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Author Topic: msh Binary format  (Read 109513 times)

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Epervier

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Re: msh Binary format
« Reply #36 on: April 03, 2014, 12:14:28 PM »

Awesome!  ???
Congratulations!
Good luck!  ;)
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If your results do not live up to your expectations, tell yourself that the great oak was once an acorn too. - Lao Zi -

Stainless

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Re: msh Binary format
« Reply #37 on: April 04, 2014, 03:09:54 AM »

Checking the bail out position, crap graphics but it does the job

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Ranwers

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Re: msh Binary format
« Reply #38 on: April 04, 2014, 03:55:46 AM »

One word - A M A Z I N G !
It will be free program ?
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Remember, that it takes considerably longer to create a mod than a pretty screen shot

Stainless

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Re: msh Binary format
« Reply #39 on: April 04, 2014, 04:52:54 AM »

Yes it will be free, and I will publish the source code so other people can continue adding functionality.

I have just added code to test the bomb spawn hooks, but they look a little wrong to me.

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Stainless

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Re: msh Binary format
« Reply #40 on: April 04, 2014, 05:44:06 AM »

The explode button tests the separable flag, seems to be fine.

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just champi

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Re: msh Binary format
« Reply #41 on: April 04, 2014, 07:58:22 AM »

It looks very good so far, and it will be very useful, so thank you very much, for taking the time to deal with it in such a good way.
Regarding the wished features you mentioned in an earlier post, I think it would be very useful, if possible, to have some menu options to control visibility of nodes, I mean, something like "hide/unhide selected", "hide/unhide unselected", "hide/unhide all".
Also, again, if possible, would be very useful to have the hability to check/uncheck visibility of type of nodes, I mean, like, D0_meshes, D1_meshes, D2_meshes, CAPS, shadow_meshes, clips and hooks, collision boxes... (definitions for collisions are also in mesh file, they are slighty different from meshes, often compound of various
parts and subnodes, with neigbour lists for vertices and faces, more details can be given if needed).
Another point of interest, would be the possibility of loading the textures for damaged meshes and caps, maybe hard to do, as they are layered, often multilayered and they combine alpha layer from tgb with tga's from several texture files.
In any case don't let you be bothered by this sugestions, just throwing some thoughs in the mix, I'll be happy anytime with it as it is now, so thanks again for your good work.
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Stainless

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Re: msh Binary format
« Reply #42 on: April 04, 2014, 09:13:36 AM »

It is already possible to turn nodes on or off, would be easy to add some code to hide/unhide certain types of nodes.

The next thing on my list is the distance slider. This changes the display distance as reported to the renderer. i.e. it doesn't make the displayed mesh smaller, just triggers the LOD code.

After that I plan to turn on shoot mode. This allows you to shoot at the plane. This will test the collision meshes and the damage system. So as you shoot at the plane the part of the plane you are shooting at will take damage and go through the attached damage meshes.

The display will handle the damage textures as defined in the D?.msh files. If there is something special about how the damage textures are used someone needs to tell me and I'll implement it.
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gambit168

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Re: msh Binary format
« Reply #43 on: April 05, 2014, 04:56:32 AM »

Hi Stainless
for me there is one thing that i Love about "First eagles 2" ,ww1 flight sim
 and that's that it gives you the ability to have aces personal decals  &  sqn insignia on the mid fuse area,& some on the top wing & rudders
I think it would be great to find A way to get the locations of the "noseart" feature of il2 , to work as personal Insignia for the ww1 , Aces, & sqn insignia's   like the U.S. aero squadrons  ww2  or any era aces, for that matter , & to be available to any plane added  or stock ,at the moment the "Noseart" is very restricted as a so called "feature", and therefore has very little value , but I think it could be a great "feature" if it could be modified to be all it could be  ;)
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Stainless

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Re: msh Binary format
« Reply #44 on: April 06, 2014, 04:36:48 AM »

Distance slider working now. Not sure the lod code is correct. Looks a bit iffy.

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SAS~Loku

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Re: msh Binary format
« Reply #45 on: April 06, 2014, 04:53:28 AM »

I would use stock game 3d model instead od modded or franken one, they somtetimes has bugs just like those you see now.
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P7a/P11c/f/g P24a/b/e/f/g PZL23/42 PWS-10/26 R-XIII RWD-10/14 GeeBeeR1/R2/Granville P-45 , WhippetMkI, Sdkfz-234/1/2, Kurogane, TKS, Wz.29/34 and some other shit XD

Stainless

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Re: msh Binary format
« Reply #46 on: April 07, 2014, 04:10:22 AM »

Yes, I did consider that, but the idea was the tool was for checking mods. By using a modified plane, I am keeping my brain alive by having to work out which problems are with my code and which are with the mod. By having to consider this problem, I actually learn more about the file format.

I never wanted to be normal, normal is boring.

I've added a toolstrip and almost got the binary loader working. I think I know what the problem is. It appears that accumulated values never reset.

So you load in a short for the number of faces in a mesh, the next value in a facegroup is the material (first one zero) so the short stored in the mesh is -(number of faces)

Looks like they have done the same for the shadow face list.

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benitomuso

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Re: msh Binary format
« Reply #47 on: April 07, 2014, 04:52:59 AM »

Wonderful!

Is that programmed in Visual C++?

An interesting thing if you almost manage the binary msh format, was the chance of implementing a bin<->text converter in place, that could normalize modded planes to made them homogeneous with all their meshes in the same format.

Regards,
                    Pablo
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