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World of Warships

Post questions about game models here, or help out others!
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Andrakann
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Re: World of Warships

Post by Andrakann »

TheSeeker wrote:Do you mind if I ask how you extracted that EVE model? They changed the client architecture in March 2015 and there's basically tens of thousands of nondescript files numbered in hex, and I've got no idea what to do with them.
I think my client was older, because I don't play a long time.
So, you'll need to find an older client somewhere on torrents for extraction, if nothing can extracts newest clients now.
PS: Successfully found and downloading Tiamat client (EVE_Online_Installer_869010 magnet).
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Re: World of Warships

Post by Coffee »

Burnt out on this project.
I just don't have the knowledge to do this.
I'd love to change the world but I can't get my hands on the code.
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Re: World of Warships

Post by Wobble »

[out]
Last edited by Wobble on Sun Mar 12, 2017 11:07 am, edited 1 time in total.
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Re: World of Warships

Post by Coffee »

UU3D does not transform JF017_Rangefinder_4_5m correctly.
The director that sits in side it is in the wrong location.

This is a prefect example of why I'm having a very hard time figuring out the matrices.

EDIT:

Interestingly enough...
the AGM009_6in47_CL55 gun's matrix stack is backwards from all other guns I have looked at.

Code: Select all

      <node>   Rotate_Y_BlendBone   </node>
      <node>   Rotate_X_BlendBone   </node>
      <node>   Roll_Back1_BlendBone </node>
      <node>   Roll_Back2_BlendBone </node>
      <node>   Roll_Back3_BlendBone </node>
I'd love to change the world but I can't get my hands on the code.
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Re: World of Warships

Post by Wobble »

[out]
Last edited by Wobble on Sun Mar 12, 2017 11:07 am, edited 1 time in total.
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Re: World of Warships

Post by wen98 »

Wobble wrote:
Coffee wrote:UU3D does not transform JF017_Rangefinder_4_5m correctly.
The director that sits in side it is in the wrong location.
Looks fine to me.

You sure you have the latest plugin? It might have been updated in the past month or so.
yamato_director.jpg
Image

Image
Hi, do you know where can I find this world of warships plug-in.
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Re: World of Warships

Post by Coffee »

Wobble,
I have the latest app and plugin.

What XML are you using to load the entire ship?
Also..
Try loading the JF017 alone and you will see the problem.

wen98,
You can get the plugin for UU3D under their download section at their site.
It's too bad UU3D can't export anything WoWs.
I'd love to change the world but I can't get my hands on the code.
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Re: World of Warships

Post by Wobble »

[out]
Last edited by Wobble on Sun Mar 12, 2017 11:07 am, edited 1 time in total.
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Re: World of Warships

Post by Wobble »

[out]
Last edited by Wobble on Sun Mar 12, 2017 11:06 am, edited 2 times in total.
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Re: World of Warships

Post by wen98 »

Coffee wrote:Wobble,
I have the latest app and plugin.

What XML are you using to load the entire ship?
Also..
Try loading the JF017 alone and you will see the problem.

wen98,
You can get the plugin for UU3D under their download section at their site.
It's too bad UU3D can't export anything WoWs.
Thank you Coffee. I only found a World of Tanks (primitives) plug-in in their download list. Which only loads a single primitive file instead of a ship with children. Did I miss something?
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Re: World of Warships

Post by Coffee »

Wobble wrote:Here you go. Finder loaded by itself. Innards now sit at the correct level.
The UU3D plugin was recently updated to fix for loading single primitives without a game xml script.
Thanks...
I have almost all translations fixed. Still having issues with the catapult on some ships.
Also.. The lighting is not right for the child and grand children.. I'm trying to get the lighting fixed and than Ill look at the catapults again.
I'd love to change the world but I can't get my hands on the code.
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Re: World of Warships

Post by Coffee »

wen98 wrote: Thank you Coffee. I only found a World of Tanks (primitives) plug-in in their download list. Which only loads a single primitive file instead of a ship with children. Did I miss something?
Read what wobble posted.. Early in this thread there is a script that you need to down load.
I dont know how to use it but I'm sure the info is in that post with the script.
I'd love to change the world but I can't get my hands on the code.
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Re: World of Warships

Post by Coffee »

OK....

I uploaded version 30.0.4 http://209.159.152.184:8080/WoW/

I think the lighting is pretty good.
Use 'D' to hide/show the diffuse texture and 'B" to hide/show bump mapping.
F2 spins the light... F2 spins the model.

At this point 99% of all items is transformed correctly.
Catapults are in the 1% that are not working 100% of the time.
I'm having to apply the rotation from the gameparams before export and I just dont have it figured out yet.

Please remember.. this can NOT export.. and will NOT work with World of Tanks.
It still has to be set for WOWs and the path MUST be set up also.

I'm not updating the XML Generator until I have the catapults working.

Side note.. A couple of the side effects for one of my medications is listed as 'Hard to Think' and 'Don't drive'. I'm hoping this goes away after I get used to taking it. I'm finding myself forgetting where I was in the code and what I was working on.


Anyway...
Please check this and look for things that look strange.. I know about the catapults so don't worry about that.
Thanks...
I'd love to change the world but I can't get my hands on the code.
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Re: World of Warships

Post by Andrakann »

Coffee wrote:I think the lighting is pretty good.
I think the lighting is GREAT! :keke: 8D
Normal maps looks perfect too.
Use 'D' to hide/show the diffuse texture and 'B" to hide/show bump mapping.
Very useful feature!
Please check this and look for things that look strange..
Radar wires renders without using transparency, but in texture viewer they shown with alpha.
It's very old issue, but I hoping you make it working with renderer's rewrite...

Also, can you please store the settings for BG/grid colors, game type, childs loading, brightness/contrast/light position, HD-textures loading, tool box position and on|off state, etc. in c:\Windows\Temp\wot_temp\ ? Would be very useful.

Update: No torpedoes in torpedo launchers.
Group hide button(s) can't be implemented by some reason?
Can "Root" folder of tree have the ship's model folder name instead? It's can be a problem for loading multiple ships in other editors in future I think.
"Show Child List" button is obsolete I think?
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Re: World of Warships

Post by Coffee »

I'll try to answer in the right order..

It order to get the lighting to work on the kids and grand kids I have to multiply N T B by the matrix stack that I use to transform them. Oddly, I have to also do it BACKWARDS.
Because I scale the scene by Z to get the models to draw correctly, I also have to multiply N T B , the light position and cam position Z by -1 in the vertex shader before passing them to the fragment shader.
All of this 'extra math' slows things down.

About the alpha transparency...
I this turned on in the last couple of versions... I don't know if you noticed but looking thru a radar grid made everything the first texture behind it transparent as well. There is a way to fix this other than sorting the rendering order. I did it in Terra (the Trees) and will look at the code to see how the alpha params need to be set.

The name of the path for the torpedoes is being extracted from the gameparams and put in the first XML sets during the decompress/extraction part of the program. I will need to add code to look specifically for torpedo launchers in both the viewer and XML Generator programs.
The Torpedo tubes have these entries in the visual.

Code: Select all

<identifier>HP_gunFire1</identifier>
I am assuming these are the locations for the torpedoes.. I should load one in to UU3D and look at them.
I will need to add code to the Gkids.XML to load them.

Group Hide can be added I think with out being to much of a bitch to code.

I'll change the root name to be the ships name.. This is actually a very good idea :)

"Show Child List" is obsolete. I will remove the button but I think I will leave the window and code in case I find a useful purpose later for it.

After this post I'm going to remove the last of the shadowing code.. do some cleaning and work on adding the torpedoes and fix the transparency.
I'd love to change the world but I can't get my hands on the code.
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