SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [REL] S3D - Silent 3ditor (https://www.subsim.com/radioroom/showthread.php?t=119571)

skwasjer 01-09-09 02:30 PM

I have not looked at the mod, there's too much files in there and from where I stand every file can be the problem, I just wouldn't know where to look. My suggestion is track back to an older version, and move forward one step at a time until you get a CTD again.

You could also go in reverse trying to isolate the problematic file, and then the problematic chunk, but generally it's easier to start over from the last working version.

keltos01 01-09-09 02:33 PM

the thing is I had to change a few things to try and add two tubes to the boat.

She needs 6 forward and 2 aft.

I think all is ok but for the .dat ...

k

skwasjer 01-09-09 02:34 PM

Have you also copied the zones? I wouldn't know if this can cause CTD, but worth a try.

[edit] try one tube first instead of both....

keltos01 01-09-09 02:43 PM

no not the zones...

will try one tube then ...

is the node number important or can my tubes stay at the end of the file ?


thanks

k

Anvart 01-10-09 08:08 AM

Quote:

Originally Posted by skwasjer
Quote:

Originally Posted by Anvart
...
And ... GWX 3.0 Flag.dat, FlagS.dat ...
When i click on any flag in viewer, S3D gives an error message ...

I've looked up the problem.
...

Quote:

Originally Posted by skwasjer
Quote:

Originally Posted by Anvart
I can't see SkyColor model (SkyColors_xxx.dat) in viewer ... very big model for viewer ...?

Yea, it's a big ass ...
Quote:

Originally Posted by Anvart
When i export embedded image from Type 13
...

Thanks for that :smug:

Quote:

Necessary to change parent ID of object quickly ...

I know...

Thanks :up:

Ktl_KUrtz 01-10-09 06:35 PM

Hi,
I would like to say the it was a good jesture to remember LeoVampire in your new update.
Was he the guy killed in a car accident?
KUrtz

Carotio 01-10-09 06:55 PM

Quote:

Originally Posted by Ktl_KUrtz
Hi,
I would like to say the it was a good jesture to remember LeoVampire in your new update.
Was he the guy killed in a car accident?
KUrtz

No, you're thinking at DeepBlueWolf:
http://forums.ubi.com/eve/forums/a/t...5/m/9661064165

Leo Vampire was the "force majeure" of the ROW mods, and in his case, it was heart problems, IIRC.

Anyway, RIP to both...

keltos01 01-11-09 08:18 AM

8 tubes on german side implemented !
 
I gave new id numbers to the torpedo doors nodes and voilą,

an axis side submarine with 8 torpedo tubes, this means probably that the game's
maximum number of tubes per boat is 10, either US or german/japanese side.

Keltos

8 tubes sub, soon to become a Kaidai 3 :

http://files.filefront.com/IJN+Jyuns.../fileinfo.html

skwasjer 01-11-09 09:29 AM

@Ktl_KUrtz, as Carotio mentioned Leo (Dave) had problems with his heart and went beyond his own illness to finish up some of his work. He was an early S3D adopter and made good use of it with his mods. Thanks Dave...

@keltos, good job, I saw it already in your own thread. :)

keltos01 01-11-09 11:49 AM

Quote:

Originally Posted by skwasjer
@Ktl_KUrtz, as Carotio mentioned Leo (Dave) had problems with his heart and went beyond his own illness to finish up some of his work. He was an early S3D adopter and made good use of it with his mods. Thanks Dave...

@keltos, good job, I saw it already in your own thread. :)

thanks !

would you know why only 6 lights appear on the console when the 8 tubes works ?

also : the attack map shows only 6 tubes, but eight are there if you switch using "W" ?

on the loadout : it's correct.

keltos

skwasjer 01-12-09 11:54 AM

No idea keltos. I'm sure it's possible, but you probably need to do some more digging. Compare with fleetboats that have 6 front tubes. I don't suspect it's configured through the binary files, probably just somewhere in the upcs.

skwasjer 01-12-09 12:02 PM

More news from the animation front, S3D will support real time preview of animations (both mesh and keyframe). This will allow you to edit animations without even needing to test in game.

It's not perfect (because you can't control much of the animation, it's synced to a global timer) and does take significant cpu cycles (my viewer is a cpu-hog in general anyway), but it does the job and makes life oh-so-much easier yet again.

Here's a sample of Tomi's engine room animations I've worked on...
http://sh4.skwas.net/media/S3D_Anims.wmv

I am aiming for a new release with this functionality including zones editor not too far away. The only thing left atm is finalizing mesh import.

Nisgeis 01-13-09 03:22 PM

Now that's impressive.

Orion2012 01-13-09 03:49 PM

Very Impressive Skwas.

tater 01-14-09 12:25 PM

BTW, the units in a SH4 dat file? A decameter. 10m.

Ie: want a node on the bow of Yamato, which is ~263m overall? 263/2= 131.5, or 13.15 units in SH4.


All times are GMT -5. The time now is 03:45 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.