#4296374 - 09/15/16 02:40 PM
Re: Panzer Elite - Ostpak Redux Mod
[Re: Daskal]
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Joined: Jan 2008
Posts: 205
Daskal
Member
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Member
Joined: Jan 2008
Posts: 205
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Tiger E - update: 3D tracks and wheels added, main gun & mantlet replaced (recoils). Authentic sounds added based on Tiger 131 in Bovington: https://youtu.be/IG9TMNVl8oA
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#4296378 - 09/15/16 02:47 PM
Re: Panzer Elite - Ostpak Redux Mod
[Re: Daskal]
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Joined: Jan 2008
Posts: 205
Daskal
Member
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Member
Joined: Jan 2008
Posts: 205
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King Tiger (Henschel & Porsche) updated models: -Slomo's PP2-X model imported into Ostpak - texture updated with individual markings and signs for wingmen https://youtu.be/7P45PscVoRQ
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#4296541 - 09/15/16 10:53 PM
Re: Panzer Elite - Ostpak Redux Mod
[Re: Daskal]
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Joined: Jan 2008
Posts: 205
Daskal
Member
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Member
Joined: Jan 2008
Posts: 205
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Panther update: - 3D Wheels & tracks ported from PP2-X - Authentic Panther sounds https://youtu.be/l2inDzuY8-0
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#4297348 - 09/18/16 11:42 PM
Re: Panzer Elite - Ostpak Redux Mod
[Re: Daskal]
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Joined: Jan 2008
Posts: 205
Daskal
Member
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Member
Joined: Jan 2008
Posts: 205
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#4299590 - 09/27/16 10:36 PM
Re: Panzer Elite - Ostpak Redux Mod
[Re: Daskal]
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Joined: Jan 2008
Posts: 205
Daskal
Member
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Member
Joined: Jan 2008
Posts: 205
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#4316634 - 12/01/16 06:57 AM
Re: Panzer Elite - Ostpak Redux Mod
[Re: Daskal]
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Joined: Jan 2006
Posts: 1,506
Brit44 'Aldo'
Every Human is Unique
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Every Human is Unique
Member
Joined: Jan 2006
Posts: 1,506
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Daskal, Here is a text I just emailed to Simon, please not the last paragraph.
YUKU seems to be down, and I need to record this info, so your email is my best choice.
The problem with the new tool is related to the code for add and remove rrf objects in the 1.04 and 1.05 OE. That will not make Daskal happy. The problem seems to be induced zeros that the game engine never reads. IE the miss alignment is caused by those two routines if the number of vertex count of the object added or removed is not an even number.
I am not sure yet of the exact error in my logic when I wrote that routine. I remember adding this: // small routine to determine the memory foot print of a model part. uint32 determineDataSize(rrObject Obj, int32 ObjectNumber, int32 LOD) { uint32 DataSize = (uint32)Obj->partArray[ObjectNumber].meshArray[LOD].attribVList - (uint32)Obj->partArray[ObjectNumber].meshArray[LOD].faceList; // now add the number of verticies int32 vCount = Obj->partArray[ObjectNumber].meshArray[LOD].vertexCount; if(vCount&1) vCount++; DataSize += vCount * sizeof(uint16);
return( DataSize ); } That ++ line is the problem.
I do know that the C language of the game program compensates by using the correct memory pointers with one exception. I can also force the new tool to read the same data regions. I have been hex comparing the new tool saved file against the original and which texture lib numbers trigger a change (32 tlb increase). That work found the bug. I can easily write the tool to compensate for the error, with the exception I mentioned.
The exception I mentioned is the Z sorting list. This data starts at the end of the 3D object data. I still do not know the exact make up of this info and if it only affects the software rendering mode..
I recommend a complete halt to any OE work that adds or removes objects to an RRF. The error is a spacing error, so I should be able to make a tool to save any contaminated work.
TPA who TWI "The 10th Amendment simply says that any powers that aren’t mentioned in the Constitution as belonging to the government belong to the states themselves."
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#4317856 - 12/06/16 07:05 PM
Re: Panzer Elite - Ostpak Redux Mod
[Re: Daskal]
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Joined: Dec 2002
Posts: 124
Ironside
Member
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Member
Joined: Dec 2002
Posts: 124
Sweden
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Where can I get all these wonderful toys?
Looks great, can´t wait to fire it up.
"Bleed?....I ain´t got time to bleed.."
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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