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rextimmy

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Everything posted by rextimmy

  1. Oh that last post wasn't aimed at you ;-) I have never tried the app with Windows 10, so if it doesn't work than there is nothing you can do really.
  2. There is no need to wait for later Qt versions. I wrote the original viewer using the old and now outdated Qt 4.8.x
  3. I found QuaZip very very slow. I made my own wrapper around zziplib
  4. Just to clarify what i said to Dendyt. I said i would help if someone wanted to create an Open Source tank viewer application. I said GPL license so this way no one can ever profit from such an app and it always remains free for everybody to use. I don't want anyone's money that is not what my old tank viewer was about. I have very little spare time but i said i would help at least get this new application up and running. However it looks like ShadowHunter has made good progress on a viewer so my help is most likely not needed.
  5. Try re installing Microsoft Visual C++ 2010 SP1 Redistributable Package. Choose the correct version for your CPU i.e 32 vs 64bit
  6. Yeah i will be creating one, i am creating a tank viewer 2.0 and a plane viewer 1.0. I am really busy on another project at the moment but hopefully i will get time to start it in the not too distant future.
  7. Yes it is fine to publish any data you see from the viewer. Yep as StranikS_Scan said all the data is generated from the client files.
  8. aah yes, intel drivers are not very good with OpenGL
  9. That is a driver issue, try updating your GPU drivers or reinstalling them.
  10. I can't check right now because im not around my development pc but the black in that tank is the shadows are wrong. Remember the T29 and a few others have inverted normals, wish WG would fix.
  11. Can i have the new textures that go with the T29 modified visual files
  12. Version 1.0.17 released. This is just a very minor update to correct a few texture issues. Change log: * Fixed issue where texture loading would fail with HD tanks when the standard texture had no mip maps. * Fixed issue where texture loading would fail with HD tanks when the standard texture had a different surface format to the HD one. Also thought i would take a second to show this url https://sites.google.com/site/wottankviewer/donate . Wot Tank Viewer has always been free and will remain that way (two and a bit years now), i have put a ridiculous amount of my own time into this. I will never go the way certain other projects have (with a subscription based service) but if you want to see more and more features, a little extra motivation never goes astray ;-)
  13. I don't understand your post even with google translate????
  14. Generate mip maps for the AM texture(not the HD texture though) and it will work. Currently my app will not do this automatically like the game does. I will fix this next version. Here i have already fixed it, i accidentally removed one line from the image loading routine in 1.0.16 that is why it worked in 1.0.15. Fixed in 1.0.17:
  15. Are the regular texture and the HD texture a different format? If so this is a bug and that i'm aware of and will be fixed soon.
  16. Thought i would lay out the future plans for the tank viewer. The 1.x branch is now going to go into maintenance mode, there will be no new features added and only fixes released from here on out. Camo bake is the last large thing that needs fixing up. Any other bugs that come to my attention will also be fixed up. The new branch i am starting work on from today is going to be the 2.0 branch. This won't be a complete re-write from scratch because certain parts of the code base are tried and tested and do their job just fine. I'll detail everything at a later date. It will most likely go through a beta stage like 1.x branch did for quite a awhile. I will also be designing the code base with other WG games in mind, so it will be far easier to branch the app to say WoWP. The app will certainly not be heading in to any areas covered by tank inspector, i never have had any interest in showing stats etc. This is a tool to help skinning/modding tanks and this new version will again be even stronger in those areas.
  17. Version 1.0.16 released, i won't bother posting the change log again. Same as above (just swap hangar.cfg for garages.cfg)
  18. Version 1.0.16 is going to be released on sunday or Monday depending on free time. Heaps of fixes and should hopefully get the app pretty close to where it was pre 9.0 client. Only thing that remains is to fix the camo bake. Change Log: Version 1.0.16: * Fixed error where texture manager was crashing on exit. * Added back in garage suppport. * Added config file to allow different garages to be shown (garages.cfg) * Fixed lighting issues in collision mode. * Fixed shader issues compiling on Intel 4000 hardware. * Added in screenshot dialog supporting HD image saving. * Fixed issue where texture loading was failing if regular texture was the same size (or larger) than the HD texture. * Fixed website link in help->about wtv. * Portuguese language added (thanks RelicShadow). * Fixed help function to launch help page on official website. * Added in OpenGL information to help->about wtv. * Fixed camera so it properly orbits around it's target. * Fixed "target" bug when saving the current camera's view to file.
  19. So the HD texture has no mip maps and the regular texture does?? Don't forget the HD texture must be 2x the resolution of the standard texture. I explained this previous page
  20. The HD textures have mip maps. You shouldn't be generating mip maps on the HD textures though, it's a complete waste as only the first level 0 is used in game. Anyway my app does ignore the other mip maps so there is another problem, i'll check it out and get back to you. *Edit: I know what the problem is. I never thought to check for this condition: Both textures are exactly the same size( 2048 x 2048) and have mip maps. This is wrong BUT i will change my app to check for this so it behaves like it does in game because the textures still work in game. I will place a warning in the log file alerting the user that this is the wrong practice. The correct way to use the new HD textures: HD texture: Double the size of the standard texture. No mip maps only level 0 Standard Texture: Full mip map levels. *Edit 2: I have investigated this further, here is what the game does: If HD texture and regular texture are the same dimensions it completely skips the HD texture and just uses the regular texture instead. I will mimic this behaviour in my viewer.
  21. I need dds file/s *edit: I really need that dds file/s so i can track down what the problem is
  22. Can you post the skin file/s for me to take a look at?
  23. Here is the new screenshot dialog. It shows a preview on the left and all you save settings on the right. The maximum width/height of the screenshot is determined by your GPU OpenGL drivers. For example my AMD card can handle 16384 x 16384 which is just ridiculously big. So i have clamped the maximum allowed size to 8196 x 8196 or whatever your GPU reports if it is less than that. Every card capable or running this app should at least support 8196 though.
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