Important information: this site is currently scheduled to go offline indefinitely by December 1st 2023.
If you wish to donate to attempt the preservation of tools and software somewhere else before it goes down, check the GoFundMe

World of Warships

Post questions about game models here, or help out others!
User avatar
Wobble
ultra-veteran
ultra-veteran
Posts: 584
Joined: Tue Jan 04, 2005 9:47 pm
Has thanked: 43 times
Been thanked: 112 times

Re: World of Warships

Post by Wobble »

[out]
Last edited by Wobble on Sun Mar 12, 2017 11:18 am, edited 2 times in total.
User avatar
Andrakann
ultra-veteran
ultra-veteran
Posts: 392
Joined: Wed Jul 06, 2011 8:47 am
Location: Russia
Has thanked: 977 times
Been thanked: 192 times
Contact:

Re: World of Warships

Post by Andrakann »

Wobble wrote:I can only load single parts. Not the entire ship. And the parts are all white. And if the program can't find a texture, I get spammed endlessly with can't find texture/folder/path messages over and over again. That error message should be taken out and dumped to a log file. Too much spam.
Looks like you have same problem as me.
But i didn't receive errors spam, did you set "working path" to "World of Warships\res" folder?
And for loading more than one part you must use "add primitive" button, after you open one.
User avatar
Coffee
ultra-veteran
ultra-veteran
Posts: 518
Joined: Thu Aug 06, 2015 5:57 pm
Has thanked: 74 times
Been thanked: 205 times

Re: World of Warships

Post by Coffee »

Andrakann wrote:
Wobble wrote:I noticed there is a sub folder called "WoWs_Scripts". Does this program actually load the Yamato script? If so, how to load it?
Must loads automatically, when you open Yamato parts.
Btw, do you have WoWS models textured or white in editor?
this is where the master scripts need to be placed.
The Yamato's should be in there already.
I'd love to change the world but I can't get my hands on the code.
User avatar
Coffee
ultra-veteran
ultra-veteran
Posts: 518
Joined: Thu Aug 06, 2015 5:57 pm
Has thanked: 74 times
Been thanked: 205 times

Re: World of Warships

Post by Coffee »

Wobble wrote:I can only load single parts. Not the entire ship. And the parts are all white. And if the program can't find a texture, I get spammed endlessly with can't find texture/folder/path messages over and over again. That error message should be taken out and dumped to a log file. Too much spam.
Ok .. I get it..
I'll add a dump routine for the errors.
Im starting to wonder if the reason the editor is crashing has something to do with localization. As in .. where you are.
I'd love to change the world but I can't get my hands on the code.
User avatar
Coffee
ultra-veteran
ultra-veteran
Posts: 518
Joined: Thu Aug 06, 2015 5:57 pm
Has thanked: 74 times
Been thanked: 205 times

Re: World of Warships

Post by Coffee »

Wobble wrote:Suggestion. Please add a rotation field to the script. This is the only way I can get the catapults to point straight. You don't have to add a default rotation (0,0,0) to every line. Just check to see if it exists or not.

Example:

Code: Select all

<JSB018_Yamato_1944.xml>
  <sections>
    <stern>
      <model>japan\ship\battleship\JSB018_Yamato_1944\JSB018_Yamato_1944_Stern_ports.model</model>
        <node>
           <name>HP_JC_1</name>
           <rotation>0 90 0</rotation>
           <model>japan\catapult\JC001_Catapult_Shiki2\JC001_Catapult_Shiki2.model</model>
        </node>
        <node>
           <name>HP_JC_2</name>
           <rotation>0 -90 0</rotation>
           <model>japan\catapult\JC001_Catapult_Shiki2\JC001_Catapult_Shiki2.model</model>
        </node>
    </stern>
  </sections>
</JSB018_Yamato_1944.xml>
The way my editor works is like this:
It checks to see if there is a compound file.. if there is, it loads that XML. If not it loads the post XML (If there is a compound file, post just points at it or has exactly the same data.. this may change as they develop the game).
Once I have that XML, I use to to find the matching object in the master script(they should be in the WoTs_Scripts folder) by its matching name and the the actual path to that object.
I also use LINQ Datatables to preform XML parsing and this will break with Nodes having attributes in only some node children.

How about adding a table for the extra missing objects?
It would make it a snap to detect if it exists and not require changing to much in whats been done.
Just need a child named "extra" with that data in it.
As far as exporting the data once its all in.. FBX does not support matrices and neither does OBJ. Ideally it would be nice to apply the transforms to the vertices and normals during export.
Im good in Trig but know just enough about matrix math to be dangerous. I'm looking for code to do this and I think I found it but have not had time to mess with it yet.

I spent 3 hours last night trying to track down why the texture loader starts crapping out after a few loads of the WoWs models.. I had NO success.
Im going to spend more time on this tonight.. There is NO point doing anything else when the app is not stable.
You both are getting errors with the texture loading routine from the start so its probably some shit programming I did that is doing this. A path is getting screwed up some where.
I'd love to change the world but I can't get my hands on the code.
User avatar
Coffee
ultra-veteran
ultra-veteran
Posts: 518
Joined: Thu Aug 06, 2015 5:57 pm
Has thanked: 74 times
Been thanked: 205 times

Re: World of Warships

Post by Coffee »

I think we need some others to test and see if this version is crashing on their systems as well.
If you download this, please report if its running on your system or not.
I will upload the latest version. in a few. Look for version 29.4
http://209.159.152.184:8080/WoW/

I found a major issue with the texture loading. Some how it was creating 2 IL images for each OpenGL texture. I dont know how the hell the code was changed.
I move all loading errors to a log and a button to open the log under the file menu.
I'd love to change the world but I can't get my hands on the code.
User avatar
Andrakann
ultra-veteran
ultra-veteran
Posts: 392
Joined: Wed Jul 06, 2011 8:47 am
Location: Russia
Has thanked: 977 times
Been thanked: 192 times
Contact:

Re: World of Warships

Post by Andrakann »

Coffee wrote:If you download this, please report if its running on your system or not.
Exactly the same bugs. And log window is empty, nothing prints here, not on load parts, not after export error.

Did export to FBX full Yamato works on yours side?
Without hidden parts and to binarised FBX.

Upd.: Export of tanks with same settings works fine. And [Cancel] button works too ;)
User avatar
Wobble
ultra-veteran
ultra-veteran
Posts: 584
Joined: Tue Jan 04, 2005 9:47 pm
Has thanked: 43 times
Been thanked: 112 times

Re: World of Warships

Post by Wobble »

[out]
You do not have the required permissions to view the files attached to this post.
Last edited by Wobble on Sun Mar 12, 2017 11:18 am, edited 1 time in total.
User avatar
Coffee
ultra-veteran
ultra-veteran
Posts: 518
Joined: Thu Aug 06, 2015 5:57 pm
Has thanked: 74 times
Been thanked: 205 times

Re: World of Warships

Post by Coffee »

Andrakann wrote:
Coffee wrote:If you download this, please report if its running on your system or not.
Exactly the same bugs. And log window is empty, nothing prints here, not on load parts, not after export error.

Did export to FBX full Yamato works on yours side?
Without hidden parts and to binarised FBX.

Upd.: Export of tanks with same settings works fine. And [Cancel] button works too ;)
Im at a loss here. I have installed this same version and I have no problems.
The last thing I can check is if I have hard coded the game directory by accident. I dont think so because its set by the user but I will look.

When you set the editor up for WoWs, a new item menu item should show up under file called 'Load Ship Child Models'. Uncheck this and see if it will load any of the yamato.. either one at a time or adding them together.
If this stops the crash at least it will be narrowed down.
BTW.. A blank log means there were no errors finding the textures. I will add more information but at this point I need to find out what the hell is crashing this.
Last edited by Coffee on Fri Aug 14, 2015 9:08 pm, edited 1 time in total.
I'd love to change the world but I can't get my hands on the code.
User avatar
Coffee
ultra-veteran
ultra-veteran
Posts: 518
Joined: Thu Aug 06, 2015 5:57 pm
Has thanked: 74 times
Been thanked: 205 times

Re: World of Warships

Post by Coffee »

Wobble wrote:
Coffee wrote: As far as exporting the data once its all in.. FBX does not support matrices and neither does OBJ. Ideally it would be nice to apply the transforms to the vertices and normals during export.
Im good in Trig but know just enough about matrix math to be dangerous. I'm looking for code to do this and I think I found it but have not had time to mess with it yet.
Just Google for vector-matrix multiplication. It's very easy to multiply a 3D point by a 4x4 matrix, assuming 3D point is (x,y,z,1):

Code: Select all

for (int i=0; i < M.rows(); i++) {
   for (int j=0; j < M.cols(); j++) {
      resultVector[i] += M[i][j] * v[j];
   }
}
Thanks.. I will save that.

And if you want to render the ship properly, I can tell you right now, it cannot be done without using the skinning information.
Thanks.. I will try that code later.
I get that you are using the skinning information but how? Using rows 0, 1 and 2 turns the AA guns so they point towards or away from the bow and they are not consistent. The main guns transform on the midfront section OK but the stern gun is the same unless I flip the signs on row0.x and row2.z but than the guns on the front are backwards.
Im very frustrated with the whole of this.
I'd love to change the world but I can't get my hands on the code.
User avatar
Wobble
ultra-veteran
ultra-veteran
Posts: 584
Joined: Tue Jan 04, 2005 9:47 pm
Has thanked: 43 times
Been thanked: 112 times

Re: World of Warships

Post by Wobble »

[out]
Last edited by Wobble on Sun Mar 12, 2017 11:18 am, edited 1 time in total.
User avatar
Coffee
ultra-veteran
ultra-veteran
Posts: 518
Joined: Thu Aug 06, 2015 5:57 pm
Has thanked: 74 times
Been thanked: 205 times

Re: World of Warships

Post by Coffee »

OpenGL is right hand. Or.. I should say that is how I have it set (Y positive is up and Z positive is faces out towards the user.
Thanks Wobble ..
Ill do some work on this after dinner.
I'd love to change the world but I can't get my hands on the code.
User avatar
Andrakann
ultra-veteran
ultra-veteran
Posts: 392
Joined: Wed Jul 06, 2011 8:47 am
Location: Russia
Has thanked: 977 times
Been thanked: 192 times
Contact:

Re: World of Warships

Post by Andrakann »

Coffee wrote:Im at a loss here. I have installed this same version and I have no problems.
The last thing I can check is if I have hard coded the game directory by accident. I dont think so because its set by the user but I will look.
Do you installed it to your's working PC or another one?
And I already tried to recreate your's game path without success.
When you set the editor up for WoWs, a new item menu item should show up under file called 'Load Ship Child Models'. Uncheck this and see if it will load any of the yamato.. either one at a time or adding them together.
Nothing here, so i think it's path detection bug - I tried to set path to all folders one by one, from root "World of Warships" to "japan" - nothing shows.
But for World of Tanks path all is working fine (textures loads, export works), so i think it's not RU locale of windows but some error in code.
Which files or folders you try to detect, before this "Load Ship Child Models" option gets visible?

Btw, it's very strange that it's works for you, maybe you set some system path variables for work?

And for locale - I have this settings:
Image
Most buggy thing here, it's comma by default instead of dot, so, many exporters produce broken OBJs, with lots of commas inside.
But i fixed this long time ago, so it's not an issue in ours case.
User avatar
Wobble
ultra-veteran
ultra-veteran
Posts: 584
Joined: Tue Jan 04, 2005 9:47 pm
Has thanked: 43 times
Been thanked: 112 times

Re: World of Warships

Post by Wobble »

[out]
Last edited by Wobble on Sun Mar 12, 2017 11:18 am, edited 1 time in total.
User avatar
Coffee
ultra-veteran
ultra-veteran
Posts: 518
Joined: Thu Aug 06, 2015 5:57 pm
Has thanked: 74 times
Been thanked: 205 times

Re: World of Warships

Post by Coffee »

So when you go to reset the path it is not pointing to where you set it before?
If thats the case we found the problem. Its not saving the path on your systems for some reason.

Andrakann,
Because this is USA app, it should default to dot (Decimal) in number strings.
In russia, you use comma. correct?


You may want to uninstall the editor and than do a search for this file
Model_Viewer.exe.config
Make sure it is GONE! I added the storage of the path to this file and it could be why its not running correctly. I have seen this issue before with other apps I created.


The numbers in the XML are using Dot strings correct?

IM gonna grab some coffee ( not myself ;) ) and fix a few things.
1.. add event to long on every item load.
2.. add path to top of log file.
I'd love to change the world but I can't get my hands on the code.
Post Reply