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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 »

sefirott wrote:Hello Coffee I am surprised with his great work, the edited models already operating within the game ?
How I missed this I have no Idea...

No.. currently you can not save the WoWs models as .primitives.
At some point this will be there.
The format is far to different from World of Tanks and will need special code for the writing of the .primitives.

After I get a good handle on loading and exporting the WoTs models, I'll start writing importers and .primitives writers for both games.
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 sefirott »

Coffee wrote:
sefirott wrote:Hello Coffee I am surprised with his great work, the edited models already operating within the game ?
How I missed this I have no Idea...

No.. currently you can not save the WoWs models as .primitives.
At some point this will be there.
The format is far to different from World of Tanks and will need special code for the writing of the .primitives.

After I get a good handle on loading and exporting the WoTs models, I'll start writing importers and .primitives writers for both games.
Thank you for answering my message, I hope that in a future test your models in world of warships i will be very attentive to your project
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Re: World of Warships

Post by wen98 »

Coffee wrote:also, you should see names for the midway's children like this:

MP_ATAxxxx

EDIT:
Maybe it has something to do with your location?
No one else has reported a problem with the last version...

We'll figure it out :)
Hi Coffee, I find no MP_ATAxxxx after opening the Midway bow. Also the raft under the AA guns is missing. I am in Asia.
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Re: World of Warships

Post by Coffee »

wen98 wrote:
Coffee wrote:also, you should see names for the midway's children like this:

MP_ATAxxxx

EDIT:
Maybe it has something to do with your location?
No one else has reported a problem with the last version...

We'll figure it out :)
Hi Coffee, I find no MP_ATAxxxx after opening the Midway bow. Also the raft under the AA guns is missing. I am in Asia.
Hi back :)
What version of the game are you running there?
In the USA its 0.5.2.1
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 am updating my VPS so the downloads wont be available for a while.
I'm updating Apache to 2.4 and adding SVN, PHP, MYSQL and phpBB3
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 TheSeeker »

Coffee wrote:I am updating my VPS so the downloads wont be available for a while.
I'm updating Apache to 2.4 and adding SVN, PHP, MYSQL and phpBB3
what kind of board are you going to host?
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Re: World of Warships

Post by wen98 »

hi, my wows was old. Now I have updated to a North America client v 5.2.1. But the Editor 30.1.6 can load nothing now. If I use an older version 29.9.11, I can still load the ship, but with some children missing because the update of the game. Any suggestions?
Coffee wrote:
wen98 wrote:
Coffee wrote:also, you should see names for the midway's children like this:

MP_ATAxxxx

EDIT:
Maybe it has something to do with your location?
No one else has reported a problem with the last version...

We'll figure it out :)
Hi Coffee, I find no MP_ATAxxxx after opening the Midway bow. Also the raft under the AA guns is missing. I am in Asia.
Hi back :)
What version of the game are you running there?
In the USA its 0.5.2.1
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Re: World of Warships

Post by wen98 »

Hi, Coffee. I re-download and re-installed the Editor, it is now loading everything!
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Re: World of Warships

Post by Coffee »

TheSeeker wrote:
Coffee wrote:I am updating my VPS so the downloads wont be available for a while.
I'm updating Apache to 2.4 and adding SVN, PHP, MYSQL and phpBB3
what kind of board are you going to host?
Just a simple PHPBB3 forums. I don't really plan on using it much. I may even take it back off.

I do have Apache/PHP/Mysql all installed now so I can create and test a site.
I really need a home but with little money I don't want to spend anymore on this.
My wife thinks its a total waste of time. I like doing it. It keeps my mind from dwelling over things I have no control over.

Anyway,
I'm on a TIGHT budge and my VPS is a single core with little ram. It is damn fast though.
This VPS is real cheap cost wise but barely handles anything over 1 person downloading at a time.

I still cant figure out how they packed the chucks in that space.bin... I see some index values but I can't figure out how it works.

And.. I can't figure out that damn 8_8_8 normal packing either. Maybe I'm getting to old for this.. LOL
Last edited by Coffee on Sat Jan 09, 2016 4:27 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 »

wen98 wrote:Hi, Coffee. I re-download and re-installed the Editor, it is now loading everything!
Kinda figured your game was out of data.
Glad it's all worked out :)
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 am not having a lot of fun with these new .primitives_processed world of tank models.

I have everything loading.. that is NOT the problem.
The problem is the normals, tangents and Binormals.
As I posted before, they will not work by converting them to from a byte to a single.
They face the wrong directions.
I can recalculate them at load time but this kills any smoothing or averaging of them.

I really need my hands on the source code for compressing and decompressing these.
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 »

I think ripping a model from game can help with figuring out those normals by having result of like in game transforms of normal to compare with HEX one.
Unfortunately, most advanced 3D-ripper ATM (Ninja Ripper) can't rip from "World of ..." series due to anticheat/antihook presence in game.
Maybe Intel GPA can do the job, but I'm not have it installed, and not sure of it capability to capture result normals, maybe it's limited of just meshes.
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Re: World of Warships

Post by Coffee »

Andrakann wrote:I think ripping a model from game can help with figuring out those normals by having result of like in game transforms of normal to compare with HEX one.
Unfortunately, most advanced 3D-ripper ATM (Ninja Ripper) can't rip from "World of ..." series due to anticheat/antihook presence in game.
Maybe Intel GPA can do the job, but I'm not have it installed, and not sure of it capability to capture result normals, maybe it's limited of just meshes.
Yes.. I even tried to decompile the client. I can't do it. In the 80's it was very easy to decompile programs. The all were pretty small in size and could even be hacked by just reading the hex. Z-80 and 8080 machine code was a snap to read. You could remember most of the codes.
If I could see how the shader used these it might help but they are precompiled HLSL code and there is NO way to decompile them.
I know exactly where they are and pretty much how the vertex data is stored.
I just don't understand how they are using these bytes. I have tired many different things but nothing works
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 »

Googling "normals 8-8-8" got me nothing interesting, except this big article from nvidia.
An integer normal map texture can typically be stored with 16 (5:6:5), 24 (8:8:8), 48 (16:16:16) or 96 (32:32:32) bits per normal vector. Most of today's normal maps, however, are stored with no more than 24 (8:8:8) bits per normal vector.
Maybe devs uses normal vectors data in some combination with normal maps data?.. (yes, I'm nooob in this)
Coffee wrote:Z-80
ZX-Spectrum - my first computer :)
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Re: World of Warships

Post by Coffee »

The think about the normals are the values I'm seeing.

Like 00 7f 7f hex

This is 00 127 127 in decimal.
80 hex is -128
FF hex is -1
negative numbers are 2's complement. (backwards)

Ok.. if you divide 127 by 127 you get 1.0.. so the common math is n/127 to convert it from 0 to 1.0.
BUT.. there are 2 values at 1.0... This is ALL wrong for normals. This would mean the the face is square to 2 faces!!!
It can't be!
I could try Xor'ing one of the values (flip all the bits) and see what happens.
Let me try that.
Last edited by Coffee on Sun Jan 10, 2016 5:58 pm, 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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