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Re: World of Warships

Posted: Mon Aug 10, 2015 3:46 pm
by Wobble
[out]

Re: World of Warships

Posted: Mon Aug 10, 2015 10:04 pm
by Coffee
I just found the memory leak in the editor.. If it was crashing after so many loads, it is because I wasn't remove all the data.
Ill have this fix on the next update.

Re: World of Warships

Posted: Mon Aug 10, 2015 10:31 pm
by Wobble
[out]

Re: World of Warships

Posted: Mon Aug 10, 2015 11:06 pm
by Coffee
Just to be clear, version 29.3 does not export the dress models (extras).
There is code for this yet.. but there will be once I figure more dress models and clean up the code.

Re: World of Warships

Posted: Mon Aug 10, 2015 11:11 pm
by Coffee
Wobble wrote:I just noticed this:

Sample .visual:

Code: Select all

<mfm>	content/gameplay/japan/ship/battleship/textures/JSB018_Yamato_1944_hull.mfm	</mfm>
Sample .mfm:

Code: Select all

<Texture>	content/gameplay/common/textures/default_ao.tga	</Texture>
Sample .model:

Code: Select all

	<nodefullVisual>	content/gameplay/japan/ship/battleship/JSB018_Yamato_1944/JSB018_Yamato_1944 </nodefullVisual>
They are adding "content/gameplay" to all their scripts paths. I have not seen any files that access outside "content/gameplay", but perhaps you might want to add it to your scripts to stay consistent.

I just ran into a problem when trying to load a texture with an extra ""content/gameplay" added to my path.
I added the code in in the editor to make up the difference.. When setting up the path in the editor, set it to point at the 'res' folder. I did this because there is other content that people may want to look at.
The XML is fine and works.. I dont really want to change it at this point unless you think its mandatory. Some master scripts are almost or are done and it would mean reworking them..

Re: World of Warships

Posted: Tue Aug 11, 2015 12:15 am
by Wobble
[out]

Re: World of Warships

Posted: Tue Aug 11, 2015 12:20 am
by Wobble
[out]

Re: World of Warships

Posted: Tue Aug 11, 2015 12:42 am
by Coffee
Nice Job Wobble

You guys are kickin this up.

Re: World of Warships

Posted: Tue Aug 11, 2015 1:29 am
by Andrakann
Wobble wrote:Side view.
Why your directors doesn't contain internal subnodes?

And my assembled model contains 359 758 verts and 251 903 faces. But i removed broken parts.

Re: World of Warships

Posted: Tue Aug 11, 2015 4:28 am
by Wobble
[out]

Re: World of Warships

Posted: Tue Aug 11, 2015 11:26 am
by Coffee
Wobble wrote:The script I'm using must be incomplete. I still have missing parts. Missing small stuff like flags, bouys, etc...
Looks like the top row near the two signal lights have missing covers too.

But the process is made easier by first focusing your attention on the 3 main big guns, and ignoring everything else. If those don't get placed correctly, then nothing else will.

I'm also missing an entire plane that sits on the back rails.
I can't find them.. I getting everything that's in the port/compound XML.. the last item is fire_burn.. Im stripping anything with that or _smoke_ out as its for effects.
I'll look around when I get home.. Its time to go to work.

Re: World of Warships

Posted: Tue Aug 11, 2015 12:07 pm
by Wobble
[out]

Re: World of Warships

Posted: Tue Aug 11, 2015 7:29 pm
by Andrakann
Wobble wrote:HP = hull Point? / hull Primitive?
MP = mount Point? / main Primitive?
Maybe this is loading priority?
HP - High Priority.
MP - Medium Priority (or Minor).

In game, model loads with main guns already in places, then onther guns/finders/etc loads and pop-ups in realtime.

Re: World of Warships

Posted: Tue Aug 11, 2015 9:07 pm
by Coffee
Andrakann wrote:
Wobble wrote:HP = hull Point? / hull Primitive?
MP = mount Point? / main Primitive?
Maybe this is loading priority?
HP - High Priority.
MP - Medium Priority (or Minor).

In game, model loads with main guns already in places, then onther guns/finders/etc loads and pop-ups in realtime.
I have some of the bigworld documentation
HP stands for "Hard Point" Hard Points is where something mounts. In world of tanks.. these are things like the turret gun and so on but they have also used it for FX output locations like the exhaust.

MP as far as I can decipher means Misc part because they always are located in the misc folders. I could be wrong on this tho.

Re: World of Warships

Posted: Tue Aug 11, 2015 9:19 pm
by Coffee
My editor has developed a bad memory leak..
I'm not sure where it came from but if you keep reloading models, at some point it will crash with "Texture not found" . This is Actually caused by the app eating to much memory on the stack.
There are a number of bitmaps being created for the texture preview but I have already been flushing that data when you reload a new model. Adding a model does not flush for obvious reasons.
Last night I found a few things and fixed them but it is still crashing if you keep loading using Open.
I also added code for the child models of the hulls to show the textures and ids, face count and so on like the main list. Tonight I will add a button to view them to the menu that will only be there if the kids are loaded.. I already added a button to disable loading the kids and to show them or not.. this will be in the next version which I will probably upload tonight.