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Author Topic: msh Binary format  (Read 109374 times)

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Stainless

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Re: msh Binary format
« Reply #132 on: May 02, 2014, 07:34:50 AM »

Just shows how good Microsoft products are, it says that "clicking publish will create an installer that installls your software and all required dependencies"

Oh well, what error are you getting when you try to run it?
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Stainless

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Re: msh Binary format
« Reply #133 on: May 02, 2014, 07:37:12 AM »

Uhh, is there any technical reason not to use win8?

Yes, it's like Vista. An abortion. Just like XP, windows 9 will probably be great but 8 is one to skip.

Quote
I use Start8, a utility that makes it work just like any other win version (no metro interface if I don't want to).
Also, I don't use a microsoft account. Just a normal user account.

There must be other technical differences because the il2modder program does not work.
I did install Visual C# 2010 express and XNA 4 btw.

Why don't you download the source and try to build it?

Maybe that can give us some clues why software written for windows won't run on .... well windows.
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ton414

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Re: msh Binary format
« Reply #134 on: May 02, 2014, 08:07:25 AM »

Oh well, what error are you getting when you try to run it?
In my case simply it does not run, and appears typical window from W 7 that says retry or skip.
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hello

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Re: msh Binary format
« Reply #135 on: May 02, 2014, 08:30:06 AM »

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hello

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Re: msh Binary format
« Reply #136 on: May 02, 2014, 08:34:24 AM »

When trying to build it, it says
Die Komponente "ICSharpCode.SharpZipLib", auf die verwiesen wird, wurde nicht gefunden.    
(The component "ICSharpCode.SharpZipLib" could not be found.)
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Stainless

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Re: msh Binary format
« Reply #137 on: May 02, 2014, 08:53:39 AM »

It's not used... :(

Try removing it from the solutions reference list?

I'll also build an x64 version myself and put that up.
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SAS~Storebror

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Re: msh Binary format
« Reply #138 on: May 02, 2014, 09:43:55 AM »

Just a few notes from my side as I'm using Visual Studio @work every day.
This project is written using C# 2010 Express, which is basically fine but in contrast to "professional" or better editions of Visual Studio, the Express Editions are not able to include all dependencies into the deployable build, that's why we have to deal with XNA 4 in the GAC and the like.

ICSharpCode.SharpZipLib, needed or not, can easily be obtained at
http://sourceforge.net/projects/sharpdevelop/files/SharpZipLib/0.86/SharpZipLib_0860_Bin.zip/download
for those who want to build the project on their own.

There's one basic mistake I found in the code so far, that's the lines 159/160 in "ContentBuilder.cs" which link the Xna GS libs from a statically defined URL, but at that given location there will be no files unless the user installed the full XNA 4 GS setup, which in turn requires the install of C# / Visual Studio 2010 Express Edition.
All of this isn't required, lines 159/160 can simply be commented:
Code: [Select]
//            projectRootElement.AddImport("$(MSBuildExtensionsPath)\\Microsoft\\XNA Game Studio\\" +
//                                         "v4.0\\Microsoft.Xna.GameStudio.ContentPipeline.targets");
The user has to install the XNA 4 Redistributable Package in this case, available at:
http://www.microsoft.com/en-us/download/confirmation.aspx?id=20914
The application will pick the right XNA target automatically then.

Other than that I've been able to run the app on Windows 7 after this modification, however I wasn't able to load any aircraft yet since the app requires all textures to be located in one single folder and I simply don't have any aircraft at hands that doesn't load a quadrozillion additional textures from a lot of folders elsewhere.

Best regards - Mike
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Don't split your mentality without thinking twice.

hello

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Re: msh Binary format
« Reply #139 on: May 02, 2014, 10:18:57 AM »

Hi there Mike,
I think Stainless is doing an incredible job here and is being very generous making the source available perhaps you can help out now since you seem to have access to the Visual express Pro. Can you create an executable with ne extra depencies needed. Your talents are needed I believe. :)
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SAS~Storebror

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Re: msh Binary format
« Reply #140 on: May 02, 2014, 10:33:00 AM »

I'm afraid no, I'm not able to do that as my license of VS2K12 doesn't cover this type of distribution.
But I don't think that's too bad as once compiled right, the app will only need XNA 4 Redistributable Package "on top" and that's easy to grab and install by anybody, link given in my post above.

Best regards - Mike
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Re: msh Binary format
« Reply #141 on: May 02, 2014, 10:38:00 AM »

IC, understandable and no problem.  8)
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hello

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Re: msh Binary format
« Reply #142 on: May 02, 2014, 11:33:39 AM »

I managed to build the .exe. It works, but as Mike already stated, it is a bit of a pain having to collect the textures before being able to load a plane mesh. It needs an analyzer that outputs which files are referenced.
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Stainless

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Re: msh Binary format
« Reply #143 on: May 03, 2014, 03:32:11 AM »

The app assumes that textures are in the same path as the him UNLESS it starts with ..\TEXTURES

This it assumes needs to point to the games install path\3do\plane\textures

If this isn't how you normally work, let me know how you do normally work.

Do you need multiple paths to be included in the search?

It's not a problem to add that.

I have VS2012, VS2010, VS2008 pro on my other machine. That's my work machine and I keep it clean of my hobby work, but I'll make an exception for this and move it onto that machine.

I'm still finding problems with some meshes, the FW190 I looked at the other day has a problem with the water_10.msh. It's a binary mesh and the vertex list is a weird size. I would have expected 18 bytes (6 3 byte floats) 21 bytes (3 3 byte floats and 3 4 byte floats) or 24 bytes (6 4 byte floats) but this has a size of 20 bytes. I'm trying to work out why.
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