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About AstreTunes

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  1. AstreTunes

    [ALL] SEA group visual mods summary

    Update 19.09.14 ============== Update: Added an orange tracer for captain Kuznetsov and a purple tracer for captain Auboyneau [HE/AP/SAP/Tracer] UAN Type 2016 by AstreTunes [1.0.9] [HE/AP/SAP/Tracer] UAN Type 2017 by AstreTunes [1.0.7] Update: A part of the guns became pink after the game graphic update, so here come the fix: [Grozovoi] PI Grozovoi Yamabuki by AstreTunes [1.0.1] [Moskva] PI Moskva Imayoh by AstreTunes [1.0.1] Update: Fixed a texture missing problem: [Atago] ARP Takao Blue by YunTianJinShi & Sphinx113 [1.1.12] Update: Minor color tweaks: [Atago] ARP Takao Red by YunTianJinShi & Sphinx113 [1.1.12]
  2. AstreTunes

    ST - Changes to test ships

    Is Poltava still capable to mount concealment upgrade?
  3. AstreTunes

    [ALL] SEA group visual mods summary

    Update 19.08.26 ============== Update Arpeggio of Blue Steel UI by YunTianJinShi []
  4. AstreTunes

    [ALL] SEA group visual mods summary

    Update 19.08.22 ============== Update: Updated shell models for 0.8.7; Added SAP shell. [HE/AP/SAP/Tracer] UAN Type 2016 by AstreTunes [1.0.8] [HE/AP/SAP/Tracer] UAN Type 2017 by AstreTunes [1.0.6] [HE/AP/SAP] 32-Bit Mega Blade by AstreTunes [1.0.1] Update: Updated shell models for 0.8.7. [AP] IJN Type 1 AP by AstreTunes [1.1.1] [HE] IJN Type 3 Anti-air Shell by AstreTunes [1.0.2] [AP] IJN Type 91 AP by AstreTunes [1.0.2] [HE] IJN Type 0 Normal Shell by AstreTunes [1.0.2] [AP] USN AP Mk8 by AstreTunes [1.0.2] [AP] USN AP Mk8 Practice by AstreTunes [1.0.2] [HE] USN HC Mk13 by AstreTunes [1.0.2] [AP] PLAN YJ-12 ASGM by AstreTunes [1.0.1] [AP] Excalibur by AstreTunes [1.0.2] [HE/AP] Huaji by AstreTunes [1.1.1] [HE/AP] Ram & Rem by AstreTunes [1.0.1] [HE] Poi by AstreTunes [1.0.1] [AP] Lance of Longinus by AstreTunes [1.0.2] [AP/Tracer] Toaru Kagaku no Railgun by YunTianJinShi [1.0.3] [HE] Nvidia GTX690 by AstreTunes [1.0.2] [HE] Samsung Note 7 by AstreTunes [1.0.1] [HE/AP] Waterdrop by AstreTunes [1.0.1] Add new: An ancient shell mod designed by NA player WhobukiJ [HE/AP/SAP/Tracer] Koi no Uzumehi by WhobukiJ [1.1.0] ============== As to the Yamato skins, content SDK haven't yet get fixed, so the Yamatoes are still staying in our dry dock
  5. AstreTunes

    [ALL] SEA group visual mods summary

    Hi Lanura, The problem that we have is that the current content SDK doesn't support aircraft, and we don't want to release mods with evident imperfections. As per WG, they plan to fix the SDK by the release of 0.8.7, means the end of this august. Once we get the new SDK we would fix our Yamatoes immediately. Best regards
  6. AstreTunes

    [ALL] SEA group visual mods summary

    I have tried this when Taiho lost her Shinden Model-wise, with the possibilities provided by the content SDK, it's a bit complicated but you can indeed swap the model of the planes... ...except one problem: When the planes rest on the deck, they have a tilt angle, which is different for every aircraft. This data is stocked in GameParams.data which is not allowed to mod. Thus if you swap the aircraft model, you will see your plane stay in a strange angle on the deck, like, the aft wheel under the deck and the front wheels floating in the air.
  7. I drew a line in 3ds max and saved it in FBX format, this is what I get: Seems that there's no specific "radius" attribute, but we can make use of the "color" property which is not useful for us, like, write the radius as the red value.
  8. I have thought about this too, but, the wire still has vertices and indices at the same time, that means it's a group of triangles just like other models. The radius sounds logical but I don't know where to apply this attribute
  9. Ok, I will have a look to this software
  10. @IsamuKondera Maybe it's not necessary to go for the FBX format. I heard that tangent and binormal can be calculated based on normal and uv coordinates - I'm not expert in computer graphics, but if it's true, we may still use OBJ files and calculate them when replacing model. For me the OBJ format is still more common and concise. What do you think?
  11. Should be tier 8 to 10?
  12. I understand. The source files should not be spread to the public, it's logical. And what we need is the capability of modifying models, not the models themselves. But I think we're about to reach the objective ?
  13. The main objective of this thread is to share everyone's knowledge and try to have a tool that help people to edit ship models. Introduction The content SDK is a good work of Wargaming. It gives us access to nearly every single file (models, textures, materials, and a lot of parameters) of a ship, but we only mod the textures in most of the cases - and that's a waste of the potential of the content SDK for sure. To release its full power, we need to have a model tool, which can be found nowhere in our days. Weeks ago, I get told by Tirpitz_1939(@Asia) the binary file structure of primitives format. Then I tried writing some codes in Matlab to read a primitives file, and it showed that this file structure is basically correct. Meanwhile, there are still something unclear in this structure, and I’m not good in programming Windows application. So I’d like to share with you what I know until now, we can have some brainstorming together, and help capable people to create the tool of dream. The file structure Our main dish is here: Some notes: 1. The unit of data length is byte. 2. When the length of a section is not an integer multiple of 4, there will be some empty bytes added to the end of the section, that make the length become a multiple of 4. For example, the first section starts by the 5th byte (because the first 4 bytes are unknown), the first section has 57 bytes, then the second section should start by the 5+60=65th byte instead of the 5+57=62nd byte. 3. The order of processing the file: You should start the processing from the last 4 bytes, which tell you the length of the “section name” section, then you go to the start byte of “section name” section, and so on… 4. All the strings are standard ACSII char arrays, just convert them byte by byte. 5. All the numerical data are in little-endian order 6. As you may have noticed, the “normal” attribute should have 3 floats, but there’s only 4 bytes for each normal. I don’t really understand how did WG stock 3 floats in 4 bytes, but here is a python code that allows you to get these 3 floats: 7. The section type could be “*.vertices”, “*.indices”, “*.armor” and “*.cmodl”. This is the case of WoWS, I don’t know what would happen in WoT or WoWP. A pair of vertices and indices could form a standard ship model part; the armor is a armor model; the cmodl however, I don’t know what it is. The armor models Guns’ “armor” type parts can be found directly in their lod0 primitives; ships’ armors are stocked in the primitives file without segment postfix in the filename. I make this specific paragraph about the armors, because they only have vertices, you can’t find any “indices” about them. Here is a xyzn vertices table of a certain part of armor on the old Yamato: There are many identical vertices, so, in fact, you just take every 3 points in order, you put them together, and you get the triangle. It’s logical. As to the normals, I doubt what they are, because if you consider them as normal you will get a very very strange surface, like this: Model file format We used to have some model tools that export models in obj format, when I used them to replace models, sometimes the normal texture didn’t work as intended. When I see this primitives file structure, I understand that it’s because of the lack of tangent and binormal. These are 2 necessary attributes to define a tangent space, but obj format does not support them. So this time, if we make a new tool, we should consider to use another 3D file format that supports tangent and binormal. For example, the FBX. If you don’t know what a tangent space is, please read this: https://docs.cryengine.com/display/SDKDOC4/Tangent+Space+Normal+Mapping And here are some ASCII FBX documentations that may help you generate and read fbx files: http://download.autodesk.com/us/fbx/2010/fbx_sdk_help/index.html?url=WS1a9193826455f5ff-150b16da11960d83164-6c6f.htm,topicNumber=d0e127 https://banexdevblog.wordpress.com/2014/06/23/a-quick-tutorial-about-the-fbx-ascii-format/ A summary of things that are not yet clear 1. The “unknown” marks in the file structure 2. The “normal” of armor vertices That’s all for now. Special thanks to Tirpitz_1939(AS) IsamuKondera(EU) and real_sytax(EU). Hope we can have some constructive discussions here and maybe finally have a model tool that we have dreamed for years
  14. AstreTunes

    ST, new type of shells

    ok thanks, I didn't read carefully...