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Posts posted by mue
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You are right it's not an application crash, its a Application error.
Mue, sorry for the misunderstanding. i was under the impression that it could open stock LOD files.
Yes lodviewer can open the locked objectdata002.cat. For me it works.
I don't know why the application crashes for you.
Maybe your objectdata002.cat is different from mine although we have the same patch level jul2013.
I don't understand the locked cat format fully, but I could it reengineer enough to open my exemplar of objectdata002.cat.
My objectdata002.cat has the following properties:
Size: 355.175.658 Bytes
Checksums/Hashes:
CRC-32: 26deb66a
MD4: fc9ad4a71a0ad5bc33666d364e219b69
MD5: 6b8d2c47c201cf97acb8d798d69d2f9c
SHA-1: 9c35aeaaa7ba9a5ed0a611cf08cd048f47567e02
Can you compare it with your objectdata002.cat please?
Btw: Can anyone else read locked lods with lodviewer?
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Hello Mue,
The application turns grey, And I get a message "LODViewer has stopped working"
I'am unable to post screenshots, when I try I get this message "You have exceeded your allotted disk space for attachments"
My specs:
[Version]
BuildDate=Jul 2013
StrikeFighters2=TRUE
StrikeFighters2 Vietnam=TRUE
StrikeFighters2 Europe=TRUE
StrikeFighters2 Israel=TRUE
StrikeFighters2 Exp1=TRUE
StrikeFighters2 Exp2=TRUE
StrikeFighters2 NorthAtlantic=TRUE
StrikeFighters2 Exp3=FALSE
[OnlineNews]
LastUpdateVersion=Jul 2013
LastDLCCount=29
[DLC]
DLCData001=TRUE
DLCData003=TRUE
DLCData004=TRUE
DLCData005=TRUE
DLCData007=TRUE
DLCData010=TRUE
DLCData011=TRUE
DLCData017=TRUE
DLCData018=TRUE
DLCData021=TRUE
DLCData012=TRUE
DLCData015=TRUE
DLCData016=TRUE
DLCData023=TRUE
DLCData024=TRUE
DLCData025=TRUE
DLCData026=TRUE
DLCData014=TRUE
DLCData020=TRUE
DLCData008=TRUE
DLCData028=TRUE
DLCData029=TRUE
I have also a fully merged installation, but no DLC. And it works here besides that lodviewer can still not read the cat files from SF2NA and the expansion packs, but it does not crashes.
I'm curious what cat files do you have in your Objects and Terrains directories. Probably DLC cats are saved there?
What you can try to do is to create a "fake" SF2 installation directory. In the fake directory create the subfolders Objects and Terrains and copy one cat file after the other into those directories. Test the lodviewer after each cat file copy with that fake directory and see with what cat file the program crashes.
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Just to let you know the V0.1.2 worked fine on my laptop, Textures were nice and clear. My only wish is that your program worked with Win XP, but i just swap stuff via Flash drive, so i can live with it. Keep up the good work and Thanks.
Have you tested the latest version with windows xp? I changed a compiler setting for compiling the exe. Now the programm starts on my windows xp system, but then the graphic card driver crashes. I'm curious, probably it works for you?
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It's update time again.
Version 0.2.2
-bugfix: texture files with extensions different from the one referenced in the lod file were not loaded correctly
Hi
Just one porblem, for Veltro's vautour, I cannnot visualize the textures :
http://combatace.com/files/download/15006-so-4050-vautour-iia-idf-package/If I load the ini files (VautourA_IDFcamo.ini or VautourA_IDFSilver.ini) I can see the textures.
Hello MUE,
I get a appcrash as soon as I select my SF 2 install folder. When I have "use CAT files" checkbox selected (C:\Program Files (x86)\ThirdWire\Strike Fighters)
If I deselect "use CAT files" it works but I get the message "Coild not load LOD file" when selecting a stock thirdwire aircraft.
I have put "LODViewer.exe" in the anti virus allow list. And tried running it "run as administrator" but no luck.
I can only view third party arcraft.
Do you have any tips ?
Thank you in advance.
What patch level do you run. Which sims (SF2, SF2V, SF2E,..) have you installed?
Does it really crash or is the program "hanging"?
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Those who see only black textures, please try this update version 0.2.1: LODViewerUpdateV0.2.1.zip
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OK I copied in the update, now it only shows a black model, i tried .jpg,.bmp, no .ini / With the .ini. Put texture files in a folder with just the lod. Tried SF2 cats, 2009/ 2013, Still no textures. Left click won't select mesh. Click on Tree then can't deslect. Right click dose nothing.. So what am I missing or doing wrong. Cat pointer won't load .lod from cat file not sure if It can?
I could reproduce the black texture bug on an ati graphic card. Do you have an ati card? At home I only have nvidia cards, therefore I didn't notice this bug. I will fix it asap.
But selection with the mouse should still work. Also right click in the node list window and material list window should work.
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Not sure if I'm the only one, but I'm getting this issue upon opening the file...
Probably you downloaded only the update zip file. You still need the version 0.1 zip file. It contains all libraries. Then you copy the content of the update zip file into the LODViewer directory of the version 0.1 zip file.
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Ok, version 0.2 is ready.
Whats new?
- Lod files can be opened via opening ini files
- Needed files (textures, lods) are read from cat files (patch level jul2013). Enable this feature in Extras->Settings. You must also set the SF2 installation directoy path.
- 3D coordinates are shown
- Display and export of uv maps
- Improved texture file lookup
- Filename can be passed as commandline argumentThe update zip file: LODViewerUpdateV0.2.zip
Copy the content of this zip file (LODViewer.exe and readme.txt) into the LODViewer directory of the previous version 0.1 (overwrite the two old files).
Version 0.1 can be downloaded here: http://combatace.com/topic/85079-lod-viewer/?do=findComment&comment=684342
Have fun!
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I have no plans to write a converter.
The LODViewer is in fact a first step to a bigger project. For me it helped me to get familiar with the Qt-Toolkit and to see if I can display LOD objects with textures via OpenGL.
The bigger project will be a target area editor. With this program it should be possible to place target objects interactive into the 3D scenery (inclusive displaying of TODs and tiles).
But before I start with the target area editor I work on an update of the LODViewer.
Unfortunately my free time is limited, so please be patient!
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Ok, I need your help.
To get the texture file handling in the next version of the LODViewer right I need information about how and in which order the game engine is looking up texture files.
This is what I think to know:
First the game searches in the texture directory specified by "Directory" under [TextureSetXXX] in <LOD>.ini. It searches for the texture file specified in the lod file (eg. fuselage.bmp).
If it's not there then its looking for texture files with the same name but different extensions/types (eg. fuselage.jpg, fuselage.tga, ...). Does anybody knows which file formats the engine supports?
If a matching file is still not found then the game searches the directory in which the *.lod and *.ini files reside.
If there is also no matching file then the game is searching in the *.cat files.
Can someone please confirm this or correct me otherwise? Thanks! -
Object rotations: I can't get it to rotate the direction I want, Maybe I'm I too used to 3dmax, or it might be my mouse. Still, it's a very nice tool.
Question: what mesh 'Piviot Point' dose it use? And is it selectable?
I don't know the rotation behaviour of 3dmax but I can descibe what my program does:
In the default position the rotation center is the center of the objects bounding box. But this rotation/view center is changed by view translation (right click + move) along the current view axes. The rotation is always around the current view center either around the current horizontal view axis (left click + moving up down) or the vertical view axis (left click + moving left right).
It needs a UV viewer as well. It's great to be able to see all the parts. But you need to know where the parts are on the .bmp to paint them. Is that a possibility?
I don't know exactly what an UV viewer is. Is it drawing of the mesh on the bitmap like this:
Then the answer is yes, it can be done.
If a texture is altered mue...is it possible to refresh LOD and it will update?...or need close and open it every time alter texture?...ty...good to see its the mig 29 I updated you chose...lol
A texture reload button is on my todo list. As a workaround you can reselect the texture directory in the combo box (if the directory is shown there) for reloading the textures.
Very useful. Thanks very much. What would it take to make a Windows XP-compatible version?
I don't know yet. I will try to make the next version XP-compatible.
Great tool !
Since this tool is able to rebuild the vertex, lines, and faces in scenario, I am curious about that: is there any possible to write a plug-in which can import LODs into 3Dsmax ?
Well, THAT IS JUST CURIOUS..... I have to say, tools of importing exported models is a.... double-edged sword. But at least, importing plug-ins for .bundledmesh and .W3D greatly expand the mod achievements of BF2 and C&C.
Theoretically it should be possible. But I don't know if it's beneficial to the community. Not everybody wants that his 3D work is converted and used/altered by others. But I don't know how the community thinks about it. I'm only guessing here.
I think more beneficial would be exporter for free/cheaper 3d designer applications like blender. But for writing an exporter one has to know the complete lod format. And I still don't understand parts of the header and the material description :-(
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First, Sorry for the inconvenience regarding the file hoster.
Because of the upload limit (1 MB) on combatace.com I couldn't upload the 7 MB zip file. So I used a random file hoster.
Of course I tested the download link. And this is what I get:
One simple button for download. No ads. I found that ok.
So I couldn't believe that you guys get popups, malware warning and the likes.....
Eventually I figured it out: I have an adblocker browser addon installed and you probably not.
So I tested it with the adblocker disabled:Two more download buttons, that are actually ads and link to malware crap.
Once again, sorry!!
Regarding your problems:
If texture folders are not selectable, that probably means the ini file couldn't be read. The program assumes the ini file of the same name as the lod file. But it seems thats not always the case. The feature "File->Open the ini file and then the program opens the referenced lod file" is on my todo list for the next version.
Regarding problems with textures are not shown:
Either...
the program couldn't find the files: the programm is file extension/type sensitive. E.g. if the lod file references "texture.bmp" the file has to be "texture.bmp" and not "texture.jpg" or "texture.tga". Probably the game engine is file type insensitive, right? So its on my todo list.
Or...
the format couldn't be read. I know of problems with some tga files.Mue, random question, but this will only show one lod at a time, yeah? ie, If I'm using a model with additional added elements like the Altas Cheetah, can I get the additional lods to show as well? Oh, and I love this, btw! Thanks!
How is the additional lod referenced? In the ini file?
Hopping the. View rotation gets a refinement,
Can you give me more details, please.
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I wrote a tool that someone may find useful: a LOD viewer.
I tested it on Windows 7 and 8. Unfortunately it doesn't run on Windows XP.
From the readme.txt:
LODViewer Version 0.1
Author: mue
Use at your own risk. The program is free for personal, non-commercial use.
Usage:
LOD files are loaded with File->Open...
The program also tries to read the ini file with the same basename (eg. tank.lod -> tank.ini) for textureset information. The texture directory can then be selected via the texture directory combo box. If no ini file is found or it does not contain textureset information then the texture files are assumed in the lod file directory.
The left upper window shows the node structure: node names and material ids. Nodes can be selected with left click and deselected with ctrl+left click.
The lower left window shows the texture file names of the materials.
The right graphic window displays the 3D view of the lod object. The view can be manipulated with the mouse:
rotation: left click + move
translation: right click + move
zoom: mouse wheel
reset view: middle click
Nodes can be selected with ctrl+left click, and deselected with ctrl+left click on a blank area.
Selected nodes are highlighted in red. Nodes whose texture couldn't be read are displayed in green.
Known issues, missing features, bugs:
-simplistic lighting (no specular, glossiness, reflection, bump mapping,...)
-no transparency
-no decals
-problems with reading some tga files
Screenshot:(Download link temporarily redacted)
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For aircraft objects the maximum drawing distance is limited to 6.7 nm. See here: http://combatace.com/topic/82507-some-tests-regarding-aircraft-drawing-distances/
I don't know if ships fall into this category.
But for target objects the maximum drawing distance can be increased. You have to change "MaxVisibleDist" in <terrain>_types.ini and (LOD) "Distance" in <targetobject>.ini . See here: http://combatace.com/topic/81464-increasing-the-view-distance-of-target-objects/
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The only missing/unknown parts are the exact format of the shadow data and the 8 bytes after the object center position (These 8 bytes were alway zero btw.). I think with the current info it should be possible to write a tod editor (at least for non shadow casting objects).
While I played with the terrain editor I found the following: If I placed y-trees on a tile the terrain editor created a tod file, whose format didn't matched my findings. So my question is: Has anyone created a tod file with y-trees? And does this tod file work in the game engine?
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Some updated information about the tod file format:
number variable type description of bytes 4 integer number of solid objects 4 integer number of alpha objects n objects data (see below) for each object: 4 integer chance in % (probability of appearance) 4 integer number of vertices 4 integer number of triangle vertices = 3 * number of triangles 4 integer number of triangles 32 * number of vertices vertex data (see below) 2 * number of triangle vertices triangle data (see below) 4 integer 0 = don't cast shadow and no shadow data follows, 1 = cast shadow and 292 bytes shadow data follows 0 or 292 73 floats ? shadow data (8 vertices + additional information) ? 4 float object width / 2 4 float object length / 2 4 float object height 4 float rotation angle around z axis (in radians) 4 float max. horizontal extension / 2 4 float object center position x 4 float object center position y 4 float/integer 0 ? 4 float/integer 0 ? for each vertex 4 float position x 4 float position y 4 float position z 4 float normal x 4 float normal y 4 float normal z 4 float texture coordinate u 4 float texture coordinate v for each triangle 2 short integer vertex index 2 short integer vertex index 2 short integer vertex index
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Object Chance, is exactly what it says it is. TOD objects are present 100% of the time, as they are for all intents and purposes, permanent terrain objects.
Is the 100% probability always used for tod objects or are there also tod objects with a probability other than 100%?
I ask because a for me unknown data in the tod files always has the value 100, so maybe this data is this "chance" value.
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By the way, what das "ObjectXXX.Chance=100" in the tod.ini mean?
Back to the tod format:
I wonder why the object dimension, angle and position are in the tod file. For display purposes the vertex and triangle data should be sufficient.
Probably for height adjustment in the terrain or for collision detection? Are tod object collidable or destroyable?
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don't forget, those shown are NOT the stock TODs. The location and size of the buildings and trees show they're Stary's. His city items tend to be one or more very large groups of buildings, unlike the stock single buildings.
What isn't shown are the locations (x/y coordinates), that are only available in that particular tiles tod ini.
But still, a good find!!
Sorry, I don't understand what you want to say?
There is no difference between stock and modded TODs. Both have the same format. Both are created by the Terrain Editor and can be read by the game engine.
The object coordinates can be read from the TODs. In the format description above I named them "object center position x" and "object center position y".
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Hope this month will allow me some time to look a the TOD's again, as to read the tree and building locations.
You may find this helpful. I opened a new topic: http://combatace.com/topic/84706-tod-file-format/
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For those who may be interested...
this is what I found out about the tod file format.
Maybe someone can help me to fill the gaps.number variable type description of bytes 4 integer number of solid objects 4 integer number of alpha objects n objects data (see below) for each object: 4 integer ? 4 integer number of vertices 4 integer number of triangle vertices = 3 * number of triangles 4 integer texture id ? 32 * number of vertices vertex data (see below) 2 * number of triangle vertices triangle data (see below) 4 float ? 4 float object width ? 4 float object length ? 4 float object height ? 4 float rotation angle around z axis (in radians) ? 4 float ? 4 float object center position x ? 4 float object center position y ? 4 float ? 4 float ? for each vertex 4 float position x 4 float position y 4 float position z 4 float normal x 4 float normal y 4 float normal z 4 float texture coordinate u ? 4 float texture coordinate v ? for each triangle 2 short integer vertex index 2 short integer vertex index 2 short integer vertex index
For testing purposes I extracted and displayed the object meshes from the vietnamC1.tod and vietnamG1.tod files (I think from the vietnam expansion pack). See the pictures below.
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This has been discussed many times over the past decade, and I am done with providing images to prove it. The limitation is pixel size, and the actual limit is the point at which you can render one pixel. Also, if you zoom in from the cockpit, you can see (or at least used to see) a bomber rendered out to 17-18 nm, and a fighter at least half that distance.
I tested the patch level Jul 2013 and I definitely notice the limit at 6.7 nm. Probably you remember older patch levels without this limit?
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Lately I read in the forums some complaints about the too short drawing distance of aircraft in sf2 and how it is not moddable.
So I decided to make some tests.
My test setup:
Screen resolution: 1920 x 1080
Game graphic settings: unlimited (horizon setting: very far)
Strike Fighters 2: Vietnam (Jul 2013)
I used two different aircraft: B-52D and MiG-17. I made the tests with three different zoom levels: gunsight view (fov = 30°), normal cockpit view (fov = 60°) and wide cockpit view (fov = 90°). Further, I varied the LOD005 Distance settings in the <aircraft>.ini .
In the following tables you can see the distances at which I could spot the aircraft:
aircraft: B-52D
fov: 30° 60° 90°
LOD005 Distance:
24000 (stock) 6.7nm 6.7nm 5.3nm
30000 6.7nm 6.7nm 6.7nm
aircraft: MiG-17
fov: 30° 60° 90°
LOD005 Distance:
10000 (stock) 6.7nm 3.8nm 2.2nm
20000 6.7nm 6.7nm 4.4nm
30000 6.7nm 6.7nm 5.1nm
I came to the following conclusions:
1.) The maximum drawing distance is locked at 6.7 nm. And this can't be exceeded by increasing the LOD Distance settings. (Ok, that's nothing new. It was already described here: http://bbs.thirdwire.com/phpBB3w/viewtopic.php?f=5&t=8850 )
2.) With stock LOD Distance settings the drawing distances for fighter aircraft in normal and wide cockpit views are very short. But you can increase the drawing distances in normal and wide cockpit views up to the 6.7 nm limit by increasing the LOD Distance settings.
Of course, you will not see the aircraft unless it has the projected size of at least one pixel. Because of that I saw the MiG-17 (with fov = 90°) at 5.1nm and not 6.7nm.
(Mathematical backing: An object that appears on the screen as a single pixel has the distance = (object size * (screen resolution width / 2.0)) / tan(fov / 2.0)
With object size = 10 meter (MiG-17 wing span and length), fov = 90°, resolution width = 1920, the distance is 9600 meter = 5.2nm. That matches my observation.)
Overall, apart from the 6.7nm limit, it seems the rendering is not that unrealistic. -
I have the following problem: Target objects are shown only if I'm very close to the objects. Moreover the distance where the objects appear depends on the field of view (fov). The most time I use a fov of 90 degrees. With a smaller fov (= zoom in) the maximum view distance of the objects is greater.
Take, for example, the (stock) warehouse in the range terrain: With fov = 90 deg the warehouse appears at ~3 nm, with fov = 60 deg it appears at ~5 nm and with fov = 30 deg it appears at ~12 nm. At fov = 90 and 60 deg I think the maximum view distances are way too small.
The only solution I found to increase the maximum view distance is changing "MaxVisibleDist" in <terrain>_types.ini and (LOD) "Distance" in <targetobject>.ini. But it's a little bit tedious to change every single object. For the warehouse I set in range_types.ini "MaxVisibleDist" and in warehouse1.ini "Distance" both to 60000.0 Now the warehouse appears with fov = 90 at ~9 nm. Thats ok for me.
Does anyone know how "MaxVisibleDist" and "Distance" result in actual maximum view distance at a given fov?
Is there an easier way to increase the view distances, without changing every single object?
LOD Viewer
in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Posted
Strange. What error message do you get? I can load both aircraft. Its in ObjectData009.cat. Do you have it?