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Re: World of Warships
Posted: Thu Dec 17, 2015 6:00 am
by TheSeeker
Andrakann wrote:
Would be cool, maybe you add anisotropic filtering too?
Btw, it's low priority issue I think.
yes, please
Re: World of Warships
Posted: Thu Dec 17, 2015 7:06 pm
by Andrakann
Coffee wrote:I fixed the specular reflection. It was close but not 100% right.. Its prefect now.
Did you use specular map too? (Green channel of _MG.dds)
Re: World of Warships
Posted: Thu Dec 17, 2015 7:17 pm
by Coffee
Andrakann wrote:Coffee wrote:I fixed the specular reflection. It was close but not 100% right.. Its prefect now.
Did you use specular map too? (Green channel of _MG.dds)
Let me see what I can do with it.
Re: World of Warships
Posted: Thu Dec 17, 2015 9:08 pm
by Coffee
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.
Re: World of Warships
Posted: Fri Dec 18, 2015 5:32 am
by TheSeeker
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
Re: World of Warships
Posted: Fri Dec 18, 2015 8:11 am
by Andrakann
Coffee wrote:This adds the specular content of the G channel of the MetalGloss textures and
Ansiostophy filtering.
Render window looks better than ever, just superb!

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.
Re: World of Warships
Posted: Fri Dec 18, 2015 11:17 am
by Coffee
Andrakann wrote:
Render window looks better than ever, just superb!

Radars is also looks perfect.
Thanks..

Never give up and eventually you get there.
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.
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.
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.
Btw, editor didn't save settings after uninstall/install, you not implement it yet?
Not sure why this is broke... I noticed that too. I'll look in to it.
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.
Yep.. Transforms are broke on the catapults.. this is being transferred to the planes on them.. they are wrong as well.
WoTs has a new update that broke Terra!
I have to fix that before continuing on this project.
Re: World of Warships
Posted: Fri Dec 18, 2015 11:23 am
by Coffee
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
CRAP! I know why.. from windows 7 on, apps are not allowed to write in to their own folders. Yeah.. It's stupid!!!
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
![rolleyes [roll]](./images/smilies/icon_rolleyes.gif)
Re: World of Warships
Posted: Fri Dec 18, 2015 12:42 pm
by Coffee
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.

Re: World of Warships
Posted: Fri Dec 18, 2015 7:52 pm
by Andrakann
Coffee wrote:Until this is sorted out.. Terra! has been ruined.

Tanks models is also have changes in extensions: Chassis.primitives_processed - "_processed" is added to visual files too.
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.
Re: World of Warships
Posted: Fri Dec 18, 2015 9:16 pm
by Coffee
Andrakann wrote:
Tanks models is also have changes in extensions: Chassis.primitives_processed - "_processed" is added to visual files too.
Yeah.. I saw that. I'm not going to do anymore with the editor at CURSE for now.
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.
Re: World of Warships
Posted: Fri Dec 18, 2015 11:01 pm
by Coffee
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).
Re: World of Warships
Posted: Sat Dec 19, 2015 3:33 am
by Andrakann
Coffee wrote:I have to say.. the rendering is looking really nice...
Fully agree!
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".
Re: World of Warships
Posted: Sat Dec 19, 2015 12:08 pm
by Coffee
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.
Re: World of Warships
Posted: Sat Dec 19, 2015 8:11 pm
by Coffee
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.