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Search found 518 matches
- Thu Dec 24, 2015 9:20 pm
- Forum: 3D/2D models
- Topic: World of Warships
- Replies: 772
- Views: 165058
Re: World of Warships
I finally figured this out... I changed the last part of the script so I could see that it was actually working but the thing that fixed it was a couple of small additions. Here is the new script. NOTE: file_name_in and file_name_out is passed from .NET to the python. try: import cPickle as pickle e...
- Thu Dec 24, 2015 8:09 pm
- Forum: 3D/2D models
- Topic: World of Warships
- Replies: 772
- Views: 165058
Re: World of Warships
I wrapped the "for key in t" with a Try:
It never throws an exception... this its shitting before it reads key.
I wish I knew python at all. It would probably make it 1000 times easier to figure this out.
It never throws an exception... this its shitting before it reads key.
I wish I knew python at all. It would probably make it 1000 times easier to figure this out.
- Thu Dec 24, 2015 7:16 pm
- Forum: 3D/2D models
- Topic: World of Warships
- Replies: 772
- Views: 165058
Re: World of Warships
OK...
I got the same size of the txt now.. I am using the python now to reverse and inflate the data file
I'm still getting the same ascii error.. 'ascii' codec can't decode byte 201D in position 0: ordinal not in range
I thought maybe my .data was bad but the game runs fine.
I got the same size of the txt now.. I am using the python now to reverse and inflate the data file
I'm still getting the same ascii error.. 'ascii' codec can't decode byte 201D in position 0: ordinal not in range
I thought maybe my .data was bad but the game runs fine.
- Thu Dec 24, 2015 4:37 pm
- Forum: 3D/2D models
- Topic: World of Warships
- Replies: 772
- Views: 165058
Re: World of Warships
Thanks Andrakann, I have been reading all over the net.. TheSeeker, I am using IronPython. It's a interface/wrapper for .NET. I queried the version and its telling me 2.7.5 I doubt the version is the problem. I'm not using the python to decompress the data. I'm using Zlib with Ionic. I added code to...
- Wed Dec 23, 2015 10:29 pm
- Forum: 3D/2D models
- Topic: World of Warships
- Replies: 772
- Views: 165058
Re: World of Warships
Ok... This is what it is... The have renamed and relocated MANY of the child and grand child models. They added a new folder under each nation called "technical". Many of models have been moved to this folder and renamed. This makes the master XMLs useless and the code in the editor to sor...
- Wed Dec 23, 2015 9:19 pm
- Forum: 3D/2D models
- Topic: World of Warships
- Replies: 772
- Views: 165058
Re: World of Warships
I uploaded version 30.0.13 http://209.159.152.184:8080/WoW/ This is to deal with the changes in the XMLs caused by the 0.5.2 game update. I can't create new master XMLs yet so this is as good as its going to get. It will place a yellow marker where there are missing items. If you want to see these m...
- Wed Dec 23, 2015 8:36 pm
- Forum: 3D/2D models
- Topic: World of Warships
- Replies: 772
- Views: 165058
Re: World of Warships
No idea how to fix the Python...
It just wont read the dictionary key.
It just wont read the dictionary key.
- Wed Dec 23, 2015 8:05 pm
- Forum: 3D/2D models
- Topic: World of Warships
- Replies: 772
- Views: 165058
Re: World of Warships
Its crapping out at reading the Key. I put in code to print the key and I get this.. (last few lines shown) key: onePerBattle key: dock key: heroic key: multiple key: id key: events key: showProgress ('ascii', u'\u201d', 0, 1, "'ascii' codec can't decode byte 201D in position 0: ordinal not in ...
- Wed Dec 23, 2015 5:43 pm
- Forum: 3D/2D models
- Topic: World of Warships
- Replies: 772
- Views: 165058
Re: World of Warships
I need to see the other scripts. ( the one that decompresses the .data file )
Please post them some where OK?
Please post them some where OK?
- Wed Dec 23, 2015 4:20 pm
- Forum: 3D/2D models
- Topic: World of Warships
- Replies: 772
- Views: 165058
Re: World of Warships
Something I noticed about all the models. There is not a single one I can find that has normals pointing down. I don't know if this was intentional or a bug in their exporter. What I do know is it causes my shader to generate 2 reflections of the Sun/Light on round objects in the Y (up/down) axis. G...
- Wed Dec 23, 2015 4:01 pm
- Forum: 3D/2D models
- Topic: World of Warships
- Replies: 772
- Views: 165058
Re: World of Warships
All lighting goes from background HDRI-map, and Marmoset Toolbag 2 didn't have really good HDRIs in distributive, I shoose this one because of big yellow light in front with good specular. You can rotate BG with Shift+Mouse. Thanks, I thought it looked better. I have no idea why my compiler didn't ...
- Wed Dec 23, 2015 7:14 am
- Forum: 3D/2D models
- Topic: World of Warships
- Replies: 772
- Views: 165058
Re: World of Warships
I have tried for some time now to get the 0.5.2 to convert to jason. I keep getting this error: ('ascii', u'\u0441', 1, 2, "'ascii' codec can't decode byte 441 in position 1: ordinal not in range") I searched the internet and found that some have fixed these conversions by adding this: rel...
- Wed Dec 23, 2015 2:49 am
- Forum: 3D/2D models
- Topic: World of Warships
- Replies: 772
- Views: 165058
Re: World of Warships
OK.. I will work on it tomorrow
Thanks...
Thanks...
- Wed Dec 23, 2015 1:12 am
- Forum: 3D/2D models
- Topic: World of Warships
- Replies: 772
- Views: 165058
Re: World of Warships
The R channel in the MG textures is the roughness and the POWER of the specular is its spread.. So this mimics PBR sorta. Roughness is close to Glossiness, not sure I can see changes in glossiness of surfaces in Editor render - they all glossy, but with some angle change. In PBR non-glossy areas di...
- Tue Dec 22, 2015 11:00 pm
- Forum: 3D/2D models
- Topic: World of Warships
- Replies: 772
- Views: 165058
Re: World of Warships
Ok.... And away we gooooooooooooooo. Update 30.0.12 http://209.159.152.184:8080/WoW/ This should speed up rendering a bit. I removed most of the 'If' statements in the shader. I move the creation of the TBN matrix used in the fragment section to the vertex side of the shader. Its created per-vertex ...
