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Re: World of Warships
Posted: Sat Aug 08, 2015 2:09 pm
by Coffee
Wobble wrote:Well, it looks like I can't your mind. It's very
bad practice putting .visual and .primitives files in the master ship script. .primitives should only be referenced in .visual files because this is where string name identifiers are located to match up trigs with indices. Very bad practice guys. Good luck then.
Code: Select all
<bow>
<model>japan\ship\battleship\JSB018_Yamato_1944\JSB018_Yamato_1944_bow_ports.visual</model>
<node>
<name>MP_JM025JSB018Bow_0_0</name>
<model>\japan\misc\JM025JSB018Bow\JM025JSB018Bow.primitives</model>
</node>
Relax... lol.. This is proto work.. Ill fix it now.
Also there are "\" that don't belong.
I had to go to take a break.. to damn tired.
Re: World of Warships
Posted: Sat Aug 08, 2015 2:11 pm
by Coffee
Andrakann wrote:Wobble wrote:.primitives should only be referenced in .visual files because this is where string name identifiers are located to match up trigs with indices.
Who cares? Game uses server database (most likely), and those xmls never be used in game anyway.
It's only purpose - making database for editor, and format must be comfortable enough to fill by hand and extract within editor.
Lets not do to much more until i fix these last issues.. I want the xml correct for future work.
It wont take long and we can make globe edits to the script you have to make it match..
Give me a hour ok and Ill upload version 2 of this.
Re: World of Warships
Posted: Sat Aug 08, 2015 3:07 pm
by Coffee
Ok... I uploaded version 2
I made the changes..
Please look at this Wobble so we we know this is what you want.
Im open for Ideas and agree with the standardization of the files.
Same location
http://209.159.152.184:8080/WoW/
Also I added options to create only the selected nations.
Re: World of Warships
Posted: Sat Aug 08, 2015 3:32 pm
by Coffee
Andrakann wrote:RSC001_Avrora_1917.xml is done. For other ships is good to have ability to visual comparison with ingame models.
Some mismatch found:
<name>HP_RGM_1</name>
<model>\russia\gun\secondary\RGS001_6in45\RGS001_6in45.primitives</model>
(RGS used as RGM here)
Are you saying that My app is messing this up or WarGaming has it worng?
Im confused
Re: World of Warships
Posted: Sat Aug 08, 2015 5:07 pm
by Wobble
[out]
Re: World of Warships
Posted: Sat Aug 08, 2015 9:28 pm
by Coffee
Wobble wrote:Andrakann wrote:
Who cares? Game uses server database (most likely), and those xmls never be used in game anyway.
It's only purpose - making database for editor, and format must be comfortable enough to fill by hand and extract within editor.
I do. I wouldn't be offering my advice if I wasn't an expert. I see other uses than just a database, I just don't have the time to do it myself.
So do I just because, I don't know who all will be looking at it and I want it right and consistent.
Re: World of Warships
Posted: Sat Aug 08, 2015 10:32 pm
by Andrakann
Coffee wrote:Are you saying that My app is messing this up or WarGaming has it worng?
Im confused
It's 100% not your app.
I think it's because WarGaming put low calibers to "secondary" folder, even if small ships uses them as main guns.
Just some more visual comparison for DB filling..
Re: World of Warships
Posted: Sat Aug 08, 2015 10:48 pm
by Coffee
Andrakann wrote:Coffee wrote:Are you saying that My app is messing this up or WarGaming has it worng?
Im confused
It's 100% not your app.
I think it's because WarGaming put low calibers to "secondary" folder, even if small ships uses them as main guns.
Just some more visual comparison for DB filling..
whew.. at least I didn't f that part up.
I changed your Japan XML to match what the new version of the generator puts out and i'm close to finishing the code to load all the port objects.
Ill post when I have something and put a direct link o my VPS so we can test without waiting on CURSE. They be slow sometimes.
Re: World of Warships
Posted: Sat Aug 08, 2015 11:11 pm
by Andrakann
Coffee wrote:i'm close to finishing the code to load all the port objects.

wow!
And we can export whole port to single FBX/OBJ?
Fixed Yamato and Aurora xmls attached.
PS: Reuploaded attach, forgot to clean "\"

Re: World of Warships
Posted: Sat Aug 08, 2015 11:36 pm
by Coffee
I'm hoping to export everything that's loaded.
There is an issue I have to sort out which may take some time.
I need to translate everything from local space to world space before exporting.
This is not hard other than the math and managed code has no 3d matrix functions so I will have to write my own matrix code or download a plugin.
Its too bad OpenGL wont let you use the engine to do math. It would be stupid fast.
Uploaded version 3 of the XML Generator..
Odd.. there is no code to create ".models" rather than "model"
http://209.159.152.184:8080/WoW/
Re: World of Warships
Posted: Sun Aug 09, 2015 9:49 am
by Wobble
[out]
Re: World of Warships
Posted: Sun Aug 09, 2015 12:10 pm
by Wobble
[out]
Re: World of Warships
Posted: Sun Aug 09, 2015 9:31 pm
by Coffee
Actually, the node names works for me in the datatset. Its easy to read in and digest.
I will fix that bug In the XML Creator tool. It should be disabled until there is data to export.
I have made good progress with the Model Editor and loading the other dress models.
Here's a pic.. Note that a lot is pointing backwards. WE could change the XML add a rotation angle but I think I need to export this issue more.
It could be the conversion from Direct3D to OpenGL..

Re: World of Warships
Posted: Mon Aug 10, 2015 12:47 am
by Andrakann
Coffee wrote:It could be the conversion from Direct3D to OpenGL..
I have some issues with guns in B23 - lots of them exports with inverted faces and mirrored in left/right coordinate.
And on this screenshot at least main guns have mirroring too.
Some detailed pics of assembled Yamato:

Lots of Alt-Tabing to game, and i make him looks mostly identical

And this plane on the catapult added and posed manually.
PS: And some actual in-game screenshots:

Looks like devs changed type of plane on the catapult and some rotation angles since CBT.
Sad, but GeDoSaTo didn't work with WoWS (black render window on hi-res), so maximum resolution of screenshots limited by monitor resolution
PS: Found a nice mod
here - removes B/W shader from locked ships.
Also I heavily modified another
camera mod (last one in list), so we can zoom very closely now to check out things like guns/directors/finders:
Both mods, adopted for last version of game (0.4.0.5), attached.
Extract to game's root folder (i.e. V:\Games\World of Warships\), replace or skip "paths.xml" (must be ok as is, if present).
Re: World of Warships
Posted: Mon Aug 10, 2015 2:58 am
by Coffee
Ok.. I uploaded the WOW to the the same place as the XML Creator tool.
It is not perfect nor are the rotations of the models.. I cant get it right.. I think this comes from the client some how.
You can select using the center mouse click and this will give you the name of the extra objects.
If there is no matching XML in the "XML_Scrtips" folder in the root of the install folder, than the editor will draw ellipsoids where there would of been a gun or what ever.
here is a pic with everything loaded that has been found. No idea where the plane comes from or a few other items.. like the gap between the top of the small guns and the radio antennas .
I wont be working on this much for the next week.. I start a new job tomorrow and its going to be rough to get used that crap again.