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ShadowyBandit

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About ShadowyBandit

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  1. I feel like it is a missed opportunity to not have a bonsai themed permanent camouflage for the one and only Yamato: Cosmetic changes are a perfect way to get revenue while not unbalancing the game!
  2. This is just a funny idea I've had for a few months: a graphical/surface change to the flags and names of the tech tree nations; they would become nearby landlocked nations/microstates/states/cities . I've made a simple mod to showcase my vision: The changes I've drafted thus far are: Japan->Kyoto (city) USA->Kansas (state) UK->Sealand (microstate) USSR->Belarus (nation) Germany->Austria (nation) Pan Europe->Switzerland (nation) Commonwealth->British East Indies (company) Pan Asia->Laos (nation) France->Andorra (microstate) Italy->San Marino (microstate) The Carousel: Captains: Tech Trees: Flags as well: Overall, it's quite a silly idea but I feel like it will fit just right during April Fools day .
  3. ShadowyBandit

    .mfm change?

    Nevermind. Read AstreTune's thread and all skins are broken.
  4. ShadowyBandit

    .mfm change?

    This is my first time back to the game in a while, and I'm getting errors from my ship textures when using PnF. I have an older version of the game to extract .primitives, and everything is replaced without error; however, the textures are broken. This is the python.log: I've narrowed it down to the .mfm file giving errors, and I believe that the cause might be the image addresses not being found by the game. Does anyone have a fix or did something significant change?
  5. ShadowyBandit

    Modding Ship Model Tool: COMPLETE!

    Is this occurring when trying to import a model or activating the plugin? You have to use contentSDK with the game installed.
  6. ShadowyBandit

    pnf mod loader

    Temporary fix: Will fix all errors except extracting USN and IJN ships. I have a solution to that too. About a week prior, I downloaded the ASIA client which is still in 0.9.8, so .geometry files were not introduced yet. I've kept it at that old configuration and can unpack any ship that existed in 0.9.8. Just message me if you would like me to extract a ship for you.
  7. ShadowyBandit

    Modding Ship Model Tool: COMPLETE!

    Hehe Phalanx go brrrrrrrrrrrrr
  8. ShadowyBandit

    Modding Ship Model Tool: COMPLETE!

    ACTIVATE THE FOGHORNS! THE BLENDER MODEL EDITOR IS CLOSE TO COMPLETION! After about 3 months of hiatus, I took it upon myself to finally finish modifying the model editor, and over the last 3-4 days, It successfully edits non-weighted models: Just a simple scale of some vertices on the Haida model. Test version can be found on the Github: https://github.com/ShadowyBandit/blender-primitives-tool/tree/test Note: it is still in progress, and I will do some more extensive testing soon. Note2: The modding process is still somewhat complicated, so I will probably also release a video or wiki soon.
  9. ShadowyBandit

    ContentSDK Repair Scripts

    Relatively recently, multiple changes have caused ContentSDK to temporarily extract obsolete files that cause a game crash: I've worked with AstreTunes of SEA group to create some scripts to solve the first 4 errors. However, you cannot create new USN or IJN mods at this time: https://github.com/ShadowyBandit/unpack-tools These should fix all errors so that ModAPI can handle and apply mods.
  10. ShadowyBandit

    pnf mod loader

    Been working with AstreTunes from SEA group on a few scripts to repair what MatroseFuchs detailed: https://github.com/ShadowyBandit/unpack-tools These should repair the files so that they can be plugged into ModAPI
  11. ShadowyBandit

    Modding Ship Model Tool: COMPLETE!

    @AstreTunes I've analyzed your code and tried out some .primitives files and found that you're having the same problem as I am with ship alpha UV coordinates. Used it to convert Alaska Midfront net alpha model to obj then open in Blender to view UV maps. The general shape is correct, but the coordinates are way off. See the image: the crosshair, square, and red and white circle on the left big panel shows the location of the standard 1 by 1 UV grid, but we're getting coordinates as big as 50. The scale doesn't look very correct either. This is exactly the same map that I get. There's got to be something else we're missing. This is the most recent version from the SEA github.
  12. ShadowyBandit

    Modding Ship Model Tool: COMPLETE!

    @AstreTunes The more I dig around model modding for WOWS, the more I see your name. I've been looking at the Shogun battleship mod for the Yamato for a long time and have to ask: how did you do it? It's really a work of art and good job to the SEA group and you. I understand if it's a trade secret, although I'm guessing the WOT model editor or a modified version. Additionally, as said before, I've extracted my first contentSDK and I'm having trouble enabling as a mod, even though I haven't modified any files. I'm wondering if you are having a "critical error occured" when trying to view modded ship s in port recently. I've created the Main.py in the the parent mod folder, and it's definitely the mod causing the crash as launching it in safe mode allows it to load normally. I'm trying to find out if it's on my end or a contentSDK bug. There haven't been any bug reports on the forums that I know of recently, so I might repair the game. I noticed in a post you said that in 0.9.7 SEA Group mods are bugged, so I'm thinking this might be it? If this is true, then I might just use the old folder spam method to plug my models in (creating a content folder in /res_mods/, then a gameplay folder, up until the corresponding unpack folder to trial test models and code. Lastly, I've noticed before that there are a lot more in the models for a ship such as life boats, rafts, etc. that aren't in the given primitives. How did you deal with this in the Shogun Battleship or your .primitives to .obj program? Is there a .mfm or .model file that stores auxiliary model files used? I really didn't know I was in the presence of a master of the WOWS modding community, and again thanks for all the discoveries you've given me.
  13. ShadowyBandit

    Modding Ship Model Tool: COMPLETE!

    So update, I've taken a break for about a month. So far, the import is mostly working, the only strange UV problem I have is that the coordinates don't line up. I'm basically only using the Haida model, will test out others later, but the UV map for most of the alpha models are wrong. There was also a content SDK bug so I couldn't efficiently test out my outputs for a while: https://forum.worldofwarships.asia/topic/37381-a-simple-step-by-step%C2%A0guide-to-extracting-and-preparing-pnf-modding-files/?do=findComment&comment=507087. I've finally figured out my stupidity and made the extraction work. So far, hull exports give errors and game crashes, but gun exports seem to be ok, just a few shading errors possibly from duplicate vertices. I think I'll first try to make the gun exports work first.
  14. ShadowyBandit

    Modding Ship Model Tool: COMPLETE!

    Should clarify, I use the Haida Midfront for all my tests because it contains almost everything: alpha, wire, and standard. The large UV map I got was from the bridge window. Will test out some other alpha models. I didn't know that WG packed the normals in wire models differently, thanks. Did you find out what the r in wire models means?
  15. ShadowyBandit

    Modding Ship Model Tool: COMPLETE!

    @AstreTunes Are you getting a good uv map out of alpha models? I seem to only get points when I interpret as (x, z, y, n, u, 1-v, a, b). However, if I interpret as (x, z, y, n, a, b, u, 1-v), I get a rectangle that is too big and has some coordinates of around 2. Do you have this problem?
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