[BMS Tool] F4 3D Database Builder - v4.8
-
I don’t understand you request Arty? Sorry.
Why?
I don’t understand what you want either? … why? where? a link?
I don’t understand ?
?
Sorry.
HAHAHAHAHA!! :dhorse:
C9
-
I don’t understand you request Arty? Sorry.
Originally Posted by Arty View Post
Could you have an xml or xls export on parallel?Why?
Because having all info in the xml (we already have the core DB now) the theater developer can keep track of changes more easily. Also a 3dparty dev (coder) might create a tool to easily manipulate such things. Right now theater dev’s - modders keep track of changes on txt or excel files and in some cases it’s unorganized. having such a list u can mark down and add your notes and once the new vanila comes out u can more easily compare and find what is changed and decide to reapply changes or keep new vanila records and add your previous changes as new records. On this aspect though it’s easier to use the generic naming of parent ad lod in the filenames in the parent folders it doesnt help much on massive changes… imagine a theater like (imaginary scenario) EMF that has double the records the vanila db has.
Originally Posted by Arty
be a link or record in the produced file like this parent has those lods and those textures?I don’t understand what you want either? … why? where? a link?
link like indexing reference numbers like parentxxxx same as u have the folders naming but have it on a list. Having also the dat data on the list would be good. Like I changed parent 1866 with xxxx I have 5 lods (vanila had 3) and also for this I use the textures xxxx.dds xxxx1.dds and xxxx2.dds when vanila used vvvv.dds
Now as of the dat file info using as reference the 1866 (4.34) parent it has inside vanilaDimensions = 10.000000 -4.300000 3.300000 -0.500000 0.500000 0.018096 1.031310 TextureSets = 1 Switches = 2 Dofs = 0 AddLOD = Model_0.LOD 70.000000 AddLOD = Model_1.LOD 300.000000 AddLOD = Model_2.LOD 20000.000000
But the theater dev made it:
Dimensions = 10.000000 -4.300000 3.300000 -0.500000 0.500000 0.018096 1.031310 [b][color]TextureSets = 3[/color][/b] Switches = 2 Dofs = 0 AddLOD = Model_0.LOD 70.000000 AddLOD = Model_1.LOD 300.000000 AddLOD = Model_2.LOD 20000.000000
So the developer can with a simple excel spot the changes. he can flag crucial for his theater so re do the changes in new vanila after bms update and have a full EXACT track what he must change and not forget anything or search in notes papers bla bla
Originally Posted by Arty
the info is in the dat file of each parent folder named as parent.dat
the ones in the LODs folder what are they?I don’t understand ?
I explained about the dat info inside wanting it on the xml list above.
About the LODs folder.
I see now in 4.34
15 LOD files that all look like ultra low tris models of aircraft single engine double engine propeler ground vehicle and a battle ship , probably they are used for the far lods from the code or they are leftovers of tests not belonging to a parent?Originally Posted by Arty
and textures????
Sorry.
In textures folder I don’t see any textures just 8042.BMP.
shouldn’t all textures be there?
u have the waterfall of textures… where do they belong? ok they are declared in the LOD. yea but now I can’t use LE to get a list of used textures or browse quickly to spot it… MC u will say, ok but not ok MC doesn’t export the list if i’m not mistaken.Now to put it all together to complete the puzzle.
Even in excel (nor to say on a 3d party tool) u can combine this list I ask for with the lists of the xml’s of the core DB (ACD/CT/FED/RWD/UCD/VCD etc) and have all your changes - alterations in one place - one tool for all those. Also about models yea parent 1866… what the heck is it? go to the folder and open the lod… oh it’s an F-16 oh I want to change this or add textures… errrrr is it the 1866 the correct?
Open Falcon editor go to the thing find the thing get back do the change take a note (yea right you want and notes after all this running) to have it fo reference for the next vanila update by BMS.The next step is to flag (data entry) and color flag those alterations compared to the initial vanila.
The next step when 4.34.1 or 4.34.2 comes to compare all three
1. 4.34 vanila
2. your theater
3. 4.34 U1and have a quick glance ok those are altered those are my changes what do i keep what do i switch what I must re add as new. That’s just the takes notes and have them organized part.
Now the next step (imagine like Kolbe’s keyfiles excel) ok let’s ask the choices and do the hard work for the theater dev to have his compatible to 4.34 U1 theater in just as long as his cpu and hdd are fast…
U can create the command lines and script them to perform the commands, move files, create folders and put files there, or provide to u the commands in a list and kindly ask you to perform them one by one or copy paste them to powershell or whatever (bat file?) and do the dirty work…Yesterday I did a basic comparison on vanila with EMF and I believe it’s a nice thing as you see all the changes in front of you right away, I can even filter them and see only the changes.
Damn I got tired… :lol:
And than comes this bad guy Falcas and says don’t do the xml in excel as everything will get fubared… I spit on you… :lol: :rofl:
Joking m8, I know you do it to protect us, please don’t misunderstand me, but doesn’t it get the AAAAaaaaaarrrrgggggg out of u when you think you can do it and sparkles suddenly light up all over the place, and one tells you “No” just “no”? :lol: -
@Cloud:
HAHAHAHAHA!! :dhorse:
C9
Hey C9 thank you very much for the constructive post.
Please keep up the good work.
-
In textures folder I don’t see any textures just 8042.BMP.
shouldn’t all textures be there?
u have the waterfall of textures… where do they belong?The textures don’t need to get “extracted” from DB, because they already resist in
\KoreaObjThe readme says you should just rename the .bmp to the highest texture number
found in \KoreaObj before you rebuild the DB.
So old tools will be able to read the DB and texture offsets if the
DB is < 2GB and “/build_old” methode is used.Cheers, :yo:
LS -
Jesus Christ Arty. How can you type so long posts every time?
-
-
The man had questions i tried to be as much detailed add i could.
@Lazy sure the textures are there but which goes where? Like 3ddbuilder extracted all Lods and parents in one folder… u imagine the mess…
Hmmm thinking of it maybe it would be better in one folder…
Naming:
1869Parent.dat
1869LOD1.lod
1869LOD2.lod
1869LOD3.lodEasier and less clicks…
Anyway the point is in all those textures u dont have the usage reference.Example… one guy wants to create new textures for an aircraft all airports runway taxiway. How will he spot them and keep track of changes?
Sent from my SAMSUNG-SM-T818A using Tapatalk
-
The man had questions i tried to be as much detailed add i could.
@Lazy sure the textures are there but which goes where? Like 3ddbuilder extracted all Lods and parents in one folder… u imagine the mess…
Hmmm thinking of it maybe it would be better in one folder…
Naming:
1869Parent.dat
1869LOD1.lod
1869LOD2.lod
1869LOD3.lodEasier and less clicks…
Anyway the point is in all those textures u dont have the usage reference.Example… one guy wants to create new textures for an aircraft all airports runway taxiway. How will he spot them and keep track of changes?
Sent from my SAMSUNG-SM-T818A using Tapatalk
Not sure if I got you Q correct.
Anyway, you can load each .LOD into LE and look what texture the model use.
You can also add texture sets to the .LOD using edit mode -> doubleclick Root node …When added texture sets to the .LOD then adjust Parent.dat and rebuild DB.
Once DB is rebuild you can use the tools to check if all is OK.
Cheers, :yo:
LS -
Because having all info in the xml (we already have the core DB now) the theater developer can keep track of changes more easily. Also a 3dparty dev (coder) might create a tool to easily manipulate such things. Right now theater dev’s - modders keep track of changes on txt or excel files and in some cases it’s unorganized. having such a list u can mark down and add your notes and once the new vanila comes out u can more easily compare and find what is changed and decide to reapply changes or keep new vanila records and add your previous changes as new records. On this aspect though it’s easier to use the generic naming of parent ad lod in the filenames in the parent folders it doesnt help much on massive changes… imagine a theater like (imaginary scenario) EMF that has double the records the vanila db has.
Database is in xml … one can convert the file in xls!? I still don’t understand. What “info” are you talking about?
15 LOD files that all look like ultra low tris models of aircraft single engine double engine propeler ground vehicle and a battle ship , probably they are used for the far lods from the code or they are leftovers of tests not belonging to a parent?
This will probably disappear in the future.
In textures folder I don’t see any textures just 8042.BMP.
shouldn’t all textures be there?Nope.
Textures are in KoreaObj & KoreaObj_HiRes
Anyway the point is in all those textures u dont have the usage reference.
Example… one guy wants to create new textures for an aircraft all airports runway taxiway. How will he spot them and keep track of changes?
Welcome to my (our) world. LodEditor is (AFAIK) the only way to track texture IDs.
-
Database is in xml … one can convert the file in xls!? I still don’t understand. What “info” are you talking about?
This will probably disappear in the future.
Nope.
Textures are in KoreaObj & KoreaObj_HiRes
Welcome to my (our) world. LodEditor is (AFAIK) the only way to track texture IDs.
Yes db is in xml . All the info is all the data from the db. Nothing else. I’m not asking for something to what you quoted. The quotation you made the info look different i mean.
Maybe an example would be more explanatory for what i mean for the whole idea.
Sent from my SAMSUNG-SM-T818A using Tapatalk
-
Not sure if I got you Q correct.
Anyway, you can load each .LOD into LE and look what texture the model use.
You can also add texture sets to the .LOD using edit mode -> doubleclick Root node …When added texture sets to the .LOD then adjust Parent.dat and rebuild DB.
Once DB is rebuild you can use the tools to check if all is OK.
Cheers, :yo:
LSLazy the q is if 3ddbuilder could toss and the textures inside the parent folders. Simple as that.
So u have it all in one place in the folder,
Patent. Dat
Lod1
Lod2
Lod3
1.dds
2.dds
3.ddsWhy? Dj said it, welcome to our world.
Sent from my SAMSUNG-SM-T818A using Tapatalk
-
As dev we have exactly the same limitations as the public users. We use svn repositories to maintain history of all our db/3ddb changes, we also use referential files (updated manually) to know which texture files are used or not, etc. I’m not coder but maybe it is simply not possible to “extract” the texture number used from the lod file. We do with what we have now and we are able to do the job. All is about organisation for every bms dev and public dev.
-
So u have it all in one place in the folder,
Patent. Dat
Lod1
Lod2
Lod3
1.dds
2.dds
3.dds“Not” possible … or let say, not more practical since many textures IDs are shared by two (or more) 3D models.
-
well DJ I disagree.
no issue if the same id’s are shared.
u will have an issue if u have a texture repeated 20-30 times in 20 30 folders?
No.
Cause u have a different task, u develop. The resulting outcome will be in one folder so for the user will be one.
So the loss is just some mb or gb in your hdd, but u have the quick reference for the files.Now in develop if you have all dat lod dds files in one folder you will have the same issue to find easily the lods - parents that are shared like damaged and destroyed models.
now where are those declarations? not in the dat but in the core db…
so you must go back to the falcon editor and open one by one to find.My main goal is not edit add update a single record for a vehicle or a feature.
It’s the update procedure of theater DB from current status to the new vanila from BMS.
In those cases working and having all the data and manipulate them in table structure is the way to go of instead one record of each table at a time and have somewhere some notes with your changes.
It’s doable but way time consuming.
we have most of the data and only a few parts of the puzzle are missing.I never said you dev’s have other tools or it’s easier for u. but you could also benefit from this.
-
u will have an issue if u have a texture repeated 20-30 times in 20 30 folders?
No.Of course you will.
1 - pointless space used on hard-drive (duplicates)
2 - pain to manage texture updates and versions
3 - which one will be used by code id multiple same IDs are found
4 - nightmare for maintenance (any updates will require to track, found and update each folders
…A texture is not loaded by a given LOD id … you can’t have duplicates.
-
Now in develop if you have all dat lod dds files in one folder you will have the same issue to find easily the lods - parents that are shared like damaged and destroyed models.
now where are those declarations? not in the dat but in the core db…
so you must go back to the falcon editor and open one by one to find.To find what? …
If you want to find easily what Parent is used by a CT … just go into Class Table and sort them in numeric order:
…
Or I still do not understand you point (?)
-
can you take notes on FE? no.
Do you have the dds associated? no.
Can you spot the differences for mass update from your current theater db to be compatible with the new 4.34 U1 DB? no
Can you mass manipulate and apply changes to the new 4.34 U1 DB and have a compatible theater with 4.34 U1? no. -
Do you have the dds associated? no.
The only way to know which texture files are used by a LOD is the use of the Lodeditor tool
Can you spot the differences for mass update from your current theater db to be compatible with the new 4.34 U1 DB? no
Yes, we have a history of all change but it is internal to bms dev
Can you mass manipulate and apply changes to the new 4.34 U1 DB and have a compatible theater with 4.34 U1? no.
We are only responsable about the official bms theater : KTO
-
So *** heads up here *** before transition to 4.34 get the list and keep it from LE. My precious… :lol:
Ok you have your history so we-they (theater dev’s) must keep their history of all changes. This is what I’m talking here. A tool or a way to have that history of changes in one place for all and be more efficient and why not use it to easier produce theater updates when BMS updates the vanila DB.
Well you are responsible for vanila theater only but your actions affect other theaters. I’m not saying u shouldn’t but it’s a fact we can’t avoid and it’s good to advance but burns down theater dev’s loosing time for compatibility maintenance when on the same time they could spot and fix errors on their theaters (which we all know are many) or enrich their theaters campaigns etc…
You (BMS team) took a very very good step with the xml db schema, I’m just pushing it to make it more efficient and save time to all theater dev’s that live the pain of conversion each time an update comes… also that way transition from one theater dev to another will be a walk in the park instead of diving in to deep and re invent the wheel.
-
@Bad:
Yes, we have a history of all change but it is internal to bms dev
Hey BB as you know we even don’t have a full history of all change expect by comparing with WinMerge each .XML changes. Don’t let them think that we have any kind of usable change-log for 3rd party Devs.