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Thread: Examining models_naval tables and CA's ship model

  1. #1
    wangrin's Avatar Unguibus et Rostro
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    Default Examining models_naval tables and CA's ship model

    CONTEXT Naval modding is one of the "dark" aspect of TWS2 modding and none had been yet able to create new ship.

    One aspect of the problem is that it is not yet possible to edit models_naval tables.
    These tables are extremely complex, containing 3d data.
    But, using both the only one raw model provided by CA (bow_kobaya) and its naval_tables, it should be possible to find most of the tables structure.

    The other aspect of the problem is that none, as far as I know, had try to create a new ship using the CS2 converter and BoB.
    This means that we have frst to "explore" the bow_kobaya.max model to undertand how the model is built.


    GOALS FIRST STEP :
    To determine the structure of models_naval tables
    To determine the structure of ship models (.max and .xml files)

    SECOND STEP :
    To determine a process to edit models_naval tables
    To create a very simple ship model

    FURTHERS STEPS :
    ...


    KNOWLEDGE NEEDED MODELS_NAVAL TABLES STUDIES :
    reading xml file
    using hexadecimal editors
    data types

    BOW_KOBAYA MODEL STUDIES :
    3ds max
    modeling


    PRIMERGY'S EFLINE TOOL

    Usage:

    Extract the folder and copy it to 3dsMaxdirectory/scripts/
    Run by clicking on Maxscript, run script --> EFtoolsbuttons - this opens the dialog.

    Create a new Spline with only two points. First set the properties (which building piece, which destruction level) and which type it has. Different types have different effects. "Low wall" makes soldiers kneel while firing and so on.
    Then use the add direction button, afterwards you are good for exporting. Choose a directory and a name which fits with the building name (like acw_eftest_tech.xml")

    Use Bob and have fun with your garrisonable building.

    Attachment 307336

    Example:

    Spoiler Alert, click show to read: 


    Primergy (#109)
    Last edited by wangrin; August 15, 2014 at 02:50 AM.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  2. #2
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Examining models_naval tables and CA's ship model

    [RESERVED] MODELS_NAVAL TABLES

    IDEA :
    The idea is to begin to work on bow_kobaya files provided by CA and compare them to bow_kobaya models_naval tables.

    DOCUMENTS :
    • logic.xml (raw_data\art\battle\naval\models\ships\Bow_Kobaya from Assembly Kit)
    • Bow_kobaya_release.max (raw_data\art\battle\naval\models\ships\Bow_Kobaya from Assembly Kit)
    • models_naval tables extracted from TWS2 using PFM

    TOOLS :


    EDIT : I've modified the attachment, adding the S2TW models_naval tables instead the ETW ones... sorry for this mistake.

    DONE :
    • EFline
    • Cannon
    • Collision
    • Deck (some extra-data compare to .xml file are unknown)
    • Pipes (some fields still unknown)
    • Buoyancy

    TO DO :
    • damage_model
    • custom positions


    BUOYANCY - by manolops3


    logic.xml :
    Code:
    <buoyancy>
            <bobby id="0" mass="1417.92" radius="1.227" x="1.418" y="-0.406" z="0.334">
                <breach radius="0.878" x="0.0" y="0.0" z="48.3216"/>
                <connection bobby="26"/>
                <connection bobby="5"/>
            </bobby>
    </buoyancy>
    models_naval tables - buoyancy data
    Code:
    BOBBY_ID       mass           radius         X              Z               Y              breach radius  X breach       Z breach       Y breach        number of connections    connected bobby ID....
    2A 00 00 00    BC DC 3C 44    7D 3F 75 3F    AA F1 72 3F    FC A9 91 3F     F6 28 0E C1    00 00 00 00    00 00 00 00    00 00 00 00    00 00 00  00    01 00 00 00              27 00 00 00
    2B 00 00 00    BC DC 3C 44    7D 3F 75 3F    CD CC 6C BF    FC A9 91 3F     F6 28 0E C1    00 00 00 00    00 00 00 00    00 00 00 00    00 00 00  00    02 00 00 00              26 00 00 00    2A 00 00 00  
    29 00 00 00    E1 D2 5C 45    56 0E 9D 3F    39 B4 28 BF    F8 53 03 3F     DD 24 F2 C0    00 00 00 00    00 00 00 00    00 00 00 00    00 00 00  00    05 00 00 00              2B 00 00 00    24 00 00 00    28 00 00 00      22 00 00 00     23 00 00 00
    EXAMPLE :
    Code:
            <bobby id="38" mass="11.6221" radius="1.227" x="-0.993" y="-8.863" z="1.203">
                <breach radius="0.878" x="0.0" y="0.0" z="48.3216"/>
                <connection bobby="39"/>
                <connection bobby="36"/>
            </bobby>
    Code:
    BOBBY_ID       mass           radius         X              Z              Y              breach radius  X breach       Z breach       Y breach       number of connections    connected bobby ID....
    38             11.6221        1.227          -0.993         1.203          -8.863         0.878          0.0            48.3216        2              bobby 39       bobby 36
    26 00 00 00    1F F4 39 41    56 0E 9D 3F    3F 35 7E BF    E7 FB 99 3F    D9 CE 0D C1    9C C4 60 3F    00 00 00 00    52 49 41 42    00 00 00 00    02 00 00 00    27 00 00 00    24 00 00 00

    DECK **unknown remaining fields**

    Code:
    MARKER_DECK      d     e     c     k     0     1     _     m     a     i     n       FIRST_PIECE  LAST_PIECE
    0B 00            64 00 65 00 63 00 6B 00 30 00 31 00 5F 00 6D 00 61 00 69 00 6E 00   01 00 00 00  42 00 00 00 
          
    ID           MARKER_PIECE       X1           Z1           Y1             TYPE1    X2           Z2           Y2           TYPE2    X3             Z3           Y3           TYPE3      
    01 00 00 00  03 00 00 00        5A 64 FB BE  D1 22 33 40  B2 9D 83 40    00       B2 9D BF BF  D1 22 33 40  D9 CE B3 40  00       00 00 00 00    D1 22 33 40  D9 CE B3 40  00     00 00 00 00  00 00 80 3F  00 00 00 00   D1 22 33 C0 
    02 00 00 00  03 00 00 00        00 00 00 00  A2 45 D6 3F  81 95 93 C0    00       98 6E 1A C0  66 66 D6 3F  E3 A5 93 C0  00       00 00 00 00    12 83 C0 3F  F0 A7 3E C0  00     DF 19 AB 39  BD 9F 7E 3F  8B 0E D4 3D   B1 FE 97 BF
    03 00 00 00  03 00 00 00        DD 24 06 BF  A0 1A 9F 3F  B4 C8 46 40    00       5E BA 11 C0  A0 1A 9F 3F  50 8D 47 40  00       DB F9 FE BE    D7 A3 A0 3F  BE 9F 7A 40  01     3B 9C D4 B8  D1 F8 7F 3F  33 A5 72 BC   97 34 99 BF 
    04 00 00 00  03 00 00 00        60 E5 20 C0  12 83 C0 3F  F0 A7 3E C0    00       00 00 00 00  9C C4 B0 3F  A4 70 AD BF  00       00 00 00 00    12 83 C0 3F  F0 A7 3E C0  00     00 00 00 00  D7 44 7F 3F  92 AB 9A 3D   20 2A A3 BF
    05 00 00 00  03 00 00 00        00 00 00 00  D1 22 33 40  00 00 E4 40    01       DD 24 A6 3F  D1 22 33 40  00 00 E4 40  00       00 00 00 00    D1 22 33 40  D9 CE B3 40  00     00 00 00 00  00 00 80 3F  00 00 00 00   D1 22 33 C0
    ...
    42 00 00 00  03 00 00 00        5A 64 7B BF  B4 C8 A6 3F  5E BA 89 3E    00       37 89 21 C0  B4 C8 A6 3F  5E BA 89 3E  00       8D 97 0E BF    29 5C 9F 3F  6D E7 BB 3F  00     00 00 00 00 75 B3 7F 3F 2B E8 45 3D BB   40 A8 BF
    Type codes are :
    clear = 00
    hard = 01

    Note that marker is 06 00 for l'Ocean model.

    comparing with :

    Code:
                <piece id="1">
                    <corner x="-0.491" y="4.113" z="2.799" type="clear"/>
                    <corner x="-1.497" y="5.619" z="2.799" type="clear"/>
                    <corner x="0.0" y="5.619" z="2.799" type="clear"/>
                </piece>
                <piece id="2">
                    <corner x="0.0" y="-4.612" z="1.674" type="clear"/>
                    <corner x="-2.413" y="-4.614" z="1.675" type="clear"/>
                    <corner x="0.0" y="-2.979" z="1.504" type="clear"/>
                </piece>
                <piece id="3">
                    <corner x="-0.524" y="3.106" z="1.243" type="clear"/>
                    <corner x="-2.277" y="3.118" z="1.243" type="clear"/>
                    <corner x="-0.498" y="3.916" z="1.255" type="hard"/>
                </piece>
                <piece id="4">
                    <corner x="-2.514" y="-2.979" z="1.504" type="clear"/>
                    <corner x="0.0" y="-1.355" z="1.381" type="clear"/>
                    <corner x="0.0" y="-2.979" z="1.504" type="clear"/>
                </piece>

    PIPES by manolops3 **unknown remaining fields**

    logic.xml pipes :
    Code:
            <pipe id="pipe_stair_01">
                <segment deck_piece="43" x="0.0" y="3.964" z="2.799"/>
                <segment deck_piece="20" x="0.0" y="2.216" z="1.244"/>
            </pipe>
    Code:
    PIPE_ID (?)    ?              ?              ?              SEGMENT_ID      X              Z              Y              SEGMENT_ID     X               Z              Y              ?               ?
    01 00 00 00    02 00 00 00    01 00 00 00    01 00 00 00    2B 00 00 00     00 00 00 00    D1 22 33 40    2D B2 7D 40    14 00 00 00    00 00 00  00    64 3B 9F 3F    F2 D2 0D 40    00 00 00 00    04 00 00 00

    CANNON

    Code:
    MARKER   c     a     n     n     o     n        cannon_id      deck_id           X1             Z1             Y1             X2             Z2                Y2
    06 00    63 00 61 00 6E 00 6E 00 6F 00 6E 00    01 00 00 00    02 00 00    00    0E 2D B2 C0    C3 F5 D0 40    4A 0C 2C 41    71 3D BA C0    C3 F5    D0 40    4A 0C 2C 41
    06 00    63 00 61 00 6E 00 6E 00 6F 00 6E 00    02 00 00 00    02 00 00    00    CB A1 B5 C0    C3 F5 D0 40    81 95 E7 C0    FC A9 BD C0    C3 F5    D0 40    81 95 E7 C0
    06 00    63 00 61 00 6E 00 6E 00 6F 00 6E 00    03 00 00 00    01 00 00    00    23 DB E9 C0    B4 C8 46 40    6F 12 87 40    54 E3 F1 C0    B4 C8    46 40    6F 12 87 40
    06 00    63 00 61 00 6E 00 6E 00 6F 00 6E 00    04 00 00 00    01 00 00    00    DD 24 E6 C0    B4 C8 46 40    7B 14 0A 41    0E 2D EE C0    B4 C8    46 40    7B 14 0A 41
    06 00    63 00 61 00 6E 00 6E 00 6F 00 6E 00    05 00 00 00    01 00 00    00    96 43 EB C0    F4 FD 4C 40    E1 7A A8 C0    C7 4B F3 C0    F4 FD    4C 40    E1 7A A8 C0
    06 00    63 00 61 00 6E 00 6E 00 6F 00 6E 00    06 00 00 00    01 00 00    00    5A 64 EB C0    85 EB 49 40    9A 99 59 BF    BC 74 F3 C0    85 EB    49 40    9A 99 59 BF
    06 00    63 00 61 00 6E 00 6E 00 6F 00 6E 00    07 00 00 00    01 00 00    00    89 41 EC 40    F4 FD 4C 40    E1 7A A8 C0    EC 51 F4 40    F4 FD    4C 40    E1 7A A8 C0
    06 00    63 00 61 00 6E 00 6E 00 6F 00 6E 00    08 00 00 00    01 00 00    00    C5 20 EC 40    85 EB 49 40    9A 99 59 BF    27 31 F4 40    85 EB    49 40    9A 99 59 BF
    06 00    63 00 61 00 6E 00 6E 00 6F 00 6E 00    09 00 00 00    01 00 00    00    98 6E EA 40    B4 C8 46 40    6F 12 87 40    FA 7E F2 40    B4 C8    46 40    6F 12 87 40
    06 00    63 00 61 00 6E 00 6E 00 6F 00 6E 00    0A 00 00 00    01 00 00    00    29 5C E7 40    B4 C8 46 40    7B 14 0A 41    8B 6C EF 40    B4 C8    46 40    7B 14 0A 41
    06 00    63 00 61 00 6E 00 6E 00 6F 00 6E 00    0B 00 00 00    02 00 00    00    06 81 B5 40    C3 F5 D0 40    81 95 E7 C0    68 91 BD 40    C3 F5    D0 40    81 95 E7 C0
    06 00    63 00 61 00 6E 00 6E 00 6F 00 6E 00    0C 00 00 00    02 00 00    00    A8 C6 B3 40    C3 F5 D0 40    4A 0C 2C 41    0A D7 BB 40    C3 F5    D0 40    4A 0C 2C 41
    Code:
    cannon_01    deck_02    x1 = -5.569    z1 =  6.530    y1 = 10.753    x2 = -5.820    z2 =  6.530    y2 = 10.753
    cannon_02    deck_02    x1 = -5.676    z1 =  6.530    y1 = -7.237    x2 = -5.927    z2 =  6.530    y2 = -7.237
    cannon_03    deck_01    x1 = -7.308    z1 =  3.106    y1 =  4.221    x2 = -7.559    z2 =  3.106    y2 =  4.221
    cannon_04    deck_01    x1 = -7.192    z1 =  3.106    y1 =  8.630    x2 = -7.443    z2 =  3.106    y2 =  8.630
    cannon_05    deck_01    x1 = -7.352    z1 =  3.203    y1 = -5.265    x2 = -7.603    z2 =  3.203    y2 = -5.265
    cannon_06    deck_01    x1 = -7.356    z1 =  3.155    y1 = -0.850    x2 = -7.608    z2 =  3.155    y2 = -0.850
    cannon_07    deck_01    x1 =  7.383    z1 =  3.203    y1 = -5.265    x2 =  7.635    z2 =  3.203    y2 = -5.265
    cannon_08    deck_01    x1 =  7.379    z1 =  3.155    y1 = -0.850    x2 =  7.631    z2 =  3.155    y2 = -0.850
    cannon_09    deck_01    x1 =  7.326    z1 =  3.106    y1 =  4.221    x2 =  7.578    z2 =  3.106    y2 =  4.221
    cannon_10    deck_01    x1 =  7.230    z1 =  3.106    y1 =  8.630    x2 =  7.482    z2 =  3.106    y2 =  8.630
    cannon_11    deck_02    x1 =  5.672    z1 =  6.530    y1 = -7.237    x2 =  5.924    z2 =  6.530    y2 = -7.237
    cannon_12    deck_02    x1 =  5.618    z1 =  6.530    y1 = 10.753    x2 =  5.870    z2 =  6.530    y2 = 10.753
    Could it be possible that cannon fields look like this :
    Code:
    <cannon>
    <cannon name = "cannon 01">
    <deck = 02> <vertex x=".. . ......", y=".. . ......", z=".. . ......"> <vertex x=".. . ......", y=".. . ......", z=".. . ......">
    </cannon>

    DAMAGE MODELS - by manolops3


    logic.xml :
    Code:
        <damage_model>
            <part name="port_side_panel_above_water_1_top">
                <panel>
                    <vertex x="-0.003" y="7.273" z="1.161"/>
                    <vertex x="-1.389" y="7.273" z="1.161"/>
                    <vertex x="-1.389" y="7.235" z="2.897"/>
                    <vertex x="-0.003" y="7.235" z="2.897"/>
                </panel>
                ...
                <panel>
                    <vertex x="-1.537" y="-1.354" z="-1.537"/>
                    <vertex x="-1.356" y="2.447" z="-1.609"/>
                    <vertex x="-0.003" y="2.447" z="-1.609"/>
                    <vertex x="-0.003" y="-1.354" z="-1.611"/>
                </panel>
    models_naval tables - damage models
    Code:
    MARKER   PART NAME                                                                                                                                                                                                   FIRST PANEL N° LAST PANEL N°
    21 00    70 00 6F 00  72 00 74 00 5F 00 73 00 69 00 64 00 65 00 5F 00 70 00 61 00 6E 00 65 00  6C 00 5F 00 61 00 62 00 6F 00 76 00 65 00 5F 00 77 00 61 00 74 00 65 00  72 00 5F 00 31 00 5F 00 74 00 6F 00 70 00    00 00 00 00    1F 00 00 00
    33       p     o     r     t     _     s     i     d     e     _     p      a     n     e     l     _     a     b     o     v     e     _     w      a     t     e     r     _     1     _     t     o     p        0               31
    
    N° OF VERTEX   X1             Z1             Y1             X2             Z2             Y2             X3             Z3             Y3             X4             Z4             Y4             ...
    04 00 00 00    A6 9B 44 BB    A6 9B 94 3F    6A BC E8 40    C1 CA B1 BF    A6 9B 94 3F    6A BC E8 40    C1 CA B1 BF    73 68 39 40    1F 85 E7 40    A6 9B 44 BB    73 68 39 40    1F 85 E7 40
    4              -0.003         1.161          7.27299        -1.389         1.161          7.27299        -1.389         2.897          7.235          -0.003         2.897          7.235          (panel 1)
    ...
    04 00 00 00    E3 A5 1B BE    6A BC 54 BF    9A 99 39 C1    6A BC C4 BF    EE 7C 4F 40    71 3D 30 C1    4C 37 41 C0    3D 0A 37 40    2F DD 16 C1    C5 20 30 BE    8D 97 8E BF    7F 6A 22 C1
    4              -1.537         -1.537         -1.354         -1.356         -1.609         2.447          -0.003         -1.609         2.447          -0.003         -1.611         -1.354         (panel 31)
    EXAMPLES :
    Code:
    PARTS :
    
    21 00    70 00 6F 00  72 00 74 00 5F 00 73 00 69 00 64 00 65 00 5F 00 70 00 61 00 6E 00 65 00  6C 00 5F 00 61 00 62 00 6F 00 76 00 65 00 5F 00 77 00 61 00 74 00 65 00  72 00 5F 00 31 00 5F 00 74 00 6F 00 70 00    00 00 00 00    1F 00 00 00
    33       p     o     r     t     _     s     i      d     e     _     p     a     n     e     l     _     a     b     o      v     e     _     w     a     t     e     r     _     1     _     t      o     p        0              31
    
    19 00    73 00 74 00 65 00 72 00 6E 00 5F 00 70 00  61 00 6E 00 65 00 6C 00 5F 00 61 00 62 00 6F 00 76 00 65 00 5F 00 77 00  61 00 74 00 65 00 72 00 5F 00 31 00    00 00 00 00   14 00 00 00
    25       s     t     e     r     n     _     p      a     n     e     l     _     a     b     o     v     e     _     w      a     t     e     r     _     1        0             20
    
    18 00    70 00 72 00 6F 00 77 00 5F 00 70 00 61 00  6E 00 65 00 6C 00 5F 00 61 00 62 00 6F 00 76 00 65 00 5F 00 77 00 61 00  74 00 65 00 72 00 5F 00 31 00    00 00 00 00    22 00 00 00
    24       p     r     o     w     _     p     a      n     e     l     _     a     b     o     v     e     _     w     a      t     e     r     _     1        0              34
    
    22 00    73 00 74 00 61 00 72 00 62 00 5F 00 73 00  69 00 64 00 65 00 5F 00 70 00 61 00 6E 00 65 00 6C 00 5F 00 61 00 62 00  6F 00 76 00 65 00 5F 00 77 00 61 00 74 00 65 00 72 00 5F 00 31 00 5F 00  74 00 6F 00 70 00    00 00 00 00    1F 00 00 00
    34       s     t     a     r     b     _     s      i     d     e     _     p     a     n     e     l     _     a     b      o     v     e     _     w     a     t     e     r     _     1     _      t     o     p        0              31
    Code:
    PANELS :
    
    N° OF VERTEX   X1             Z1             Y1             X2             Z2             Y2             X3             Z3             Y3             X4             Z4             Y4   
    
    04 00 00 00    A6 9B 44 BB    A6 9B 94 3F    6A BC E8 40    C1 CA B1 BF    A6 9B 94 3F    6A BC E8 40    C1 CA B1 BF    73 68 39 40    1F 85 E7 40    A6 9B 44 BB    73 68 39 40    1F 85 E7 40
    4              -0.003         1.161          7.27299        -1.389         1.161          7.27299        -1.389         2.897          7.235          -0.003         2.897          7.235          (port_side_panel_above_water_1_top - panel 1)
    
    03 00 00 00    17 D9 3E 40    75 93 D8 3F    B0 72 00 41    73 68 21 40   E7 FB 09 40    75 93 E8 40    00 00 38 40    1D 5A C4 3F    75 93 E8 40    
    3              2.982          1.692          8.028          2.522          2.156          7.268          2.875          7.268          1.534          (stern_panel_above_water_1 - panel 1)

    COLLISION

    logic.xml entries look like :
    Code:
    <collision>
        <face name="logic_collision3d" index="1">
            <vertex x="0.0" y="8.029" z="-1.379"/>
            <vertex x="-0.994" y="10.225" z="-0.713"/>
            <vertex x="0.0" y="10.225" z="-0.713"/>
        </face>
    ...
    <collision>
    models_naval entries for collision look like :
    Code:
    MARKER    l     o     g     i     c     _     c     o     l     l     i     s     i     o     n     3     d         INDEX           X1              Z1              Y1              X2              Z2              Y2              X3              Z3              Y3
    11 00     6C 00 6F 00 67 00 69 00 63 00 5F 00 63 00 6F 00 6C 00 6C 00 69 00 73 00 69 00 6F 00 6E 00 33 00 64 00     01 00 00 00     00 00 00 00     12 83 B0 BF     C9 76 00 41     C9 76 7E BF     2B 87 36 BF     9A 99 23 41     00 00 00 00     2B 87 36 BF     9A 99 23 41
    11 00     6C 00 6F 00 67 00 69 00 63 00 5F 00 63 00 6F 00 6C 00 6C 00 69 00 73 00 69 00 6F 00 6E 00 33 00 64 00     02 00 00 00     98 6E D2 BE     12 83 B0 BF     C9 76 00 41     00 00 00 00     12 83 B0 BF     C9 76 00 41     C9 76 7E BF     2B 87 36 BF     9A 99 23 41
    11 00     6C 00 6F 00 67 00 69 00 63 00 5F 00 63 00 6F 00 6C 00 6C 00 69 00 73 00 69 00 6F 00 6E 00 33 00 64 00     03 00 00 00     2B 87 D6 BE     14 AE 57 40     AE 47 75 41     B6 F3 BD BE     68 91 81 40     81 95 73 41     00 00 00 00     14 AE 57 40     AE 47 75 41
    11 00     6C 00 6F 00 67 00 69 00 63 00 5F 00 63 00 6F 00 6C 00 6C 00 69 00 73 00 69 00 6F 00 6E 00 33 00 64 00     04 00 00 00     B6 F3 BD BE     68 91 81 40     81 95 73 41     00 00 00 00     68 91 81 40     81 95 73 41     00 00 00 00     14 AE 57 40     AE 47 75 41

    EFLINE

    EFline look like this :
    Code:
    <MARKER> <EFLINE XX> <ACTION> <X1> <Z1>  <Y1> <X2> <Z2> <Y2> <Xdir> <Zdir>  <Ydir>
    EXAMPLE :
    Code:
    EFLine 48 : 08 00 45 00 46 00 4C 00 69 00 6E 00 65 00 34 00 38 00 0C 00 00 00 1D 5A F4 BF E5 D0 A2 3F 48 E1 62 40 87 16 09 C0 50 8D B7 3F DB F9 BE BF 85 BE 7F BF 00 00 00 00 1D 0F 37 3D
    Code:
            <ef_line name="EFLine48" action="Naval_firing_position_stand_360">
                <end x="-1.909" y="3.545" z="1.272"/>
                <end x="-2.142" y="-1.492" z="1.434"/>
                <direction x="-0.38" y="0.017" z="0.0"/>
            </ef_line>
    <MARKER> =

    • 0800 = EFlineXX
    • 0B00 = EFline_o_XX

    <ACTION> =

    • 0400 0000 (04) = Marines
    • 0500 0000 (05) = ?
    • 0700 0000 (07) = Captain
    • 0800 0000 (08) = Officer1
    • 0900 0000 (09) = Boarding
    • 0A00 0000 (10) = ?
    • 0C00 0000 (12) = Naval_firing_position_stand_360
    • 0D00 0000 (13) = Naval_perimeter_position
    • 1000 0000 (16) = Officer3
    • 1100 0000 (17) = Officer4

    <X> = 32 bits float

    <Y> = 32 bits float

    <Z> = 32 bits float

    EF_ARTILLERY_INFO

    to do

    CUSTOM_POSITIONS

    to add


    RESUME :

    Attached Files Attached Files
    Last edited by wangrin; January 26, 2014 at 10:32 AM.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  3. #3
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Examining models_naval tables and CA's ship model

    [RESERVED] 3DS MAX SHIP MODELS


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  4. #4

    Default Re: Examining models_naval tables and CA's ship model

    Hi ,

    so it begins.i think it is best,that we all use the same hexadecimal-editor.
    Wangrin,what tool you prefer and use ?

  5. #5
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Examining models_naval tables and CA's ship model

    I'm still searching for a good one.
    Notepad++ with HEX-Editor is what I use but it is quite basic.

    I want to try :



    Actually, wxHexEditor look interesting.
    Last edited by wangrin; November 16, 2013 at 03:41 PM.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  6. #6

    Default Re: Examining models_naval tables and CA's ship model

    Judging by how the XML is set up cannons are likely to be set up in one of the following ways. I recommend checking the hex data to determine which set-up is the most likely.

    Way 1: similar to the piece.
    Code:
    <cannons>
                <cannon id="1">
                    <corner x="-0.491" y="4.113" z="2.799" type="clear"/>
                    <corner x="-1.497" y="5.619" z="2.799" type="clear"/>
                    <corner x="0.0" y="5.619" z="2.799" type="clear"/>
                </cannon>
        </cannons>
    Way 2: similar to the pipes.
    Code:
    <cannons>
                <cannon id="cannon_01">
                    <segment deck_piece="43" x="1.418" y="-0.406" z="2.799"/>
                </cannon>
        </cannons>
    Way 3: similar to the damage_model.
    Code:
    <cannons>
            <cannon name="cannon_01">
                <cannon>
                    <vertex x="1.418" y="-0.406" z="2.799"/>
                    <vertex x="-1.373" y="-0.406" z="2.799"/>
                    <vertex x="1.339" y="-0.406" z="2.799"/>
                    <vertex x="-1.295" y="-0.406" z="2.799"/>
                </cannon>
        </cannons>
    You may also want to check the EF_lines in case they have a special entry for cannons.
    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

  7. #7
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Examining models_naval tables and CA's ship model

    I have checked EFLine for buildings, and those for ships are similar.
    They are only use to define where to place men.

    Code:
    <ef_lines>
    
    <ef_line name="EFLine48" action="Naval_firing_position_stand_360">
    <end x="-1.909" y="3.545" z="1.272"/> <end x="-2.142" y="-1.492" z="1.434"/> <direction x="-0.38" y="0.017" z="0.0"/>
    </ef_lines>
    </ef_lines>
    Naval EFLine use different types for action compare to buildings :
    • Naval_firing_position_stand_360
    • Naval_perimeter_position
    • Boarding
    • Captain
    • Officer1
    • Officer2
    • Officer3
    • Marines
    • Seamen


    An EFline is a segment, define by its two extremity and a direction, calculate as its normal, but in a 3D space...


    Looking at "L'Ocean" models_naval tables, we can found this for cannons :
    63 00 61 00 6E 00 6E 00 6F 00 6E 00 01 00 00 00 02 00 00 00 0E 2D B2 C0 C3 F5 D0 40 4A 0C 2C 41 71 3D BA C0 C3 F5 D0 40 4A 0C 2C 41 06 00

    where
    0600 = marker - cannon field beginning
    63 00 61 00 6E 00 6E 00 6F 00 6E = c a n n o n
    01 = cannon ID (vary depending of cannon)
    02 = ? (01 or 02, maybe related to deck ? L'Ocean is composed of 4 decks)
    ...

    Looking to this picture of L'Ocean, the ship seems to have :

    • 4 cannons on each side in the lower deck
    • 2 cannons on each side in the upper deck





    Code:
    MARKER   c     a     n     n     o     n        cannon_id      deck_id        X1             Z1             Y1             X2             Z2             Y2
    06 00    63 00 61 00 6E 00 6E 00 6F 00 6E 00    01 00 00 00    02 00 00 00    0E 2D B2 C0    C3 F5 D0 40    4A 0C 2C 41    71 3D BA C0    C3 F5 D0 40    4A 0C 2C 41
    06 00    63 00 61 00 6E 00 6E 00 6F 00 6E 00    02 00 00 00    02 00 00 00    CB A1 B5 C0    C3 F5 D0 40    81 95 E7 C0    FC A9 BD C0    C3 F5 D0 40    81 95 E7 C0
    06 00    63 00 61 00 6E 00 6E 00 6F 00 6E 00    03 00 00 00    01 00 00 00    23 DB E9 C0    B4 C8 46 40    6F 12 87 40    54 E3 F1 C0    B4 C8 46 40    6F 12 87 40
    06 00    63 00 61 00 6E 00 6E 00 6F 00 6E 00    04 00 00 00    01 00 00 00    DD 24 E6 C0    B4 C8 46 40    7B 14 0A 41    0E 2D EE C0    B4 C8 46 40    7B 14 0A 41
    06 00    63 00 61 00 6E 00 6E 00 6F 00 6E 00    05 00 00 00    01 00 00 00    96 43 EB C0    F4 FD 4C 40    E1 7A A8 C0    C7 4B F3 C0    F4 FD 4C 40    E1 7A A8 C0
    06 00    63 00 61 00 6E 00 6E 00 6F 00 6E 00    06 00 00 00    01 00 00 00    5A 64 EB C0    85 EB 49 40    9A 99 59 BF    BC 74 F3 C0    85 EB 49 40    9A 99 59 BF
    06 00    63 00 61 00 6E 00 6E 00 6F 00 6E 00    07 00 00 00    01 00 00 00    89 41 EC 40    F4 FD 4C 40    E1 7A A8 C0    EC 51 F4 40    F4 FD 4C 40    E1 7A A8 C0
    06 00    63 00 61 00 6E 00 6E 00 6F 00 6E 00    08 00 00 00    01 00 00 00    C5 20 EC 40    85 EB 49 40    9A 99 59 BF    27 31 F4 40    85 EB 49 40    9A 99 59 BF
    06 00    63 00 61 00 6E 00 6E 00 6F 00 6E 00    09 00 00 00    01 00 00 00    98 6E EA 40    B4 C8 46 40    6F 12 87 40    FA 7E F2 40    B4 C8 46 40    6F 12 87 40
    06 00    63 00 61 00 6E 00 6E 00 6F 00 6E 00    0A 00 00 00    01 00 00 00    29 5C E7 40    B4 C8 46 40    7B 14 0A 41    8B 6C EF 40    B4 C8 46 40    7B 14 0A 41
    06 00    63 00 61 00 6E 00 6E 00 6F 00 6E 00    0B 00 00 00    02 00 00 00    06 81 B5 40    C3 F5 D0 40    81 95 E7 C0    68 91 BD 40    C3 F5 D0 40    81 95 E7 C0
    06 00    63 00 61 00 6E 00 6E 00 6F 00 6E 00    0C 00 00 00    02 00 00 00    A8 C6 B3 40    C3 F5 D0 40    4A 0C 2C 41    0A D7 BB 40    C3 F5 D0 40    4A 0C 2C 41
    Code:
    cannon_01    deck_02    x1 = -5.569    z1 =  6.530    y1 = 10.753    x2 = -5.820    z2 =  6.530    y2 = 10.753
    cannon_02    deck_02    x1 = -5.676    z1 =  6.530    y1 = -7.237    x2 = -5.927    z2 =  6.530    y2 = -7.237
    cannon_03    deck_01    x1 = -7.308    z1 =  3.106    y1 =  4.221    x2 = -7.559    z2 =  3.106    y2 =  4.221
    cannon_04    deck_01    x1 = -7.192    z1 =  3.106    y1 =  8.630    x2 = -7.443    z2 =  3.106    y2 =  8.630
    cannon_05    deck_01    x1 = -7.352    z1 =  3.203    y1 = -5.265    x2 = -7.603    z2 =  3.203    y2 = -5.265
    cannon_06    deck_01    x1 = -7.356    z1 =  3.155    y1 = -0.850    x2 = -7.608    z2 =  3.155    y2 = -0.850
    cannon_07    deck_01    x1 =  7.383    z1 =  3.203    y1 = -5.265    x2 =  7.635    z2 =  3.203    y2 = -5.265
    cannon_08    deck_01    x1 =  7.379    z1 =  3.155    y1 = -0.850    x2 =  7.631    z2 =  3.155    y2 = -0.850
    cannon_09    deck_01    x1 =  7.326    z1 =  3.106    y1 =  4.221    x2 =  7.578    z2 =  3.106    y2 =  4.221
    cannon_10    deck_01    x1 =  7.230    z1 =  3.106    y1 =  8.630    x2 =  7.482    z2 =  3.106    y2 =  8.630
    cannon_11    deck_02    x1 =  5.672    z1 =  6.530    y1 = -7.237    x2 =  5.924    z2 =  6.530    y2 = -7.237
    cannon_12    deck_02    x1 =  5.618    z1 =  6.530    y1 = 10.753    x2 =  5.870    z2 =  6.530    y2 = 10.753
    Could it be possible that cannon fields look like this :
    Code:
    <cannon>
    
    <cannon name = "cannon 01">
    <deck = 02> <vertex x=".. . ......", y=".. . ......", z=".. . ......"> <vertex x=".. . ......", y=".. . ......", z=".. . ......">
    </cannon>
    Last edited by wangrin; November 23, 2013 at 12:36 PM.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  8. #8

    Default Re: Examining models_naval tables and CA's ship model

    Logic seems to be related not to the structure but how the structure changes as battle goes on,isn't it? I have not played too much Shogun. Is this ship playable?

    Logic file structure

    Buoyancy. This section is made of bobbies, "bobby", 43 of them. Each of them has

    -an id value,

    - a mass value,

    - a radius value

    - a position x,y,z

    and some of them have, (I suppose those placed near water)

    - a breach radius value with a position x,y,z

    and all of them

    - some connection values, I guess with other bobbies.

    Contrary to panels which seem to be defined by vertex these bobbies are defined by a center and a radius.A first hypothesis is that buoyancy of the ship is managed by some of these bobbies that are like round shields all around the ship, once their mass is destroyed they get a breach. But they all have a mass but not a breach value,so another could be that they are spheres, as we are in a 3d system, then mass could be a threshold of damage or a threshold of water they can get before the sinking starts, this could be related to the sinking animation, so as the water fills up one Bobby, once the breach is open, then the water enter the other ones related.
    Last edited by Bethencourt; November 16, 2013 at 05:52 PM.

  9. #9
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Examining models_naval tables and CA's ship model

    Yes, bow_kobaya is playable.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  10. #10

    Default Re: Examining models_naval tables and CA's ship model

    I think he meant the L'Ocean ship. Anyway, it is only playable in FOTS.

  11. #11
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Examining models_naval tables and CA's ship model

    Looking at bow_kobaya eflines :

    EFlines look like this in .xml file :

    Code:
    <ef_line name="EFLine_o_01" action="Captain">
                <end x="-0.63" y="-5.531" z="1.833"/>
                <end x="0.63" y="-5.531" z="1.833"/>
                <direction x="0.0" y="0.38" z="-0.024"/>
            </ef_line>
    In models_naval tables, the same EFline look like this :

    Code:
    45 00 46 00 4C 00 69 00 6E 00 65 00 5F 00 6F 00 5F 00 30 00 31 00 07 00 00 00 AE 47 21 BF C9 76 AE 40 37 89 5B C1 AE 47 21 3F C9 76 AE 40 37 89 5B C1 00 00 00 00 CC 54 81 BC D4 F7 7F 3F 0B
    We should find the very same data in both files.

    45 00 46 00 4C 00 69 00 6E 00 65 00 5F 00 6F 00 5F 00 30 00 31 is the ef_line name (EFLine_o_01) field
    07 is action field

    Actions :
    Code:
    04 (04) = Marines
    05 (05) = ?
    07 (07) = Captain
    08 (08) = Officer1
    09 (09) = Boarding
    0A (10) = ?
    0C (12) = Naval_firing_position_stand_360
    0D (13) = Naval_perimeter_position
    10 (16) = Officer3
    11 (17) = Officer4
    Some other codes for actions can be found in L'Ocean models_naval tables :
    05 (05)
    0A (10)
    They could be related to the position of gunners.


    Now, we can try to find the other fields :

    Code:
    EFLine 48 : 08 00 45 00 46 00 4C 00 69 00 6E 00 65 00 34 00 38 00 0C 00 00 00 1D 5A F4 BF E5 D0 A2 3F 48 E1 62 40 87 16 09 C0 50 8D B7 3F DB F9 BE BF 85 BE 7F BF 00 00 00 00 1D 0F 37 3D
    with

    Code:
            <ef_line name="EFLine48" action="Naval_firing_position_stand_360">
                <end x="-1.909" y="3.545" z="1.272"/>
                <end x="-2.142" y="-1.492" z="1.434"/>
                <direction x="-0.38" y="0.017" z="0.0"/>
            </ef_line>
    x, y and z = float, 32bits

    EFline look like this :
    Code:
    08 00  E F L I N E  xx  X1 Z1 Y1  X2 Z2 Y2  Xdir Zdir Ydir
    08 = eflinexx marker
    0B = efline_o_xx marker
    00 = separator



    RESUME EFline look like this :
    Code:
    <MARKER> <EFLINE XX> <ACTION> <X1> <Z1> <Y1> <X2> <Z2> <Y2> <Xdir> <Zdir> <Ydir>
    <MARKER> =

    • 0800 = EFlineXX
    • 0B00 = EFline_o_XX

    <ACTION> =

    • 0400 0000 (04) = Marines
    • 0500 0000 (05) = ?
    • 0700 0000 (07) = Captain
    • 0800 0000 (08) = Officer1
    • 0900 0000 (09) = Boarding
    • 0A00 0000 (10) = ?
    • 0C00 0000 (12) = Naval_firing_position_stand_360
    • 0D00 0000 (13) = Naval_perimeter_position
    • 1000 0000 (16) = Officer3
    • 1100 0000 (17) = Officer4

    <X> = 32 bits float

    <Y> = 32 bits float

    <Z> = 32 bits float
    Last edited by wangrin; November 23, 2013 at 02:49 PM.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  12. #12

    Default Re: Examining models_naval tables and CA's ship model

    Hi ,

    i have installed Notepad++ now and found the efline:
    <ef_line name="EFLine_o_01" action="Captain"> <end x="-0.63" y="-5.531" z="1.833"/> <end x="0.63" y="-5.531" z="1.833"/> <direction x="0.0" y="0.38" z="-0.024"/> </ef_line>






    i understand that this lines are " translated " into a code that is used by the tables.

    but my models_naval - table have only the following Tabs:

    key
    logic folder
    rigging_file
    destruction_file
    display_folder

    my units_stats_naval table is long,but when i compare the numbers with the code Wangrin have showed,this table cannot be the right too.....

    Wangrin,is the right table really the models_naval table ?

  13. #13
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Examining models_naval tables and CA's ship model

    You will have to export the TWS2 models_naval table using PFM (export selected).
    This will create a binary file you will have to open with Notepad++ for example.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  14. #14

    Default Re: Examining models_naval tables and CA's ship model

    Okay,

    i found the line with the code in models_naval with Notepad++ and hex-editor.i make my first steps.

  15. #15

    Default Re: Examining models_naval tables and CA's ship model

    Are there any ships that have a cannon and non-cannon version? Comparing them will make it easy to see how adding cannons changes the code.

    Alternative you could examine a ship with a low number of cannons as it will be easier to find which parts relate to the cannons.
    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

  16. #16
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    Default Re: Examining models_naval tables and CA's ship model

    Quote Originally Posted by uanime5 View Post
    Are there any ships that have a cannon and non-cannon version? Comparing them will make it easy to see how adding cannons changes the code.

    Alternative you could examine a ship with a low number of cannons as it will be easier to find which parts relate to the cannons.
    There is None.

    However, I recommend chiyodagata. They has 2 version: gunboat and torpedo boat. They are small and only have 3 gun emplacement for gunboat version, and 4 for the torpedo boat. The difference is that gunboat have single bow emplacement, little offset from the centerline. Torpedo have 2 forward firing emplacement, little angled to the sides, further back in its own platforms.
    Both of their side firing emplacement are quite uniquely positioned, where the port and starboard emplacement are not flush with each others.
    Last edited by weirdoascensor; November 18, 2013 at 09:55 AM.

  17. #17

    Default Re: Examining models_naval tables and CA's ship model

    Hi ,

    when i open the chiyodagata models_naval tables ( cannon and torpedo versions ) have i to compare all the eflines or a specific one ?

  18. #18
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Examining models_naval tables and CA's ship model

    One part of the work must be base on comparing logic.xml (and not logic.xml.rigging) and models_naval tables for bow_kobaya.
    The reason is CA provide us with this logic.xml file that contain "file format" for several objects :

    • buoyancy
      Code:
      <buoyancy>
              <bobby id="0" mass="1417.92" radius="1.227" x="1.418" y="-0.406" z="0.334">
                  <breach radius="0.878" x="0.0" y="0.0" z="48.3216"/>
                  <connection bobby="26"/>
                  <connection bobby="5"/>
              </bobby>
      ...
      </buoyancy>
    • deck
      Code:
      <decks>
              <deck id="deck01_main">
                  <piece id="1">
                      <corner x="-0.491" y="4.113" z="2.799" type="clear"/>
                      <corner x="-1.497" y="5.619" z="2.799" type="clear"/>
                      <corner x="0.0" y="5.619" z="2.799" type="clear"/>
                  </piece>
      ...
      </decks>
    • pipe
      Code:
      <pipes>
          <pipe id="pipe_stair_01">
              <segment deck_piece="43" x="0.0" y="3.964" z="2.799"/>
              <segment deck_piece="20" x="0.0" y="2.216" z="1.244"/>
          </pipe>
      </pipes>
    • damage_model
      Code:
      <damage_model>
          <part name="port_side_panel_above_water_1_top">
              <panel>
                  <vertex x="-0.003" y="7.273" z="1.161"/>
                  <vertex x="-1.389" y="7.273" z="1.161"/>
                  <vertex x="-1.389" y="7.235" z="2.897"/>
                  <vertex x="-0.003" y="7.235" z="2.897"/>
              </panel>
      ...
      </damage_model>
    • collision
      Code:
      <collision>
          <face name="logic_collision3d" index="1">
              <vertex x="0.0" y="8.029" z="-1.379"/>
              <vertex x="-0.994" y="10.225" z="-0.713"/>
              <vertex x="0.0" y="10.225" z="-0.713"/>
          </face>
      ...
      <collision>
    • EFLines
      Code:
      <ef_lines>
          <ef_line name="EFLine48" action="Naval_firing_position_stand_360">
              <end x="-1.909" y="3.545" z="1.272"/>
              <end x="-2.142" y="-1.492" z="1.434"/>
              <direction x="-0.38" y="0.017" z="0.0"/>
          </ef_line>
      ...
      <ef_lines>
    • custom positions
      Code:
          <custom_position name="flag">
              <position x="0.169" y="2.952" z="13.172"/>
          </custom_position>


    This will be very helpful to find what data type they use for these different fields.
    eg. char, integer, float, simple float, double float, etc.

    And this will make probably easier to find the structure of the two remaining objects :
    • cannons
      <cannons>
      </cannons>
    • ef_artillery_info
      <ef_artillery_info>
      </ef_artillery_info>

    because none of these objects appear in bow_kobaya and because CA didn't provide any example of ship using guns in its Assembly Kit.

    This is where other models_naval tables will be needed.
    And I agree that chiyodagata, both cannon and torpedo, will be useful.
    Last edited by wangrin; November 18, 2013 at 11:20 AM.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  19. #19

    Default Re: Examining models_naval tables and CA's ship model

    Hi Wangrin,

    so must i compare every single of these lines ?


    <ef_lines> <ef_line name="EFLine48 , 49 , 50 , 51, 52 , etc. ?


    or just specific ones ?

    and then the same for pipe , deck , custom positions etc. ?

  20. #20
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Examining models_naval tables and CA's ship model

    I'm working on EFlines and have edited post #11

    When comparing .xml with db, I generally begin to compare several EFlines to try to find a pattern for data.
    Then, I choose one and then try to find what is what.
    Last edited by wangrin; November 18, 2013 at 01:55 PM.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

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