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

chrysanthos 02-22-11 04:04 PM

i cant even draw a ship from a start:/ help request

Sledgehammer427 03-21-11 08:52 PM

I hate dragging this thread back up, but I'm having problems viewing the model in 3D view. I'm getting things like this

http://i391.photobucket.com/albums/o...ehammer170.jpg

and this

http://i391.photobucket.com/albums/o...ehammer171.jpg

Now, I've discovered that using my screencap tool, it kinda removed this nonsense and gives me a view of the model, but selecting nodes does nothing.
the second screencap shows what happened after i minimized the 3d viewer window and reopened it. another screencap removed it, and the view changed, so its responding to the mouse commands and such, its the view that is broken.

anyone experiencing this?

polyfiller 03-22-11 01:35 PM

Need to report OS version and video card - try sending onfo to Swas and see if he's able to suggest anything. If you don't know how to get hold of him, let me know.

skwasjer 03-22-11 02:02 PM

I suggest running a 3D benchmark to test your graphics card and see if the benchmark is generating similar rendering errors because either you just have a driver problem, or your memory or graphics card is about to die... :-?

Sledgehammer427 03-22-11 04:14 PM

My GFX card is doing alright actually.

The only thing I have changed since the last time I remember S3D working was adding another gig of RAM to my PC.

I have 4 dual-channel slots, I used to have 2 matching 1 GB in one pair, and a pair of matching 512's in the other.

Now I have 4 all around matching 1 GB chips in all 4 slots.

I'll run a 3d benchmark through DXDIAG, see if somethings up there.

I'm running an ASUS (ATI) HD3450 with 512 VRAM, AGP

EDIT:
ROTFLMAO!
I digress Skwas, it seems its not a problem at all...I have a free download manager, whose "quick download" box sits on the 3d viewer screen. I closed out of the FDM, and lo and behold the view works again! :D
another edit. its not over yet. Hang on, i got an unhandled exception error, I'll send you a PM with the error report.
so far it's only happened with the king George V class we are working on for the Surface Warfare mod, other ships haven't given me any trouble yet

sidslotm 06-23-11 10:36 AM

Thanks for this great tool Skywasjer.

just a suggestion, a "recent files" clearance button would be cool.

skwasjer 06-25-11 03:26 AM

Thanks.

However, I am not developing S3D anymore. If you really wish to empty the MRU, remove this block

Code:

<setting name="Mru" serializeAs="Xml">
... data for mru
</setting>

from this file:

C:\Users\[username]\AppData\Local\skwas\S3D_StrongName_gnaeuc52jjzfy2 lgwyxvotgztlpqs1qe\1.0.0.0\user.config.

Make sure S3D is closed when you do.

I'm goin' down 06-25-11 08:16 AM

skywasjer
 
I watched the video of your band. Very Nice!:woot:

skwasjer 06-26-11 03:41 AM

Thanks :up:

TheBeast 06-26-11 06:10 PM

I recently re-installed SHIV Gold and I used a different install path then before.

Now when using Silent 3ditor to Disable/Enable any MOD, S3D launches another instance of JSGME and can not find any MOD's to Disable/Enable.

Is there a easy way to correct this issue?

skwasjer 06-28-11 07:05 AM

S3D checks the install dir regkeys for JSGME and/or SH. Check if either of these keys are correct. I don't know the exact registrykeys, but try a global search... (and be carefull with regedit ;))

postalbyke 10-30-11 04:55 PM

I've been digging for a while, but haven't found the answer yet...
(I haven't stopped looking, I'm just asking while I look)
I can't see textures or ambient occlusions in S3D... I can get the 3D preview box, I can see a black blob for the model, I can make it into a wireframe, I can see vertices, I just can't get the "skin" to show up.
I have re-installed S3D, and ensured that I have the correct video card drivers and DirectX9.0c.

Suggestions?

I will be starting a thread for my project soon in the mods section of SH3 forum.

skwasjer 10-31-11 06:15 PM

I have no idea man, does your GPU support pixel shader 2? (although I can't imagine it doesn't since this is quite old technology by now)

If yes, then if it's not a brightness thing (try moving the brightness/contrast sliders in S3D), then it seems like a path issue. Keep in mind that if you open DAT-files outside of the regular game structure S3D will not be able to resolve textures. F.ex. opening a DAT-file copy from the desktop will give you this problem.

The exception is with JSGME, S3D should detect if you edit files under MODS-folder, and adjust paths accordingly (local search in mod first, then in game dir). Perhaps something goes wrong here?

postalbyke 10-31-11 08:36 PM

Quote:

Originally Posted by skwasjer (Post 1777886)
I have no idea man, does your GPU support pixel shader 2? (although I can't imagine it doesn't since this is quite old technology by now)

If yes, then if it's not a brightness thing (try moving the brightness/contrast sliders in S3D), then it seems like a path issue. Keep in mind that if you open DAT-files outside of the regular game structure S3D will not be able to resolve textures. F.ex. opening a DAT-file copy from the desktop will give you this problem.

The exception is with JSGME, S3D should detect if you edit files under MODS-folder, and adjust paths accordingly (local search in mod first, then in game dir). Perhaps something goes wrong here?

Awesome list of suggestions, will try now! :D

edit: "I" support pixel shader 3, changed brightness to no avail, and tried opening an "in-game" file... no dice... I can, however, get skins on ship models and exterior parts... just not interiors... beginning to wonder if my computer is really too old to do this :P Christmas is coming, tho!

edit edit: By the way, this is the most amazing bit of "free" (It wasn't free for you, the amount of time you've spent on it is amazing) programming I've ever used! It runs awesomely on my laptop, and all the features make modding and tweaking a breeze! You are truly a "god" among men! Many thanks, my friend!

skwasjer 11-01-11 06:42 PM

Thanks, appreciate it.



Perhaps try a cleanup:
  1. Uninstall S3D
  2. Check install path of S3D if it actually is completely removed. If not, do manually. (default: C:\Program Files (x86)\skwas for 64-bit or C:\Program Files\skwas for 32-bit)
  3. Remove all subfolders under %localappdata%\skwas (this is where settings are stored)
  4. Reinstall S3D
Did it previously work on this system? Are you running the last version of S3D (0.9.9)?

Are you running some tools that modify/monitor/control DirectX like Riva tuner, a 3D screen grabber, etc. (try turning off if you do).

Some tools that monitor and hook DirectX (f.ex. to render an overlay) have been reported to cause issues.

On the flip side, some of these tools could actually maybe solve it, by forcing DirectX to 'not' use anisotrophic and/or antialiasing (which S3D does use if your GPU supports it).

Just some idea's...

postalbyke 11-05-11 10:14 PM

Quote:

Originally Posted by skwasjer (Post 1778625)
Thanks, appreciate it.



Perhaps try a cleanup:
  1. Uninstall S3D
  2. Check install path of S3D if it actually is completely removed. If not, do manually. (default: C:\Program Files (x86)\skwas for 64-bit or C:\Program Files\skwas for 32-bit)
  3. Remove all subfolders under %localappdata%\skwas (this is where settings are stored)
  4. Reinstall S3D
Did it previously work on this system? Are you running the last version of S3D (0.9.9)?

Are you running some tools that modify/monitor/control DirectX like Riva tuner, a 3D screen grabber, etc. (try turning off if you do).

Some tools that monitor and hook DirectX (f.ex. to render an overlay) have been reported to cause issues.

On the flip side, some of these tools could actually maybe solve it, by forcing DirectX to 'not' use anisotrophic and/or antialiasing (which S3D does use if your GPU supports it).

Just some idea's...

Sorry, kicked off the internet for a few days... Will try now :D thanks for the suggestions!

edit: Just tried the full uninstall/reinstall, no dice... tried resetting Nvidia software to default to try to allow S3D to pick and choose, no dice... And I'm not running any of these other programs. I do usually have Nvidia force antialias, It makes the game look amazing lol...
And coming to think on it, I don't remember ever being able to see interiors with S3D on my new rig... only exteriors... *hmmm*

CapnScurvy 11-09-11 09:28 AM

Hi Skwasjer, been a long time since we spoke.

I know you have pretty much stopped work on the Silent 3Ditor, but I have a question regarding an issue I'm having.

I'm trying to simply have the TBT on the bridge highlight able with a mouse capture and linked to the UZO_camera. One click on the object and your taken to the Uzo camera.

In the below image I've got a "Focusable3DObj" opened up. In the "CameraList" section, the available camera names are "pre listed" (with only a partial listing shown). I've highlighted the "ConningDeck" camera.

My issue is this: I'm unable to highlight the TBT object and link a camera to it. The name 3Ditor uses ("ConningDeck") on its listed possible camera links (I believe) is not correct. Please, pay no attention to the below "Parent ID:" and say, "There's your problem. It's listing something other than the TBT object". I've opened up this particular "Focusable3DObj" just for illustration.

http://i175.photobucket.com/albums/w.../Question2.jpg

I also base my opinion on the fact that the "Data\Cfg\Commands.cfg" file lists the stock game "Bridge" F5 keyboard command as "Conning_deck_camera" not "ConningDeck_camera". I believe the listing of "ConningDeck" should be "Conning_deck". My issue is, how do we change this name?

While we're on the same subject. Your camera links menu left out a camera used on the German side, it's Radio Room camera. This is the camera having the name "Interior_radio_camera". It's also listed in the Commands .cfg file. As has been done with mods, the German radio room has been ported over to the American subs. However, without the ability to have the "Interior_radio" to be listed in the 3Ditor "CameraList" there is little we can do to add another camera link from this position.

Any help would be appreciated.

Madox58 11-09-11 10:16 AM

You can edit the *.cs files for S3D
:yep:
Open them with notepad and study them abit.
It's pretty easy once you play with them some.
Remember to keep backups as you learn.
:up:

skwasjer 11-10-11 08:00 AM

@CapnScurvy

The lists you refer too are not the same. The picklists in S3D's property editor are all predefined enumerations. Their names have NO meaning to the game, only the actual value that they represent (an integer type), unlike actual commands which are of type 'strings'. The example ConningDeck you gave for all we care could be named 'SomeStupidName'. But the value in the DAT-file is actually stored as an integer value '5'.

The reason I chose for these descriptions is:
a) readibility
b) conformance to C# coding style

The descriptions are actually taken from C-style declarations stored in the .ACT files. These are much less readable, because they usually are all caps, and with meaningless prefixes (to non-coders, mind you).

Since S3D was written to assist modders, I chose to transform these C-style declarations to C#-style declarations which are easier to read.

This enumeration in particular may put you on the wrong foot, since you see similar commands like Conning_deck, but make no mistake, the enum type here is a list of defined Camera's, while the Conning_deck command is a command that jumps to a specific station, which is not the same (per se). If the ACT-file does not have the definition, then adding them to the .CS file like privateer says may more than likely NOT work, even though a companion command may exist. I've copied all enumerations from the .ACT-files (from SH4, which may be the reason why the german camera is not there), and while I may have made a mistake here or there, 99% chance is that the enums are correct so if something is missing, it likely is NOT implemented by the devs.

Just be carefull with changing enumerations, each entry is associated with an integer value, even if no number is assigned to it, in which they are anonymous and autoincrement. With these types of enumerations (and S3D has many of them), changing a name has no effect, but changing the order will actually change the value that each entry represents!!!

So, to recap:

- Enumerations are value types (integers), their 'name' is not stored and could be named anything you like (as long as it adheres to C# naming specs, meaning it can't start with a number, and can't contain most 'special' characters).
- Commands are string types, their 'name' IS stored and must match exactly with whatever commands the game supports.

[edit] Lastly, making the TBT clickable or highlightable on the bridge seems to be an actual game bug. Many have attempted to fix this. I can at least assure you that it has nothing to do with your question in particular, although perhaps it might be related (perhaps the value is actually incorrectly '5').

CapnScurvy 11-10-11 10:50 AM

Thank you Skwasjer and Privateer for your insights.

Yesterday after posting my question, I took a look into S3D and found the .cs file. I happily renamed the entities, added a few others for good measure and opened S3D to rework the parameters. Got nothing; well I got something! I found out that (as You said skwasjer) the enumeration system is the main source of linking the camera's and that going out of the set number of camera's listed only puts you to the desktop in a trot!

So, today I see both your posts and wholeheartedly agree. Yep, you can mess around with the names in the .cs files but that isn't going to get you any farther in making things work. Adding additional ones, and you got a whole lot of cleanup to do after the mess.

Thanks for the replies. Especially your through explanation skwasjer. Helps a lot in understanding what happened yesterday. Nothing ventured, nothing gained.


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