem), and hopefully less too...
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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