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-   -   [REL] S3D - Silent 3ditor (https://www.subsim.com/radioroom/showthread.php?t=119571)

skwasjer 09-15-08 02:09 PM

Do you have technical difficulties with installing/running it or do you have similarly to clayp problems on how to use it?

skwasjer 09-16-08 04:50 PM

A new release is coming by the end of this week. Below the changelog. It's a long one!

Just one or two things I want to add before release time. I'll probably do another video tutorial to discuss the most breaking changes and additions.

v0.9.1 RC2
New
  • Quaternion calculator (Euler to Quad) added for quaternion value types. Should make it a bit easier to alter RotationKeyFrames controllers.
  • Full support for the StateMachineClass controller.
  • 3D viewer now supports a movement speed multiplier: holding Shift will increase zoom, rotation and pan speed by 4, while holding down Control will reduce it by 4.
  • 3D viewer now supports zooming using the +/- keypad keys, freelook using left/right/up/down keys, freemove (strafe/back/forward) with 'wasd' and orbit mode with keypad arrows. Additionally, the 'C' key centers the view on current object (similar to toolbar button). Keyboard support is still a work in progress and key bindings may change in the future.
  • You can now also click on an origin point in the 3D view to select a model or dummy node. Origins take precedence over any model (even if the model is closer to the camera). If multiple origins sit on exactly the same place, the one with the lowest index number is selected. The hitzone for an origin point is a 4x4 pixel box (iow. 1 pixel wider on all edges).
  • Added color setting for 3D viewer background, and for dummy origin points (nodes without a mesh (model) assigned).
  • Added option to modify z-buffer write mode, and cull mode on material chunks.
  • In the 3D viewer the selected chunk will now also have an axes icon drawn (centered on origin). This will allow you to see how an object is transformed by it's own transform-matrix as well as all parents.
  • JSGME integrated support to enable a mod you are working on. This function requires JSGME 2.2 or higher. For any file you work on that is part of a mod (ie. it is saved in a subfolder under the mod folder that JSGME creates), you can click on the JSGME button. S3D will automatically detect to which mod the file belongs (and will show the name in the tooltip), and asks JSGME to activate the mod. If the mod is already activated, it will be disabled first and then immediately enabled again. Note: if the mod is overwritten by other mods, this function won't work. With many thanks to JScones for providing command line support in JSGME.
  • Added Emissive edit box to the material editor (thanks Anvart)
  • Added Find/Goto support for .SDL files. This makes it easier to find a specific sound.
  • Added menu item 'Append new child chunk' which as the name suggests allows you to add a chunk, but instead of adding it to the root, it will be directly added as a child to the selected chunk. If the selected chunk does not have an 'Id', the menu item is greyed out.
  • Added 'Synchronize view' button to 3D viewer to synchronize the visibility of objects rendered in 3D with the "Node visible flag". You can use this if you hid several objects and want to restore the default rendering state.
  • Added game file/folder protection feature. When saving a file directly in a game folder under \Data, S3D will warn you about this and tells you it is better to save in a JSGME mod folder. You can still continue, or optionally choose to disable the protection feature in the Options dialog.
Changed
  • When adding a new node, the visible flag will now be set to 'true' by default.
  • The index label in the right pane is replaced by an edit box, so you can now type in a new index number manually (suggested by ref)
  • Changed Bias parameter type of MipMapBias controller to float (thanks DivingDuck)
  • When exporting a model, material names will now have all space character stripped (it is substituted by an underscore '_'). This is due to a limitation in the default OBJ-importer of 3DS Max, resulting in 3DS Max to drop the material and thus any connection to the mesh(es) being imported. Possibly other importers of other software have similar issues.
  • Changed obj_Sensor.Type from type 'int' to 'SensorType' (thanks LukeFF)
  • Changed light type 'Sun' to 'Direct' (thanks Anvart)
Fixed
  • Fixed bug, when exporting a model that had a linked label with invalid file name characters (thanks BlackCatx3)
  • Fixed bug where Find/Goto function would sometimes search in a different window and not in the foreground window.

skwasjer 09-17-08 01:30 PM

Quote:

Originally Posted by Anvart
What about LookAt controller creation for SH3 scene.dat???
What about Omni parameter Falloff radius or ... ???
What about Hide selection and UnHide All in 3D viewer???
...
And what is it: "Added option to modify z-buffer write mode, and cull mode on material chunks."?

When I have time, Anvart. There are many things on the todo-list, but there comes a point where I freeze a build, and release it. Suggestions will get fixed/added at some point.

What about Hide selection and UnHide All in 3D viewer???

It's not entirely the same but:
  • Added 'Synchronize view' button to 3D viewer to synchronize the visibility of objects rendered in 3D with the "Node visible flag". You can use this if you hid several objects and want to restore the default rendering state.
And what is it: "Added option to modify z-buffer write mode, and cull mode on material chunks."?

You've asked the same question a couple of pages back. An entire discussion followed between you, me and DivingDuck ;)

Tough crowd :(

Anvart 09-17-08 02:08 PM

As always ... :-?

skwasjer 09-18-08 10:34 PM

Look, another reason why I was too busy:

http://sh4.skwas.net/images/screensh...ptainroom2.jpg

http://sh4.skwas.net/images/screenshots/interior.jpg

Nisgeis 09-19-08 03:37 AM

That's brilliant!

Can you use S3D to move 3D objects and have it update in real time on the viewer? That would make it much easier to place 3D objects.

skwasjer 09-19-08 05:41 AM

Nisgeis, where have you been lol. This is possible since v0.9 ;)

Jaeger 09-19-08 06:21 AM

skwasjer,

i think, you should update the thread name. it should include the latest version, this will give you more public relation (or public attention?):up:

greetz, Jaeger

skwasjer 09-19-08 07:17 AM

True but it requires mod intervention. Can't do it myself. And for this reason I only ask for it every couple of releases. Don't want to bother the busy mods too much ;)

It's understandable that some features are overlooked, but I didn't suspect a major feature like this would (especially since there's a video tutorial linked from within the changelog). :lol:

Torps 09-19-08 07:47 AM

Nice
 
Quote:

Originally Posted by skwasjer

Nice Work my friend. You definately have some mad skills! :up:

peabody 09-19-08 04:00 PM

:o:o:o

You do fantastic work. I really appreciate all the time and effort that you put into this program. It has made it so much easier for beginners like me.

Thank you very much.:up:

Peabody

Anvart 09-21-08 08:13 AM

Quote:

Originally Posted by skwasjer
Look, another reason why I was too busy:
...

:o ... :oops:
:o ... http://img172.imageshack.us/img172/237/okyn8.gif

:o ... http://img216.imageshack.us/img216/6916/iconbeerdo1.gif

skwasjer 09-22-08 02:21 PM

Now, if you liked that, here's the next screenshot.

There's still many obstacles to overcome (3rd, 4t mapchannel) and exterior objects must be rendered differently, but hey, if I got this far ;) :rotfl:

PS: compare this with my previous screenshot. Man, what a lightmap can do... And i've not even enabled specmap in here (though this already works for exterior objects)

http://sh4.skwas.net/images/screensh...rior_light.jpg

haegemon 09-22-08 10:34 PM

Don't you know? the game engine it's the next step after S3D. :lol:
Judging by what can be seen...how amazing it's this program. :rock:

By the way I'm having troubles with the rendering tool. I can see the origins, the grid, the axes icon and the bounding box, but I can't see the mesh. I got installed the NET. 2.0 and DX9c software. Also got the 3dmax 8 which works correctly...so What I miss? maybe I forgot to configure or installing something?

And there are keyboard buttons to zoom out and in, other than the mouse wheel?

Anvart 09-23-08 02:08 AM

Quote:

Originally Posted by skwasjer
Now, if you liked that, here's the next screenshot.
...

:o ... http://img91.imageshack.us/img91/7582/crackpu1.gif ... http://img172.imageshack.us/img172/1875/crazyiq8.gif ... http://img172.imageshack.us/img172/1449/clappingbj4.gif


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