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olix_vameshu

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Posts posted by olix_vameshu


  1. On 5/27/2023 at 1:35 PM, Mixaill said:

    Unified Editor for WoT 1.21

     

    https://download.openwg.net/editor/unified_editor_1.21.0.0.7z

    https://wgmods.net/4895 (будет доступен после выхода обновления / will be available after 1.21 release)

    ---

     

    1)

    * обратите внимание, что для корректной работы своих ангаров, необходимо в любой из чанков докинуть секцию. Пример можно найти в res\spaces\hangar_v3\0000ffffo.chunk

    * note that to make your hangars work correctly, you need to add the following section to any of the chunks. The example can be found in res\spaces\hangar_v3\0000ffffo.chunk

    
    	<ComplexObject>
    		<editorOnly>
    			<hidden> false </hidden>
    			<frozen> false </frozen>
    		</editorOnly>
    		<visibilityMask> 4294967295 </visibilityMask>
    		<metaData/>
    		<transform>
    			<row0> 1.000000 0.000000 0.000000 </row0>
    			<row1> 0.000000 1.000000 0.000000 </row1>
    			<row2> 0.000000 0.000000 1.000000 </row2>
    			<row3> 13.215075 6.167755 99.045906 </row3>
    		</transform>
    		<instanceUUID> 5b969a6e-52d5-4687-933b-0259d1f719da </instanceUUID>
    		<version> 3 </version>
    		<GameObjects>
    			<GameObject>
    				<name> Rules </name>
    				<UUID> 6ab5b2fb-b3ea-4119-ab07-adc459d67215 </UUID>
    				<flags> 0 </flags>
    			</GameObject>
    		</GameObjects>
    		<components>
    			<ComponentPool>
    				<type> Transform </type>
    				<version> 1 </version>
    				<component>
    					<objectIndex> 0 </objectIndex>
    					<flags> 3 </flags>
    					<config>
    						<property>
    							<name> Position </name>
    							<value> 0 0 0 </value>
    						</property>
    						<property>
    							<name> Scale </name>
    							<value> 1 1 1 </value>
    						</property>
    						<property>
    							<name> Rotation </name>
    							<value> 0 0 0 </value>
    						</property>
    					</config>
    				</component>
    			</ComponentPool>
    			<ComponentPool>
    				<type> CameraRule </type>
    				<version> 1 </version>
    				<component>
    					<objectIndex> 0 </objectIndex>
    					<flags> 3 </flags>
    				</component>
    			</ComponentPool>
    		</components>
    	</ComplexObject>

     

     

    ----

     

    2)

    * Обратите внимание, что при сохранении изменного ангара данный кусок может исчезнуть. Между сохранением и компиляцией ангара его необходимо заново вставлять в чанк.

    * Note that when saving a modified hangar, this fragment may disappear. Before compiling the hangar it must be reinserted into the chunk.

    
    <ComponentPool>
      <type> CameraRule </type>
      <version> 1 </version>
      <component>
        <objectIndex> 0 </objectIndex>
        <flags> 3 </flags>
      </component>
    </ComponentPool>

     

    @Mixaill Can you confirm to us if we will receive the updated UE for 1.22? I've tried the hangars on CT but they are not working. They work only on 1.21.1.1.


  2. 19 hours ago, Pbody_iwnl said:

    @olix_vameshu Как сделать личные prefab для hangar_premium_v2 , hangar_V2 и так далее? 

    @olix_vameshu Я наверное переформулирую вопрос: Возможно ли на нынешней версии игры пересобрать старые ангары до 1.0 ,чтобы положение камеры работали исправно? 

    И да,заранее спасибо за ответ

     

    No i'm not gonna make especially for those, i'm sick of people who stole mods.

    • Upvote 3

  3. On 5/27/2023 at 2:35 PM, Mixaill said:

    Unified Editor for WoT 1.21

     

    https://download.openwg.net/editor/unified_editor_1.21.0.0.7z

    https://wgmods.net/4895 (будет доступен после выхода обновления / will be available after 1.21 release)

    ---

     

    1)

    * обратите внимание, что для корректной работы своих ангаров, необходимо в любой из чанков докинуть секцию. Пример можно найти в res\spaces\hangar_v3\0000ffffo.chunk

    * note that to make your hangars work correctly, you need to add the following section to any of the chunks. The example can be found in res\spaces\hangar_v3\0000ffffo.chunk

    
    	<ComplexObject>
    		<editorOnly>
    			<hidden> false </hidden>
    			<frozen> false </frozen>
    		</editorOnly>
    		<visibilityMask> 4294967295 </visibilityMask>
    		<metaData/>
    		<transform>
    			<row0> 1.000000 0.000000 0.000000 </row0>
    			<row1> 0.000000 1.000000 0.000000 </row1>
    			<row2> 0.000000 0.000000 1.000000 </row2>
    			<row3> 13.215075 6.167755 99.045906 </row3>
    		</transform>
    		<instanceUUID> 5b969a6e-52d5-4687-933b-0259d1f719da </instanceUUID>
    		<version> 3 </version>
    		<GameObjects>
    			<GameObject>
    				<name> Rules </name>
    				<UUID> 6ab5b2fb-b3ea-4119-ab07-adc459d67215 </UUID>
    				<flags> 0 </flags>
    			</GameObject>
    		</GameObjects>
    		<components>
    			<ComponentPool>
    				<type> Transform </type>
    				<version> 1 </version>
    				<component>
    					<objectIndex> 0 </objectIndex>
    					<flags> 3 </flags>
    					<config>
    						<property>
    							<name> Position </name>
    							<value> 0 0 0 </value>
    						</property>
    						<property>
    							<name> Scale </name>
    							<value> 1 1 1 </value>
    						</property>
    						<property>
    							<name> Rotation </name>
    							<value> 0 0 0 </value>
    						</property>
    					</config>
    				</component>
    			</ComponentPool>
    			<ComponentPool>
    				<type> CameraRule </type>
    				<version> 1 </version>
    				<component>
    					<objectIndex> 0 </objectIndex>
    					<flags> 3 </flags>
    				</component>
    			</ComponentPool>
    		</components>
    	</ComplexObject>

     

     

    ----

     

    2)

    * Обратите внимание, что при сохранении изменного ангара данный кусок может исчезнуть. Между сохранением и компиляцией ангара его необходимо заново вставлять в чанк.

    * Note that when saving a modified hangar, this fragment may disappear. Before compiling the hangar it must be reinserted into the chunk.

    
    <ComponentPool>
      <type> CameraRule </type>
      <version> 1 </version>
      <component>
        <objectIndex> 0 </objectIndex>
        <flags> 3 </flags>
      </component>
    </ComponentPool>

     

    must be added in every single chunk or just in one? i hope it works in global.chunk

    Thank you.


  4. 2 hours ago, AddNikita said:

    @SkepticalFox в игре текстуры запакованы в атласы в dds формате, а UE хочет png, ну а скрипт от Пашки только в dds текстуру переводит, а менять все визуалы было бы проблемой...

    Search for DDS Converter, export them into .png as is writen in the .visual file, check also that in visual file you will find some lines wich ask for .atlas and not .atlas_processed. I tried to rename the .atlas_processed into atlas but i did not had any great results either.


  5. 8 hours ago, SkepticalFox said:

    распаковки во что?)

    я не видел непаковынный формат .atlas

    я думаю тут один способ - собрать все тайлы в один dds самому ну и подменить .atlas -> .dds в visual файле

    The atlas umpacker works ,but the result are at a very low resolution, so you may not have some great results. But you don't need it to see it like in game in editor because after you compile the space and test it it will use the already compiled ones from the game so there will be no problem , they will be displayed correctly.

    So it's useless to edit each individual .visual by changing the .atlas into .dds.

    Plus, after the space is compiled the destructible objects like fences, trees, cars,etc will not work,you will go through them, only the static objects will keep their solid collision. I've just compiled the "winter" malinovka for test and i had the upper results.

    • Upvote 1

  6. @SkepticalFox _

    3 hours ago, SkepticalFox said:

    not tested, most likely unpacks not all

    This works very good with models and textures extraction.

    I like this idea to create a map specific unpacker.

    I usually just extract the entire game, rename all .visual_processed and .primitive_processed with powershell commands, and use your tool to unpack specific space map, but it take some time.

    I create a copy of your get_space_bin_for_tests.py and tried to add some lines to extract specific files like space.settings and {name}.cdata_processed 

     

    for pkg_path in packages:
        name = pkg_path.stem
        try:
            with ZipFile(pkg_path, 'r') as zf:
                zf.extract(f'spaces/{name}/space.bin', './1.15.0.0')
                zf .extract(f'spaces/{name}/space.settings', './1.15.0.0')
                zf.extract(f'spaces/{name}/{name}.cdata_processed', './1.15.0.0' )
                print(pkg_path)
        except:
            pass

    For some "technical" reason there is no extraction datas for .cdata_processed, but for space.settings it worked.

    • Upvote 1

  7. @Mixaill since this version is so broken that we cannot open it, will we recieve the version for 1.12.1.0?

    Tried to convert the hangars without entering in the app, by clicking the compile_spaces.cmd, and added the hangars into the 1.12.0.1 CT and they are not working anymore.

    So if the hangars are not working with UE_1.11.1 and neither with UE_1.12.0.0, there should be UE_1.12.1.0 comming soon right?

    If those are helpfull for fixing UE_1.12.0.0, here are all error that appear while launching.

    UE_1_12.0.0_error_launching.thumb.png.cc9e616ede99f781309716adb8e916b8.png


  8. 1 hour ago, P.S.Enot said:

    нет такого файла  с логом в этой папки unifiededitor.log. понимаю что скорее всего я запускаю что ее не как ну и как не как не пойму и программа сама находмтся сначала в этой папке lite_ue_1.12

    Yeap, since unifiededitor.exe file cannot run, it's not able to create an unifiededitor.log :(


  9. Wrong!

    Creating a new hangar, not an converted one, decals will be generated i will try a trick to see if it work with converted ones.

    Water can be added manualy from helpers/misc/water.xml ,add flow map and amplitude map from original folder(ex:spaces\hangar_v3\water),reflection can be added mannualy(helpers/lights/environment_probe.xml for local water(reflection only in defferend graphic settings) or helpers/lights/environment_probe_water_gl.xml for global water(reflection in deferred and forward graphic settings or standard and improved settings) , and yes the border line is incorected added( only main 4 chunks 00000000o/0000ffffo/ffff0000c and ffffffffo).

    So, if you had constand error for 5 times while saving as "not yet implemented", get a xml editor and :

    1. open flora.xml and edit it

    image.png.d6cbbfb1c7354d2e0738e00c74f9f06c.png

    rename first line from <flora.xml> to <root> and the last one </flora.xml> to </root> this will pass an error.

     

    2. open environment.xml fron environments folder and as up rename first line from <environment.xml> to <root> and the last one </environment.xml> to </root> this will pass another error.

     

    3.open each folder of environment, inside you have individual environment settings as environment.xml and repeat by opening and editing the first line like it is writen up.

    image.png.f0fcd0daebd9347cf3336f6c39e77a8e.png

    image.png.75a8c5492e5981cf03b31e51cb94d70b.png

    image.png.5d36ec429926c063df1c70c84107959d.png

     

    4. you can also do same thing to camera_effects.xml.

     

    Now almost error will not be visible, but WE still crashing because of terrain i think, but that is another story.


  10. On 10/26/2020 at 4:51 PM, Tesh2016 said:

    Dear, who tried to make custom particles for the hangar?

     

    On the basis of particles with butterflies, I think so, you can make a system that will run sequentially a number of frames one after another. I already did this in 2014, but now particles work differently.

     

    In modern realities, the following happened.

    When applying a texture:

      Reveal hidden contents

    b_t2.jpg.6c7d482b8320306336a1a94ff4bf3933.jpg

     

    To make such a partial from 4 frames (the file is attached to the post):

      Reveal hidden contents

    Unified-Editor-2020-10-26-19-31-51-_online-video-cutter.com_.gif.62040455efd3c9e4ad9964295566fbb7.gif

     

    I have not tried more frames yet. There are two problems:

    1) Particle is always directed at the screen, I cannot set a specific direction for the particle, although there are parameters in the system for this, but as if they do not work.

    2) Can't get the effbin file for your custom particle system, it seems like compile_spaces won't let you do this?

     

    butterfly.eff 1.42 kB 0 downloads butterfly.vfx 11.48 kB 0 downloads

    Hi, i've tried before, but not to create new ones, tried to convert old ones, but no luck :( they will be not compiled. I've export them with Bigworld editor 1.0.2 from bin to vfx and eff, they were working in UE but no compile after, also if you take old particle .xml from envirnoment and rename the extension .eff they also will work.

     

    Maybe if we can create an mod.pyc to load old particles from .bin ...

    • Upvote 1
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