Page 40 of 52

Re: World of Warships

Posted: Sat Dec 19, 2015 8:57 pm
by Andrakann
Found something interesting/useful for exporting:
http://assimp.sourceforge.net/main_feat ... rmats.html
and (same)
http://sourceforge.net/projects/assimp/
Can be used as is or as source code help.
Coffee wrote:I fixed the problem with the flags.
Looks good :)

Can you add slider for light rotation too? Sometimes I miss good position and wait for it to make another circle...

Bug: planes have wrong placing for ASA006_Independence_1945 - back wheel in air.

Re: World of Warships

Posted: Sat Dec 19, 2015 9:37 pm
by Coffee
Thanks..

ASSIMP is good for importing but ..
I tried using it to export and its doesn't expose everything needed to setup the data. Its to bad. You can load something in to its data and export it out as anything ASSIMP supports but trying to set the data ASSIMP uses is near impossible.

I think I can add a slider for the light spin. 2xPI x slider value will work :)

Re: World of Warships

Posted: Sat Dec 19, 2015 9:52 pm
by Andrakann
Coffee wrote:I tried using it to export and its doesn't expose everything needed to setup the data. Its to bad. You can load something in to its data and export it out as anything ASSIMP supports but trying to set the data ASSIMP uses is near impossible.
But you can study it's source codes for writing your own exporter :)


ASA015_Midway_1945 is also have misplaced planes - front wheel of dives goes into desk a little.
And plane setup looks not in-game-like, bombers is missing completely, fighters are jets...
Image
Btw, you can load all types of planes for every setup, just like as for catapults.

Re: World of Warships

Posted: Sat Dec 19, 2015 10:18 pm
by TheSeeker
Andrakann wrote:
Coffee wrote:I tried using it to export and its doesn't expose everything needed to setup the data. Its to bad. You can load something in to its data and export it out as anything ASSIMP supports but trying to set the data ASSIMP uses is near impossible.
But you can study it's source codes for writing your own exporter :)


ASA015_Midway_1945 is also have misplaced planes - front wheel of dives goes into desk a little.
And plane setup looks not in-game-like, bombers is missing completely, fighters are jets...
Image
Btw, you can load all types of planes for every setup, just like as for catapults.
iirc he has it set to use the last loadout for CVs - Midway does have jets fully upgraded, and iirc its air-superiority loadout doesn't have any torpedo bombers

Re: World of Warships

Posted: Sat Dec 19, 2015 11:17 pm
by Coffee
TheSeeker is wise....
This is exactly how I load the planes... I look for the last ones.
Because the CVs have so many planes, I'd need a good way to switch between the sets.
Some thing I can think about...

Anyway...
Version 30.0.10 is ready to test.
EDIT: Never Mind... I for got to turn on the 'load child models' lol
I added the torpedoes :)
I also added the spinner for the light under the light sliders.
It tracks the spin location real time so F2 will make that slider , well... slide :)

Re: World of Warships

Posted: Sat Dec 19, 2015 11:48 pm
by Coffee
I loaded the AAD005_Douglas_XSB2D plane and its nose gear is buried over 1/2 way in to the ground.
Looks like a artist was drinking some vodka :spin:

Re: World of Warships

Posted: Sat Dec 19, 2015 11:49 pm
by Andrakann
Coffee wrote:I added the torpedoes :)
ASD013_Gearing_1945 didn't loads any...
I also added the spinner for the light under the light sliders.
It tracks the spin location real time so F2 will make that slider , well... slide :)
Good, very handy :keke:

Another issue with flags lighting - light position is behind the camera:
Image
and light is in front of camera:
Image
I think something is inverted here, but for flag is better to always light higher, because of transparency, so, maybe not invert, but clone brighten side to both?..

Re: World of Warships

Posted: Sat Dec 19, 2015 11:57 pm
by Coffee
Andrakann wrote:
Coffee wrote:I added the torpedoes :)
ASD013_Gearing_1945 didn't loads any...
Yeah.. :cry:

I'm looking in to it.

Re: World of Warships

Posted: Sat Dec 19, 2015 11:59 pm
by Coffee
The flags are single sided meshes and the normals point only one direction.
This causes them to light only one side.
I think I can fix this in the shader at some point but I will need to add some way to telling the shader to do so.

Re: World of Warships

Posted: Sun Dec 20, 2015 12:03 am
by Andrakann
Coffee wrote:Yeah.. :cry:

I'm looking in to it.
I think we need new master xmls for this?

Re: World of Warships

Posted: Sun Dec 20, 2015 12:12 am
by Coffee
Andrakann wrote:
Coffee wrote:Yeah.. :cry:

I'm looking in to it.
I think we need new master xmls for this?
I'm loading them as G-kids as that is what they are.
I looked and the torpedoes are in the Gkids XML so I must have a bug in the editor some where..
I'm looking

Re: World of Warships

Posted: Sun Dec 20, 2015 12:24 am
by Coffee
OK... I think I know what it is.

You need to force an update of the master_XMLs.zip

Because the folders for the Masters is now stored in a user temp folder, They are not updated during the install.

Re: World of Warships

Posted: Sun Dec 20, 2015 12:29 am
by Andrakann
LOL, i just typing:
"I figure out than I need to "Force Master XML update" after installing new version of editor to renew them in temp folder.
Not doing it before, because always install in new folder, like D:\Programs\WoT Model Editor B30.0.10\"

Btw, restart of editor is required? Nothing loads after update, but without restarting.

It works after restart :)

Re: World of Warships

Posted: Sun Dec 20, 2015 12:31 am
by Coffee
Make sure your path and mode is set..
It should run first load OK..
If not I don't know why you need to restart..

Re: World of Warships

Posted: Sun Dec 20, 2015 12:34 am
by Andrakann
Coffee wrote:If not I don't know why you need to restart..
Maybe because I load this ship before updating XMLs?
Then another ship, then update, and load first one again - without torpedoes.

After restarting all is ok.

Light rotation not saves, other sliders do.

Tirpiz have torpedoes too, but they to short to see in game :)


All planes in straight horizontal position, on catapults too.
They have been posed before you rewriting editor, I think you missed some code...


Some Old/New comparison :)
Note the "compass" inversion.

Another comparison :keke: