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World of Warships

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

Post by Coffee »

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.
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 »

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.
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.
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Re: World of Warships

Post by Coffee »

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!
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 wen98 »

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!
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.
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Re: World of Warships

Post by Andrakann »

Coffee 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.
Cool :)
Btw, transparency working strange - some objects behind transparent parts is not renders, some is ok:
Image
(GSB002)
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.
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.

Rename parts function is missing with new tree view?
Coffee wrote:A big THANK YOU to all those that have made this come together so far!
You are welcome! :)
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! :)
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Re: World of Warships

Post by Coffee »

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?
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 »

Catapults on the Tirpiz have some strange lines:
Image
Plane is also not in like-in-game position (maybe Master XML became old):
Image
(also note no torpedoes in launchers for Tirpiz in game)
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Re: World of Warships

Post by Coffee »

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'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: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?
LSV001 - is have a strange hull identifier - Cimarron_hull - I think this is some sort of link to ASX001_Cimarron hull properties in gameparams.
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).
Coffee wrote:I think the catapults are backwards?
For sure :)
The missing torpedoes is strange. Is this ship playable yet?
This ship is premium, but it's battleship class, I think in game this ship can't fire torpedoes.
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.
Looks nice? :)
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Re: World of Warships

Post by Coffee »

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'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 added the hide buttons to the TreeView..
I can't add them to the hull roots. It just messing things up to bad.
Working good, but not all folders have this button, so I can't hide just one plane, only both or part-by-part:
Image
I fixed the transparency problem with the Nets and Radar baskets.
Here's another problem - transparency is disables with medium camera distance for Tirpiz big radars, and for short distances have some weird looking patches:
Image


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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Re: World of Warships

Post by TheSeeker »

Andrakann wrote:
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?
LSV001 - is have a strange hull identifier - Cimarron_hull - I think this is some sort of link to ASX001_Cimarron hull properties in gameparams.
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).
Coffee wrote:I think the catapults are backwards?
For sure :)
The missing torpedoes is strange. Is this ship playable yet?
This ship is premium, but it's battleship class, I think in game this ship can't fire torpedoes.
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.
Looks nice? :)
Tirpitz CAN fire torpedoes in-game.
the Cimarron is an auxiliariy and is not playable
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Re: World of Warships

Post by Coffee »

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.
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 »

TheSeeker wrote:Tirpitz CAN fire torpedoes in-game.
the Cimarron is an auxiliariy and is not playable
Anyway, launchers is empty in preview.
Cimaron is duplicated in res\content\gameplay\usa\ship\auxiliary\ and res\content\location\ship\vessel\LSV001\ so, they can share settings.
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.
Would be cool, maybe you add anisotropic filtering too?
Btw, it's low priority issue I think.
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!
My guess it's caused by mouse events you added for lighting sliders.
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Re: World of Warships

Post by Coffee »

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
I'd love to change the world but I can't get my hands on the code.
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