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World of Warships
- Coffee
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Re: World of Warships
I fixed an issue with torpedo tube translations.
Oddly this is exactly the same issue with some of the other items.
If it has a Rotate_Y_Blendbone, it needs to be rotated by 180.. otherwise, keep the existing matrix.
I added a button to hide the light/sun.
I added code to save and recall the light settings.
I fixed the terrain rendering blank with out a model loaded. (Some variables for the shader wasn't being set.)
I replaced 'root' in the treeview with the name of the ship.
Some items like the rubber rafts (AM055) have messed up normals. The normals on the bottom of the inflated section are facing the wrong direction. This is NOT an issue with the editor... its how the models were created.
Ill be uploading a new version at some point. I'm just looking for more translation issues right now.
Oddly this is exactly the same issue with some of the other items.
If it has a Rotate_Y_Blendbone, it needs to be rotated by 180.. otherwise, keep the existing matrix.
I added a button to hide the light/sun.
I added code to save and recall the light settings.
I fixed the terrain rendering blank with out a model loaded. (Some variables for the shader wasn't being set.)
I replaced 'root' in the treeview with the name of the ship.
Some items like the rubber rafts (AM055) have messed up normals. The normals on the bottom of the inflated section are facing the wrong direction. This is NOT an issue with the editor... its how the models were created.
Ill be uploading a new version at some point. I'm just looking for more translation issues right now.
I'd love to change the world but I can't get my hands on the code.
- Coffee
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Re: World of Warships
I uploaded version 0.30.0.5
http://209.159.152.184:8080/WoW/
This has all the things in the above post added or fixed.
I still have not added a way to hide branches in the Treeview.
I need to figure out how to save their previous state. Hiding and unhiding should not effect objects that we hide at load like the cracked sections of hulls.
http://209.159.152.184:8080/WoW/
This has all the things in the above post added or fixed.
I still have not added a way to hide branches in the Treeview.
I need to figure out how to save their previous state. Hiding and unhiding should not effect objects that we hide at load like the cracked sections of hulls.
Last edited by Coffee on Tue Dec 15, 2015 2:25 am, edited 1 time in total.
I'd love to change the world but I can't get my hands on the code.
- Coffee
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Re: World of Warships
Its been a long road getting to this point.
From hand editing XML to sorting out how the gameparams.data works to getting every single item to load with no dummy place holders (yellow rice shaped items).
A big THANK YOU to all those that have made this come together so far!
From hand editing XML to sorting out how the gameparams.data works to getting every single item to load with no dummy place holders (yellow rice shaped items).
A big THANK YOU to all those that have made this come together so far!
I'd love to change the world but I can't get my hands on the code.
Re: World of Warships
Coffee, we are grateful to have you here. I seldom saw people like you who passionately and patiently sticks to such a hard part-time project.Coffee wrote:Its been a long road getting to this point.
From hand editing XML to sorting out how the gameparams.data works to getting every single item to load with no dummy place holders (yellow rice shaped items).
A big THANK YOU to all those that have made this come together so far!
- Andrakann
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Re: World of Warships
CoolCoffee wrote:I uploaded version 0.30.0.5
http://209.159.152.184:8080/WoW/
This has all the things in the above post added or fixed.
Btw, transparency working strange - some objects behind transparent parts is not renders, some is ok:
(GSB002)
Folder checkbox must be higher priority than parts checkboxes, so, if folder checkbox is "off", all parts inside doesn't renders, even if have personal checkbox in "on" position.I still have not added a way to hide branches in the Treeview.
I need to figure out how to save their previous state. Hiding and unhiding should not effect objects that we hide at load like the cracked sections of hulls.
Rename parts function is missing with new tree view?
You are welcome!Coffee wrote:A big THANK YOU to all those that have made this come together so far!
Btw, without your skills all this beauty just cannot be done at all
And you is the most patient and opened for suggestions programmer I ever see in my life!
- Coffee
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Re: World of Warships
They transparency is because of the rendering order.
The Z buffer has to remain or the grill will be rendered over items closer to the camera.
This causes items that are rendered before the grill but behind it to be clipped by the z-buffer.
I just had an idea.. I may be able to just use the 'discard' function in the shader.
I'll try that.
Yeah... the rename is missing. I can add it back at some point after I add in the hide group function.
And thanks...
There is still a boat (ha ha) load of work to do just to get WOWs format finished.
BTW.. some of the ships under \vessel\ also use the short names for some guns and things.
I have not found them in the gameparams... can some one see if the can find where this data is stored in there?
The Z buffer has to remain or the grill will be rendered over items closer to the camera.
This causes items that are rendered before the grill but behind it to be clipped by the z-buffer.
I just had an idea.. I may be able to just use the 'discard' function in the shader.
I'll try that.
Yeah... the rename is missing. I can add it back at some point after I add in the hide group function.
And thanks...
There is still a boat (ha ha) load of work to do just to get WOWs format finished.
BTW.. some of the ships under \vessel\ also use the short names for some guns and things.
I have not found them in the gameparams... can some one see if the can find where this data is stored in there?
I'd love to change the world but I can't get my hands on the code.
- Andrakann
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Re: World of Warships
Catapults on the Tirpiz have some strange lines:

Plane is also not in like-in-game position (maybe Master XML became old):

(also note no torpedoes in launchers for Tirpiz in game)
Plane is also not in like-in-game position (maybe Master XML became old):
(also note no torpedoes in launchers for Tirpiz in game)
- Coffee
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Re: World of Warships
I see that...
I think the catapults are backwards?
The missing torpedoes is strange. Is this ship playable yet?
I fixed the issue with the transparent mesh clipping items in the background. I am just removing anything using the shader with a alpha below 0.1. It works well.
I think the catapults are backwards?
The missing torpedoes is strange. Is this ship playable yet?
I fixed the issue with the transparent mesh clipping items in the background. I am just removing anything using the shader with a alpha below 0.1. It works well.
I'd love to change the world but I can't get my hands on the code.
- Andrakann
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- Posts: 392
- Joined: Wed Jul 06, 2011 8:47 am
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Re: World of Warships
LSV001 - is have a strange hull identifier - Cimarron_hull - I think this is some sort of link to ASX001_Cimarron hull properties in gameparams.Coffee wrote:some of the ships under \vessel\ also use the short names for some guns and things.
I have not found them in the gameparams... can some one see if the can find where this data is stored in there?
Other vessels didn't have short names for parts.
LSV005 - AGT017 is missing in game files (but i have it in one of my backups).
LSV007 - opens backwards, and have a lot of unnecessary guns.
LSV016 - JM203 is missing in game files (in my backups too).
For sureCoffee wrote:I think the catapults are backwards?
This ship is premium, but it's battleship class, I think in game this ship can't fire torpedoes.The missing torpedoes is strange. Is this ship playable yet?
Looks nice?I fixed the issue with the transparent mesh clipping items in the background. I am just removing anything using the shader with a alpha below 0.1. It works well.
- Coffee
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Re: World of Warships
Yes.. It looks nice.
I'll look at the gameparams later.. Thanks for the info.
Version 30.0.6 is uploading..
I added the hide buttons to the TreeView..
I can't add them to the hull roots. It just messing things up to bad.
I added mouse enter events to the light settings. Now once the mouse is over one of the sliders, the wheel will work with out having to click the slider first.
I fixed the transparency problem with the Nets and Radar baskets.
I'll look at the gameparams later.. Thanks for the info.
Version 30.0.6 is uploading..
I added the hide buttons to the TreeView..
I can't add them to the hull roots. It just messing things up to bad.
I added mouse enter events to the light settings. Now once the mouse is over one of the sliders, the wheel will work with out having to click the slider first.
I fixed the transparency problem with the Nets and Radar baskets.
I'd love to change the world but I can't get my hands on the code.
- Andrakann
- ultra-veteran

- Posts: 392
- Joined: Wed Jul 06, 2011 8:47 am
- Location: Russia
- Has thanked: 978 times
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Re: World of Warships
Working good, but not all folders have this button, so I can't hide just one plane, only both or part-by-part:Coffee wrote:I added the hide buttons to the TreeView..
I can't add them to the hull roots. It just messing things up to bad.
Here's another problem - transparency is disables with medium camera distance for Tirpiz big radars, and for short distances have some weird looking patches:I fixed the transparency problem with the Nets and Radar baskets.
Bug: I mid-click MidFrontShape in render window to center camera on them, then mid-click somewhere to disable red hilight. Then, if i move mouse cursor to tree window - this part is selects again without clicking something.
Update: ^ wrong a little, any part in top of tree list autoselects (with little name flashing) if I move mouse into tree window after selecting/deselecting something.
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TheSeeker
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Re: World of Warships
Tirpitz CAN fire torpedoes in-game.Andrakann wrote:LSV001 - is have a strange hull identifier - Cimarron_hull - I think this is some sort of link to ASX001_Cimarron hull properties in gameparams.Coffee wrote:some of the ships under \vessel\ also use the short names for some guns and things.
I have not found them in the gameparams... can some one see if the can find where this data is stored in there?
Other vessels didn't have short names for parts.
LSV005 - AGT017 is missing in game files (but i have it in one of my backups).
LSV007 - opens backwards, and have a lot of unnecessary guns.
LSV016 - JM203 is missing in game files (in my backups too).
For sureCoffee wrote:I think the catapults are backwards?
This ship is premium, but it's battleship class, I think in game this ship can't fire torpedoes.The missing torpedoes is strange. Is this ship playable yet?
Looks nice?I fixed the issue with the transparent mesh clipping items in the background. I am just removing anything using the shader with a alpha below 0.1. It works well.
the Cimarron is an auxiliariy and is not playable
- Coffee
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Re: World of Warships
Andrakann,
Thanks....
I'll add a button for the planes...
The catapult planes are a special case and I created code to deal with just them. Adding a hide/show button will be super easy.
The issue with the nets and baskets is the mip-mapping.
Whats happening is OpenGL is selecting the next lower resolution image. This is causing the mesh to turn basically in to a solid face. I will need to see if I can find a way to change either the distance it switches or lower the total mipmap levels.
This would probably make the wood on the decks of some ships look better as well.
The problem with the treeview automatically selecting when the mouse enters has been driving me nuts.
I added NO code to do this in my app and I have tried to figure out where this is coming from. It's annoying!
TheSeeker,
Thanks....
If you load the ships in \World_of_Warships\res\content\location\ship\vessel\ some of them are not loading all the kids.
This is because they use the same acronym names for some of the items. HP_AGM_01 for example.
I'm going to be working on the XML Generator again and would like to add code to create XML for these other ships while I'm sorting out adding the torpedoes to the ships.
I also have to fix the issue with the catapults. It's strange that some are prefect and some are 180% off.
Other than these few problems, everything seems to be working. I spent quite a bit of time just looking for transform issues last night and found none other than the catapults.
Thanks....
I'll add a button for the planes...
The catapult planes are a special case and I created code to deal with just them. Adding a hide/show button will be super easy.
The issue with the nets and baskets is the mip-mapping.
Whats happening is OpenGL is selecting the next lower resolution image. This is causing the mesh to turn basically in to a solid face. I will need to see if I can find a way to change either the distance it switches or lower the total mipmap levels.
This would probably make the wood on the decks of some ships look better as well.
The problem with the treeview automatically selecting when the mouse enters has been driving me nuts.
I added NO code to do this in my app and I have tried to figure out where this is coming from. It's annoying!
TheSeeker,
Thanks....
If you load the ships in \World_of_Warships\res\content\location\ship\vessel\ some of them are not loading all the kids.
This is because they use the same acronym names for some of the items. HP_AGM_01 for example.
I'm going to be working on the XML Generator again and would like to add code to create XML for these other ships while I'm sorting out adding the torpedoes to the ships.
I also have to fix the issue with the catapults. It's strange that some are prefect and some are 180% off.
Other than these few problems, everything seems to be working. I spent quite a bit of time just looking for transform issues last night and found none other than the catapults.
I'd love to change the world but I can't get my hands on the code.
- Andrakann
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- Posts: 392
- Joined: Wed Jul 06, 2011 8:47 am
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Re: World of Warships
Anyway, launchers is empty in preview.TheSeeker wrote:Tirpitz CAN fire torpedoes in-game.
the Cimarron is an auxiliariy and is not playable
Cimaron is duplicated in res\content\gameplay\usa\ship\auxiliary\ and res\content\location\ship\vessel\LSV001\ so, they can share settings.
Would be cool, maybe you add anisotropic filtering too?Coffee wrote:I will need to see if I can find a way to change either the distance it switches or lower the total mipmap levels.
This would probably make the wood on the decks of some ships look better as well.
Btw, it's low priority issue I think.
My guess it's caused by mouse events you added for lighting sliders.The problem with the treeview automatically selecting when the mouse enters has been driving me nuts.
I added NO code to do this in my app and I have tried to figure out where this is coming from. It's annoying!
- Coffee
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Re: World of Warships
The Treeview was doing that before I even added the sliders... lol
Still cant find the problem with it.
Anyway... I cant add a hide/show for the planes..
The way the nodes in the treeview work... hiding a node above the plane node can't deal with the hide/show setting of the node I added for the other nodes... It's hard to explain. It's broke and I took it back out... Lets leave it at that.
I fixed the specular reflection. It was close but not 100% right.. Its prefect now.
I also sorta fixed the issue with the nets and basket/grills. It looks a lot better up close but has some funky aliasing going on from a distance. I will probably add a setting to turn this on and off but it will require reloading because the texture environment is being changed based on the texture type. It can't be reset with out reloading the textures.
Anyway.. I'm not uploading a new version over these minor changes... I'll wait until there is something more substantial.
I'm going to work on the catapults next.. its really the last transform issue left. I noticed the planes are inverted on the catapults that are wrong... Its a clue but.. to what? lol
Still cant find the problem with it.
Anyway... I cant add a hide/show for the planes..
The way the nodes in the treeview work... hiding a node above the plane node can't deal with the hide/show setting of the node I added for the other nodes... It's hard to explain. It's broke and I took it back out... Lets leave it at that.
I fixed the specular reflection. It was close but not 100% right.. Its prefect now.
I also sorta fixed the issue with the nets and basket/grills. It looks a lot better up close but has some funky aliasing going on from a distance. I will probably add a setting to turn this on and off but it will require reloading because the texture environment is being changed based on the texture type. It can't be reset with out reloading the textures.
Anyway.. I'm not uploading a new version over these minor changes... I'll wait until there is something more substantial.
I'm going to work on the catapults next.. its really the last transform issue left. I noticed the planes are inverted on the catapults that are wrong... Its a clue but.. to what? lol
I'd love to change the world but I can't get my hands on the code.
