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Everything posted by IsamuKondera
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typhoon+ [SN3K] + [SN4K] + [MDT] + [MDIV] Marine Division Community rekrutiert!
IsamuKondera replied to _Verwaltung_'s topic in Clan Rekrutierung
/push- 181 replies
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Camouflage Design Contest – King of the Sea
IsamuKondera replied to The_EURL_Guy's topic in News & Announcements
Contest Entry: "Arctic KOTS" Nickname: IsamuKondera Server: EU Seamless Texture colored: Ingame Texture for those that wanna use it: With Color coding: <color0>0.553 0.553 0.553 1.000</color0> <color1>0.118 0.329 0.416 1.000</color1> <color2>0.071 0.196 0.404 1.000</color2> <color3>0.071 0.118 0.259 1.000</color3> Ingame Screenshots: Cruiser Battleship Destroyer Carrier -
Die Community "Deutsche Marine Division" stellt sich vor
IsamuKondera replied to Tunk68's topic in Clan Rekrutierung
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Die Community "Deutsche Marine Division" stellt sich vor
IsamuKondera replied to Tunk68's topic in Clan Rekrutierung
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Die Community "Deutsche Marine Division" stellt sich vor
IsamuKondera replied to Tunk68's topic in Clan Rekrutierung
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Die Community "Deutsche Marine Division" stellt sich vor
IsamuKondera replied to Tunk68's topic in Clan Rekrutierung
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Read 3D models from “primitives” files
IsamuKondera replied to AstreTunes's topic in Modding Tutorials, Guides and Tools (English)
You obviously need indices. An indice just tells you which vertex is connected to which one. 3 vertexes create a triangle when you have an indice with 3 values. So I guess we will see indices with just 2 values to connect 2 vertices with the r value. Thats just a guess though. Will have to write a provisional extractor first to make it humanly readable for me. Also: xyznuvr{ # exists only when type=="xyzuvr" (most likely for wire models) r:4 # float } This must be at least 12 bytes long. Otherwise it doesn#t work. -
Read 3D models from “primitives” files
IsamuKondera replied to AstreTunes's topic in Modding Tutorials, Guides and Tools (English)
Some quick search via google: Getting Tangent and bitangent data: https://blender.stackexchange.com/questions/26116/script-access-to-tangent-and-bitangent-per-face-how Extending the import and export menu: https://blender.stackexchange.com/questions/56829/python-extend-select-similar-menu Overall the blender addon would be probably the easiest part. And I would also start with this one because here you can define the file properties. I also think that it is a bad idea to touch the armor stuff. So my suggestion is: Let's start with the blender addon first in this way: 1. Creating Menu functions 2. Export (with file dialog) 3. Import (with file dialog) When this is done we can start concentrating on the primitive file. Regarding the posisble wiremodel attribute... Could it be the... radius? like r? That would explain the nature of it. Two vertices beeing connected and the radius telling the software how to render it. UV mapping inclusive. We should test this once. Because if it is the radius we would have to think how to implement it. -
Read 3D models from “primitives” files
IsamuKondera replied to AstreTunes's topic in Modding Tutorials, Guides and Tools (English)
I guess at this point it's probably easier to write an addon for blender, because they actually have a documentation, and just adjust the obj file so it meets our requirements. And call it specifically something like sobj which stands for Ship Object then or something like that. You can then still export it via FBX to other 3D suits but blender will be the main target because it's free to use. -
Read 3D models from “primitives” files
IsamuKondera replied to AstreTunes's topic in Modding Tutorials, Guides and Tools (English)
My guess for the first unkown:4 is a so called "magic value" or "magic number" which is used to see if it is from the same filetype as you expect. -
Die Community "Deutsche Marine Division" stellt sich vor
IsamuKondera replied to Tunk68's topic in Clan Rekrutierung
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Die Community "Deutsche Marine Division" stellt sich vor
IsamuKondera replied to Tunk68's topic in Clan Rekrutierung
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Die Community "Deutsche Marine Division" stellt sich vor
IsamuKondera replied to Tunk68's topic in Clan Rekrutierung
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Die Community "Deutsche Marine Division" stellt sich vor
IsamuKondera replied to Tunk68's topic in Clan Rekrutierung
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Die Community "Deutsche Marine Division" stellt sich vor
IsamuKondera replied to Tunk68's topic in Clan Rekrutierung
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Die Community "Deutsche Marine Division" stellt sich vor
IsamuKondera replied to Tunk68's topic in Clan Rekrutierung
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Unbound XML Files Modding
IsamuKondera replied to IsamuKondera's topic in Modding Tutorials, Guides and Tools (English)
Check out posts from MedvedevTD. He is repsonsible for this and you will find up2date versions there. -
Unbound XML Files Modding
IsamuKondera posted a topic in Modding Tutorials, Guides and Tools (English)
Heyho! After this tutorial you should be able to mod every xml file located in the "unbound" folder. With 0.5.5.0 WG decided to get rid of double intepretation of Actionscript which resulted in beeing unable to change certain aspects of those XML files. An Example: <bind name="instance" value="'NationFlagsBig'; {_width: '300px', _height: '184px', _alpha: 0.8, shipCountry: (shipInfo.nameIDS == 'IDS_PJSB707') ? 'ArpeggioHaruna' : shipInfo.flagName }"/> This Expression would no longer execute due to the implementation of a new if expression for shipCountry because those expressions got precompiled in USSExpressions.swf for speed improvments. In other words: Changing something won't do anything. WG developed a new Toolkit though which allowes to mod those expressions again. How to Install the Toolkit 1. You need to download the following archives: FlexSDK.zip (In the Folder FlexSDK) xml2as.zip (in the latest version, as of making this tutorial: 0.7.2 => xml2as_0.7.2.zip ) You can find all necessary files here 2. I created a folder which is called ModDev where I will extract both Archives to. 3. Afterwards open the FlexSDK.zip archive and drag and drop the "FlexSDK" folder into the previous created folder which I called ModDev. You can close the Archive again. 4. In ModDev create a folder called xml2as, open the xml2as.zip Archive and drag and drop the content into the xmls2as Folder. You have Installed the Toolkit now. How to use the Toolkit Go into the xml2as Folder and rename the xml2as.bat file to "backup.bat" or similar. Create a dublicate and rename the dublicate into any name. The File has to end with only one .bat though. Like: dock.bat flag_edit.bat etc. Explanation: bat files are nothing else then pre created commands for the command line interface on windows. Double clicking it will perform the commands written in those files. Now we need to set it up for usage. The default bat file looks like this: "./dist/xml2as.exe" -i dock.xml -n MySuperMod -f "C:/FlexSDK" pause We have 2 commands written in this file. The first one will create a new swf file meanwhile the second command will let us give a chance to see if it was successful or not. Always keep "pause" in the file! To successfully use this toolkit we need to edit the first command and it's parameters. There are 3 parameters in total which we need to adjust: -i Names to xml files. Every XML file mentioned in this parameter will get it's expressions pushed into the new swf file. In case you edited 3 files you can add all of them like this: This Example will combine 3 xml file edits into one SWF. -i dock.xml game_menu.xml crew_file.xml -n Name of the generated swf file The Name of the newly generated swf file which needs to be added in. This Example will create a SWF File called FirstMod -f FirstMod -f FlexSDK location The Absolute Path to the FlexSDK Folder This Example has the FlexSDK Folder located in the ModDev Folder on the X drive. -f "X:/ModDev/FlexSDK" After Editing everything in the bat file is finished an ready to go. An Example of how it should look like with all above examples combined "./dist/xml2as.exe" -i dock.xml game_menu.xml crew_file.xml -n FirstMod -f "X:/ModDev/FlexSDK" pause Before start using the bat file we have to copy over all mentioned xml files into the xml2as folder. Afterwards we can generate the new SWF File via double click on the *****.bat file. In case of success you will see a FirstMod.swf file located in your xml2as folder. (FirstMod might be named diffrently depending on your choice) How to use generated swf files Open up your current WoWs Installation. Go to your current version folder located in res_mods, in case it isn't created yet create a folder called gui. Open this folder and create a new folder called flash. In the folder flash create a new file called USSExpressionsLoader.xml Open it and insert the following content: <?xml version="1.0" encoding="utf-8" ?> <data> <expressions_files> <file path="FirstMod.swf"/> <file path="USSExpressions.swf" /> <!-- DO NOT REMOVE / НЕ УДАЛЯТЬ --> </expressions_files> </data> Now the Work is nearly done. The last thing to do is checking if all uncluded unbound xml files are located in the unbound folder in gui. This method doesn't eliminate the need to change the original xml files via a mod. Some Tipps n Tricks Always have your SWF Files before the USSExpressions.swf file in the USSExpressionsLoader.xml file! Avoid dublicates in your xml files. It might not work always. -
ModAPI (discussion)
IsamuKondera replied to MatroseFuchs's topic in Modding Tutorials, Guides and Tools (English)
Okay... I have to clarify something here: It's not possible... I think you are missunderstanding people here. I know I'm not WG Staff and so, but I've worked with flag mods long enough and know the inner workings of it like none of the other modders here. Before the scripts.zip file modding ban you could use a special version of a python file which allowed loading json files which contained information to overwrite some strings of the gameparams file without breaking the game and not even hurting anyone else since the strings only affected which flags should get shown/loaded for each shiphull. To be more precise: Each hull has a dedicated string which tells the game which part of the flags.dds file should be shown via the flags.atlas file. The string is the same as you can see in the atlas file. For example germany1933 would directly aim to the germany1933 flag specified in the flags.atlas file. Which means: You could have more flags than we have now by adding new flags to the atlas file and adding them in the json file to change certain hulls. Like adding a diffrent variant of the german flag and only show it on one hull like the A hull and a diffrent one on B hull. Right now: if you want to adjust one ship, like the upcoming KuK Ship which has the german flag atm, you will have to change the entire german fleet or just let it be. There is no way to adjust the flag on a single hull since the scripts.zip modding ban. I assume that the new contentsdk version won't help regarding this as well because you have linked to the current extractor version. Otherwise you would have said, that it will be posisble with the next ContentSDK version. So in conclusion to this: It is not possible to do what people are asking here to be able to do and it won't change with the next version where the API Update comes. Because what people wish for is changing the flag on a single ship/hull without affecting the entire techtree/nation. -
1. Description UI, when your Ship is in a circle of a Repair Ship, is still using legacy code in Operation "Defense of Naval Station New Port". 2. Reproduction Steps 1. Load Operation 2. Get some damage 3. Drive back into the repair circles from the ships called "Liberty". 4. "Liberty" will repair, however the UI isn't showing Elements which should be there. 3. Result Players may get confused about the repair state like the way I got confused. Expected the "Repair" UI showing up as in other operations like in Operation "Hermes". 4. Expected result Like in Operation "Hermes", the "Repair" UI shows up as soon as the repair circle is active. 5. Technical details Replay added for: Operation "Defense of Naval Station New Port" [Bug Report relevant situation at ~ 5min into the battle (When ships can move for the first time)] when it doesn't work Operation "Hermes" [Bug Report relevant situation at ~ 8:30min into the battle] when it works for reference. Screenshot from Operation "Defense of Naval Station New Port" Screenshot from Operation "Hermes" 20181117_162149_PRSC106-Pr-94-Budeny_s02_Naval_Defense.wowsreplay 20181117_151332_PBSC507-Belfast-1959_s09_LePVE.wowsreplay
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Rotation needed for tier requirements in events( Why is everything T-X??)
IsamuKondera replied to hgbn_dk's topic in General Discussion
I never spent a single doubloon on extra portslots except when i bought a ship on the shop with rela money which came with an extra port slot.. I have over 80 ships in my Port and still some portslots open.. You don#t really have to spent a single penny on port slots... -
So, how about some love for the middle tiers?
IsamuKondera replied to MrFingers's topic in General Discussion
Burn out is already the biggest problem anyway.. Do you wanna keep on playing only TX for the rest of the lifetime of WoWs in Ranked and Clan Battles? This simply won't play out well on the long term... -
So, how about some love for the middle tiers?
IsamuKondera replied to MrFingers's topic in General Discussion
Who needs variation afterall? I was alsoi looking forward to play with my T8 ships again in Ranked... but hey.. I reached Rank 1 in the last season and I'm not allowed to play something diffrently than TX nowadays.. Thats what we all want afterall... Endless TX stuff. -
World of Warships Glossar - Jetzt seid ihr gefragt!
IsamuKondera replied to Sehales's topic in News und Ankündigungen
Also ich versteh ja unter Waifu eine Insel.. -
Ich wär instant dabei :D Jedoch wird das lizenz technisch extrem schwer... Da dies zu 100% nicht mehr als private Vorführung gelten würde :D
