Does anyone know a free 3D object viewer which can open the exported COLLADA files? I just need to look at them, not edit them.
Thanks! |
Quote:
RDP |
Thanks RDP
|
Thanks to privateer for providing me the format of keyframe animations :sunny: :sunny:
No release date yet, but well, won't be long ;) http://sh4.skwas.net/s3d/keyframes.jpg |
Ref and I figured it all out.
I said, "Hey, this is what I see' Ref said, "Quaternion" I said, "My head hurts!!" :rotfl: Hats off to Ref for that part! :up: |
Hats off Privateer:up: I know the modders love this tool.
|
It's comeing along very nicely.
:up: I like being able to edit the Particals stuff without the Hex editor. I have most things scripted now. But when I work on something new, (New nodes I'm not use to working with) I have to write new scripts and such again. S3D will eliminate some of this. Good work Skwasjer. :yep: |
@Privateer,
You might as well be speaking Japanese with hex editor, etc. Changing a texture is about as far as I have gone. All I know is this mod tool has been wonderful for you guys who dig modding the game. |
Let's just say S3D could make hexing a thing of the past if carried far enuff.
:yep: You still need to view each model in real time 3D and move things. ;) Perhaps We can "Nudge" him a bit? :arrgh!: |
I've got something quite similiar (if not the same?) as DivingDuck.
0.5 was absolutely no problem, with 0.6 I get "Exception has been thrown by the target of an invocation." in exactly the same box as DivingDuck at the same occasion, whenever I try to open any file. I have no idea if this error message in English helps you any further, but we may hope ;) . Oh yeah, and of course a giant THANK YOU for this absolutely awesome tool, making modding by far more easy:smug: |
Quote:
2 Skwasjer: In 0.6 beta: not good object ID interpret. (first <--> last bytes) ... |
Quote:
:shifty: ;) :rotfl: Quote:
|
Quote:
|
Quote:
http://img86.imageshack.us/img86/6408/mirroredyr8.jpg |
Anvart, do you mean it gives the wrong ID number? What number did S3D give for that same object?
I'm guessing you mean S3D is offset on where it picks the first and last byte for reading the object ID so it gives an incorrect ID number? |
Well, almost swdw. I've explained this before. It has to do with the endianness. The id is not wrong, it just is not displayed the same in a hex editor because I read it as a ulong/uint64 (in little endian), not as a 8-byte sequence. Otherwise you would have to say that a 4-byte sequence of 0x01000000 is also wrong if S3D would show it as 1 (int32).
S3D does all it's reading/writing using little endian (read least significant byte first). I won't mix that with big endian. Maybe an option to show id's in big endian is an idea but it's not as simple as it seems. I have (per request) thought of it before but dropped it for the time being as it would involve to many changes in the UI (not just that edit box). I will have to think about that again. :smug: http://en.wikipedia.org/wiki/Endianness http://developer.apple.com/documenta...eOrdering.html |
I know the reasons ... But it is inconvenient ...
|
I'll see what I can do... ;)
|
PLEASE forgive my ignorace. But as I read this - there will be functionality that will allow us to custom name our subs and crew without having to go into the player files or...something?
|
^^ no.
The sub names, are dealt with in different types of files. Simple text files that are very easy to work with as it is. tater |
All times are GMT -5. The time now is 09:27 AM. |
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.