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 |
Quote:
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... |
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 |
@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. :) |
Quote:
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 |
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.
|
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. |
Now that's impressive.
|
Very Impressive Skwas.
|
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. |
BUG ?
I got his dark screeen when trying to view the 3D model of my KD3 :
http://img79.imageshack.us/img79/1414/darks3dvl1.jpg http://img79.imageshack.us/img79/dar...pg/1/w1680.png is it a bug ? also sometimes the textures appear really really dark in S3D, do you know why ? http://img234.imageshack.us/img234/8025/kd3darknl5.jpg http://img234.imageshack.us/img234/k...pg/1/w1677.png apart from that I love it, I'd just wanna see the real SDK they use to see if it's that good ! btw I read that you're working on the animations, good cause I'm bad at them ! keltos |
Try the brightness/contrast slider, it remembers the last setting it was on.
|
Quote:
2. The game uses different render modes/stages for many things. I can not mimmick the entire game and as such I only implemented 2 shaders. As a result, you lack certain light sources in specific cases and passes (sun, misc lights, interior lights) that could brighten up the model in game, but doesn't in S3D. Therefor I added the B/C sliders. It also depends on the diffuse color applied to the material. Having a light grey to white color brightens up the model, while a dark grey will darken it (but it will also ingame). |
Quote:
But I take it one still needs to do the Animation and import it with a different Application? Or are you saying We can edit the animation itself? The timeing of an existing animation being changed is of little value in the long run. |
Quote:
as for the completely dark screen, might be a memory problem at the time : I had a lot of programs open at the same time (3DS, photoshop, S3D) keltos ps if anyone find which file(s) say how many tube lights to add to the firing pannel please tell us ! |
In previous versions, the brightness reset with every new file opened, the current one leaves it as last set since without textures on, you usually end up dragging it a little darker to see the model better.
|
You can tone down the diffuse color for untextured view (in options dialog). When diffuse texture is off, it uses a simple single colored texture in it's place based on this color setting. It was full white in the initial model viewer release (which used a simpler shader), but I have left it unchanged...
Note that the material diffuse color is also blended with this global diffuse color, when the diffuse texture is off. |
Quote:
Or and old video: http://sh4.skwas.net/temp/wimpel3.wmv |
PROBLEM:
If i import an exported (former exported from s3d) *.obj from Cinema 4D i get: "The file " has no Materials" even i have a material assigned If import the the same file with Riptide-Plugin exported (which only creates a valid *.mtl) from Cinema 4D i get: "InvalidArgument = Value 0 for SelectIndex is invalid. ParameterName: SelectIndex" :( Ideas? |
Quote:
May be your models are very big for S3D viewer ...? |
All times are GMT -5. The time now is 06:25 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.