yes, pleaseAndrakann wrote: Would be cool, maybe you add anisotropic filtering too?
Btw, it's low priority issue I think.
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
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
- Andrakann
- ultra-veteran

- Posts: 392
- Joined: Wed Jul 06, 2011 8:47 am
- Location: Russia
- Has thanked: 978 times
- Been thanked: 315 times
- Contact:
Re: World of Warships
Did you use specular map too? (Green channel of _MG.dds)Coffee wrote:I fixed the specular reflection. It was close but not 100% right.. Its prefect now.
- Coffee
- ultra-veteran

- Posts: 518
- Joined: Thu Aug 06, 2015 5:57 pm
- Has thanked: 74 times
- Been thanked: 234 times
Re: World of Warships
Let me see what I can do with it.Andrakann wrote:Did you use specular map too? (Green channel of _MG.dds)Coffee wrote:I fixed the specular reflection. It was close but not 100% right.. Its prefect now.
I'd love to change the world but I can't get my hands on the code.
- Coffee
- ultra-veteran

- Posts: 518
- Joined: Thu Aug 06, 2015 5:57 pm
- Has thanked: 74 times
- Been thanked: 234 times
Re: World of Warships
OK...
I uploaded 30.0.7 (again). I uploaded it before I read the post about the _MG textures.
If you have installed this version, Uninstall first before installing this one, other wise, install over the previous version.
This adds the specular content of the G channel of the MetalGloss textures and Ansiostophy filtering.
I tweaked the light setting sliders to give more control with the mouse wheel.
The lighting and texturing is much better overall now. Good idea on the Ansiotropic. I wasn't sure I could enable it but it works fine on my nVidia card
I need this tested on ATI/AMD cards please!!!
I have to make sure the sharder compiles and the Ansiostophy filtering works.
I uploaded 30.0.7 (again). I uploaded it before I read the post about the _MG textures.
If you have installed this version, Uninstall first before installing this one, other wise, install over the previous version.
This adds the specular content of the G channel of the MetalGloss textures and Ansiostophy filtering.
I tweaked the light setting sliders to give more control with the mouse wheel.
The lighting and texturing is much better overall now. Good idea on the Ansiotropic. I wasn't sure I could enable it but it works fine on my nVidia card
I need this tested on ATI/AMD cards please!!!
I have to make sure the sharder compiles and the Ansiostophy filtering works.
I'd love to change the world but I can't get my hands on the code.
-
TheSeeker
- advanced
- Posts: 44
- Joined: Tue Sep 29, 2015 1:36 am
- Has thanked: 4 times
- Been thanked: 17 times
Re: World of Warships
The anisotropic filtering is gorgeous, it really is much better than it was - I'm using an nvidia card & it works fine.
I figured out the problem behind my master_xml.zip issues, apparently it doesn't unzip unless the editor is run in administrator mode, hurr
I figured out the problem behind my master_xml.zip issues, apparently it doesn't unzip unless the editor is run in administrator mode, hurr
- Andrakann
- ultra-veteran

- Posts: 392
- Joined: Wed Jul 06, 2011 8:47 am
- Location: Russia
- Has thanked: 978 times
- Been thanked: 315 times
- Contact:
Re: World of Warships
Render window looks better than ever, just superb!Coffee wrote:This adds the specular content of the G channel of the MetalGloss textures and Ansiostophy filtering.
Radars is also looks perfect.
So, we have only two textures unused in preview - AO (standalone) and Glossiness (Red channel of MG).
With new function keys to disable/enable texture channels, maybe you add them too?
And little sub-menu in "Display Settings" menu with current textures status (just list of map channels checked/unchecked), with saving this info to config, so user can select which textures is shown by default.
Btw, editor didn't save settings after uninstall/install, you not implement it yet?
Some strange thing with GSB002_Tirpiz_1942_MidBack - I mid-click plane, catapult and catapult stand for plane, camera is centered not exactly on them, only catapult is straight in center of rotation, stand and plane have centers moved to sides, and, if you center on their pivot point, it's wrong placement can be a trouble in later use.
- Coffee
- ultra-veteran

- Posts: 518
- Joined: Thu Aug 06, 2015 5:57 pm
- Has thanked: 74 times
- Been thanked: 234 times
Re: World of Warships
Thanks..Andrakann wrote: Render window looks better than ever, just superb!
Radars is also looks perfect.
Good Idea... Actually, AO is being used... Turn off bump 'B' and Diffuse 'D' and under settings shut off and turn on diffuse2. You will see how its effecting the lighting.So, we have only two textures unused in preview - AO (standalone) and Glossiness (Red channel of MG).
With new function keys to disable/enable texture channels, maybe you add them too?
And little sub-menu in "Display Settings" menu with current textures status (just list of map channels checked/unchecked), with saving this info to config, so user can select which textures is shown by default.
Only things not being used is R and B in the MG textures.. Not all MG textures have a B channel.
The check boxes under settings are effected by the keyboard short cuts. I need to add a short cut for the Diffuse2 texture and G channel of the GM texture.
Not sure why this is broke... I noticed that too. I'll look in to it.Btw, editor didn't save settings after uninstall/install, you not implement it yet?
Yep.. Transforms are broke on the catapults.. this is being transferred to the planes on them.. they are wrong as well.Some strange thing with GSB002_Tirpiz_1942_MidBack - I mid-click plane, catapult and catapult stand for plane, camera is centered not exactly on them, only catapult is straight in center of rotation, stand and plane have centers moved to sides, and, if you center on their pivot point, it's wrong placement can be a trouble in later use.
WoTs has a new update that broke Terra!
I have to fix that before continuing on this project.
I'd love to change the world but I can't get my hands on the code.
- Coffee
- ultra-veteran

- Posts: 518
- Joined: Thu Aug 06, 2015 5:57 pm
- Has thanked: 74 times
- Been thanked: 234 times
Re: World of Warships
CRAP! I know why.. from windows 7 on, apps are not allowed to write in to their own folders. Yeah.. It's stupid!!!TheSeeker wrote:The anisotropic filtering is gorgeous, it really is much better than it was - I'm using an nvidia card & it works fine.
I figured out the problem behind my master_xml.zip issues, apparently it doesn't unzip unless the editor is run in administrator mode, hurr
What I can do to fix this is to create the XML folders in the users temp folder structure. Its a pretty easy fix and I'm using the temp folder anyway to store settings.
Settings are messed up though for some reason. Probably something I screwed up some where
I'd love to change the world but I can't get my hands on the code.
- Coffee
- ultra-veteran

- Posts: 518
- Joined: Thu Aug 06, 2015 5:57 pm
- Has thanked: 74 times
- Been thanked: 234 times
Re: World of Warships
War Gaming has Killed Terra!
The new data storage 9.13 is using for the maps has removed the CHUNK files from the .pkg files.
I don't know if this was intentional or just a side effect of them trying to reduce the download size.
I believe the CHUNKs are now compressed and stored in a file called space.bin
So far, I can not figure out how its stored.
Until this is sorted out.. Terra! has been ruined.
The new data storage 9.13 is using for the maps has removed the CHUNK files from the .pkg files.
I don't know if this was intentional or just a side effect of them trying to reduce the download size.
I believe the CHUNKs are now compressed and stored in a file called space.bin
So far, I can not figure out how its stored.
Until this is sorted out.. Terra! has been ruined.
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
- Been thanked: 315 times
- Contact:
Re: World of Warships
Tanks models is also have changes in extensions: Chassis.primitives_processed - "_processed" is added to visual files too.Coffee wrote:Until this is sorted out.. Terra! has been ruined.
Btw, files looks the same inside, with some changes, for examle in hull.visual_processed one word is added in the beginning of file "groupOrigin":
"Bool Float Texture Vector4 boundingBox collisionFlags fx geometry groupOrigin identifier material materialKind max min node primitive primitiveGroup property renderSet stream transform treatAsWorldSpaceObject vertices"
Looks like some format progression.
- Coffee
- ultra-veteran

- Posts: 518
- Joined: Thu Aug 06, 2015 5:57 pm
- Has thanked: 74 times
- Been thanked: 234 times
Re: World of Warships
Yeah.. I saw that. I'm not going to do anymore with the editor at CURSE for now.Andrakann wrote: Tanks models is also have changes in extensions: Chassis.primitives_processed - "_processed" is added to visual files too.
I have to say.. the rendering is looking really nice...

I think I have the catapults fixed.. I'll upload a new version in a while.
I'd love to change the world but I can't get my hands on the code.
- Coffee
- ultra-veteran

- Posts: 518
- Joined: Thu Aug 06, 2015 5:57 pm
- Has thanked: 74 times
- Been thanked: 234 times
Re: World of Warships
I uploaded version 30.0.8
This fixes most catapults. Some are wrong and I can't explain it.
The Yamato is prefect as in the Cleveland ships.. But the Des Moines is not.
The German battle ships catapults are also correct now.
I made a slight change to the math in the shader, you may not even notice it.
I change where the master xmls are stored. They are now stored in a user temp locations.
You can get to it my using the file menu and than open Master Xml Folder. (or something like that).
This fixes most catapults. Some are wrong and I can't explain it.
The Yamato is prefect as in the Cleveland ships.. But the Des Moines is not.
The German battle ships catapults are also correct now.
I made a slight change to the math in the shader, you may not even notice it.
I change where the master xmls are stored. They are now stored in a user temp locations.
You can get to it my using the file menu and than open Master Xml Folder. (or something like that).
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
- Been thanked: 315 times
- Contact:
Re: World of Warships
Fully agree!Coffee wrote:I have to say.. the rendering is looking really nice...
So, only torpedoes is remains?
And flags, I think we need new mesh for it:
Normal map is present for flag, but seems unused, nothing changes if I press "B".
- Coffee
- ultra-veteran

- Posts: 518
- Joined: Thu Aug 06, 2015 5:57 pm
- Has thanked: 74 times
- Been thanked: 234 times
Re: World of Warships
The visual file for the flags is in a strange format compared to all the others.
I'll need to figure out how to deal with this.
I'll need to figure out how to deal with this.
I'd love to change the world but I can't get my hands on the code.
- Coffee
- ultra-veteran

- Posts: 518
- Joined: Thu Aug 06, 2015 5:57 pm
- Has thanked: 74 times
- Been thanked: 234 times
Re: World of Warships
Ok...
I uploaded version 30.0.9
http://209.159.152.184:8080/WoW/
This fixes the last issues with the Catapults... ( There are extra spaces in the XML and it was causing some transform rotations to be skipped )
I fixed the problem with the flags.
I uploaded version 30.0.9
http://209.159.152.184:8080/WoW/
This fixes the last issues with the Catapults... ( There are extra spaces in the XML and it was causing some transform rotations to be skipped )
I fixed the problem with the flags.
I'd love to change the world but I can't get my hands on the code.
