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Re: World of Warships

Posted: Wed Aug 19, 2015 6:58 am
by Andrakann
Coffee wrote:Again Andrakann..
Nice job.
Thanks :)
Andrakann wrote:or modify ship tree menu adding another ships to preview (not sure it's possible or not).
Now I know, it's possible by half ;)
I do some modding to gui\lobby\shipstree.xml (copied to mods folder of course):
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Some of "unlocked" ships (those ones in "premium" columns for USA and Japan) is already be present in shipstree.xml, but "locked" with wrong coordinates, pointing outside of screen. Other IDs I get by more complex way and some luck :)

Because I want IDs for upgraded ships and German ones, I start googling known IDs and found THIS and this.
Second of those JSONs it's shorter version of first, which is looking very likely that long awaited "master.xml", but not so useful, because all upgrades presents as IDs here.
No any IDs for german ships here, but I got IDs for some rare ships and put them into russian tree - preview works, so I can get loading logs :)

Re: World of Warships

Posted: Wed Aug 19, 2015 8:50 am
by Andrakann
ASA025_Essex_1943 done.
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This ship have hull upgrade ASA013_Essex_1945.


Coffee you already make very useful option "Center on Selected Poly", but can you expand it's functionality also to childs and dummies, so camera must automatically centers on them after I middle click them or double click in Child List (if this option enabled)? Sometimes I waste a lot of time, trying to find those red dummie, hidden on another floor or even in mesh...

Re: World of Warships

Posted: Wed Aug 19, 2015 9:37 am
by Andrakann
ASC044_Marblehead_1924 done.
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No torpedos in launchers (usa\projectile\torpedo\APT011_Sea_Torpedo_Mk_11\APT011_Sea_Torpedo_Mk_11.model).
No plane on catapult (usa\aircraft\fighter\AAF021_F4B_float\AAF021_F4B_float.model).
No camo.

No any difference between "Marblehead" and "Marblehead Lima" found, only camo textures differs.

Re: World of Warships

Posted: Wed Aug 19, 2015 11:22 am
by Andrakann
RSC002_Diana_1905 done.
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Again no difference between normal and Lima versions, except camo textures.


Strange bug here, pair of guns flattened:
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Problems with transformation by one axis?

Re: World of Warships

Posted: Wed Aug 19, 2015 11:43 am
by Andrakann
JSD001_Tachibana_1912 done.
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No torpedos in launchers (japan\projectile\torpedo\JPT006_Sea_Torpedo_450mm_Type44_m2\JPT006_Sea_Torpedo_450mm_Type44_m2.model).

Re: World of Warships

Posted: Wed Aug 19, 2015 12:19 pm
by Andrakann
JSB011_Mikasa_1905 done.
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No camo?

Re: World of Warships

Posted: Wed Aug 19, 2015 12:41 pm
by Andrakann
RSD001_Gremyashchy_1942 done.
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No torpedos in launcher (usa\projectile\torpedo\APT001_Torpedo_533mm_Mk_15\APT001_Torpedo_533mm_Mk_15.model).

Re: World of Warships

Posted: Wed Aug 19, 2015 1:09 pm
by Coffee
Coffee you already make very useful option "Center on Selected Poly", but can you expand it's functionality also to childs and dummies, so camera must automatically centers on them after I middle click them or double click in Child List (if this option enabled)? Sometimes I waste a lot of time, trying to find those red dummie, hidden on another floor or even in mesh...
Yes.. I will do that.
Ill download and add these new XMLs to the programs.

Re: World of Warships

Posted: Wed Aug 19, 2015 1:12 pm
by Andrakann
ASD029_Sims_1941 done.
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No torpedos in launchers (usa\projectile\torpedo\APT001_Torpedo_533mm_Mk_15\APT001_Torpedo_533mm_Mk_15.model).

Re: World of Warships

Posted: Wed Aug 19, 2015 1:23 pm
by Andrakann
Got really strange bug here:
1. Load all parts of complete model (RSD001_Gremyashchy_1942), make screenshot by PrtSc.
2. Close editor (!).
3. Put "empty" XML for next model (ASD029_Sims_1941) in editor XML folder, load editor.
4. Load some parts for next model one by one to make screens.
5. Load bow, then load MidFront, then MidBack - ta-da!:
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Flag from previous ship in place! No anything in XML for this node. And lots of flag textures in childs window.

Earlier this morning I have similar bug with director in place (wrong type for current, "empty" XML), but i think it's because I forgot to restart editor.
But now I 100% sure I restarted it.
Logs attached.

Re: World of Warships

Posted: Wed Aug 19, 2015 1:53 pm
by Andrakann
ASC003_Albany_1898 done.
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Have bug here, some of guns distorted:
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Re: World of Warships

Posted: Wed Aug 19, 2015 2:02 pm
by Coffee
I'm looking at this right now.
I think I found it but it needs tested.
I'm also looking for whats causing the extra yellow dummies to show up.

I added the code so dbl clicking in the child list centers the camera on it.

Re: World of Warships

Posted: Wed Aug 19, 2015 4:51 pm
by Coffee
Just uploaded 29.8.4
Try this and see if it clears everything when you load something (not add something).

Also, I added the center on dbl click and a tree view to the child list.
Im still working in the tree view.
I think i fixed the issue with the extra yellow dummies. I was not resizing the array of objects correctly.

Oh.. and I added all the XMLs you did over night.
EDIT: I didn't add Albany .. It will be in next update.

Re: World of Warships

Posted: Wed Aug 19, 2015 5:57 pm
by Andrakann
Coffee wrote:Just uploaded 29.8.4
Try this and see if it clears everything when you load something (not add something).
No bugs so far.
Upd.:
Whoops, same bug...
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And if I close Childs List by [X] - next time it opens only from second click, first click have no effect.
Also, I added the center on dbl click and a tree view to the child list.
Cool, really useful! :)
Im still working in the tree view.
Plane propellers on desk of carrier have name of mount point, other parts didn't have names at all.
And making one part as "folder" for group it's not really good I think...
EDIT: I didn't add Albany .. It will be in next update.
You also forgot Marblehead...

Do you have plans to add some code from XML tool to editor? Like recognition of paths to all misc parts by mount point name?
Lots of ships in World of Warships\res\content\location\ship have shildren parts and didn't load them :(

Re: World of Warships

Posted: Wed Aug 19, 2015 6:31 pm
by Andrakann
JSC026_Iwaki_1944 done.
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No torpedos in launchers (japan\projectile\torpedo\JPT010_Sea_Torpedo_610mm_Type8\JPT010_Sea_Torpedo_610mm_Type8.model).