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Author Topic: Walking Pilot MOD - Based in VisualMOD  (Read 51220 times)

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benitomuso

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #108 on: August 28, 2014, 11:49:13 PM »

Gracias Ton!

  It worked flawlessly. I have been able to introduce a camera in the mesh, and gess what: it Works!

  Now the guy runs in first person through the fields.

  I'm still fixing some little issues, but soon will be available.

  Regards,
                         Pablo
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SAS~Malone

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #109 on: August 29, 2014, 02:02:59 AM »

hooray!
great display of teamwork here, guys, very nice to see :D
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Stainless

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #110 on: August 29, 2014, 02:20:48 AM »

I noticed the material mapping was wrong this morning, I'll fix it asap

I managed to break binary mesh loading for none animated meshes while I was doing this so that is my priority at the moment.

At least we have progress.

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benitomuso

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #111 on: August 29, 2014, 06:13:51 AM »

I noticed the material mapping was wrong this morning, I'll fix it asap

I managed to break binary mesh loading for none animated meshes while I was doing this so that is my priority at the moment.

At least we have progress.



Stainless,
                          later it would be great if we could re-binary the text mesh with the changes, because it is huge and for sure it would be more efficient.

  Regards,
                          Pablo



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Stainless

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #112 on: August 29, 2014, 07:08:38 AM »

Damn.

I just knew someone was going to ask for that.

At the moment there is a table in the middle of a binary file that I have no idea what it is used for.

I don't need it to load the mesh, but the game does.

 :(
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ton414

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #113 on: August 29, 2014, 08:35:59 AM »

Stainless, please, a question:
How have you obtained the right coordinates for mesh vertices?, I realized that the coordinates I got they were totally wrong , because they were extremely large, for that reason the file I got with MshConverter works so strangely.
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SAS~Tom2

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #114 on: August 29, 2014, 02:09:26 PM »

First:
Thanks (big) to Pablo. Great idea!

2nd..: Please a bit less confusion, this is so typical modded IL-2, one great mod, a dozen in between add-ons over one thread and no clue for a fast reader.

Cannot wait to test this and I think this forum needs a new sticky in the Lounge named "latest KICKASS mods", so that goodies like this one won't get missed by guys like me who only read the ever same forum topics lol.

Thanks!

Cheerio!

T.
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SAS~Tom2

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #115 on: August 29, 2014, 02:23:00 PM »

To my defense: Tad too much beer tonight and I will surely test this great mod as fast as possible. A-some.
 :)
Best Greets

Tom
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SAS~Malone

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #116 on: August 30, 2014, 12:15:05 AM »

Tom, the mod is actually still being developed, mate, and it's understandable that there might be some confusion, as you put it , lol.
don't worry, we can always tidy things up once the final product is ready ;)
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Stainless

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #117 on: August 30, 2014, 02:40:07 AM »

Stainless, please, a question:
How have you obtained the right coordinates for mesh vertices?, I realized that the coordinates I got they were totally wrong , because they were extremely large, for that reason the file I got with MshConverter works so strangely.

In a binary mesh, coordinates can be stored in many formats.

For the vertices, the most common is float (4 bytes mapped as standard float format)

However there are others, in this case it seems to use a three byte format. the value is a 24 bit integer which you then divide by 65536 to get the actual coordinate. (8.16 fixed point maths)

There is also a multi-byte format, which is used a lot for hook locations. Each value in the matrix is preceded by a byte which defines the type of the next value ....

also you can have acumulators. An accumulator starts out as some value then each byte or short is added to that value to produce the actual required value.  (so a triangle defined by the points 0,1,2 would be stored as 0,1,1   and if the next triangle was 3,2,1  it would be stored as 1,-1,-1 ....

it's why the binary format is such a head fuck.  ;D

It's likely that mesh converter assumed that the vertices were in float format reading 4 bytes at a time and getting garbage. Or it could have detected the 3 byte format, but forgot the divide.
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Stainless

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #118 on: August 30, 2014, 05:12:18 AM »

Sorted out texture coordinates on the load

Have to sort out the save now.



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ton414

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #119 on: August 30, 2014, 05:18:32 AM »

Thanks for your detailed explanation, Stainless. :)
Seems clear that MshConverter can not work with this type of files, although I am not an expert on the use of this program at all, I usually never work with it.
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