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| Requesting the spec for the SoH format |
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Posted by: xelivous - 09-10-2020, 11:28 PM - Forum: Design Studio
- Replies (4)
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Hello,
I was wondering if you could supply a basic spec on how the SoH format is constructed. The spec doesn't need to be super detailed, but information about if it's compressed (and what algorithm is used), general structure of the file like vertex data, then uvs, then index array, then normals, etc.
I tried reverse engineering the format myself but the furthest I got was figuring out that the first 2 bytes were likely a version identifier, next 4 bytes are an int denoting the size of a data blob, and then the rest of the data blob is mostly unknown. There's a good chance that the first 4 bytes of the data blob are also a version identifier but there's no way to really tell. All of the data seems to be strewn about in a way I can't really glean from trial and error, and even something as simple as changing a single vertex changes a ton of the data.
I tried using the designer multiple times but i'm just over it not working the way i want it to, and having to deal with manually texture mapping every individual face since everything is bugged, and it is actually far easier for me to bypass it entirely by creating tools to export/convert from other editors. I would really like to be able to contribute nice looking buildings/ships that other people could use but unfortunately it's just an absolute pain to do anything other than an untextured blob at present.
Ideally it would be nice if you could implement gltf/glb importing as well, since STL is an ancient format that isn't particularly useful for anything, and/or fix the 3DS import to actually properly respect UVs instead of shoving them off way into the corner randomly (although i'd still have to use an external converter to go from GLB->3DS), that would also be great.
Thanks
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| Antiflux harvesting researchable on planet without antiflux |
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Posted by: Raymoo - 09-09-2020, 03:47 PM - Forum: Prerelease Bug Reports
- Replies (12)
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It seems like I was able to research an antiflux patent on a normal habitable planet without antiflux. The ID that appears when I open a trade channel to the university I did it at is BVBUTB-HOIOPB, if that helps. I don't think there is anything else notable about the building or world I experienced this on. The Q of the patent didn't correspond to any actually present resource on the world.
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| New game engine for SoH. |
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Posted by: Vasara - 09-08-2020, 04:40 PM - Forum: Cantina
- Replies (8)
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Hello guys. I playd Hazeron a lot, and i like this game much. Now i working with my game project, so i have no time for plaing video games more. But im very interested in following the development of SoH. In my project i using Unigine game engine. I thought, maybe Haxus would be interested in the idea of transferring the game to a modern game engine. I understand how much effort it costs. But in the long term, the project will be in profit only.
Regards, Vasara.
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| Universities lag out with large numbers of seperate Auditorium jobs |
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Posted by: se5a - 09-08-2020, 09:35 AM - Forum: Prerelease Bug Reports
- No Replies
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I expect other buildings will do the same with large numbers of different Assembly lines too, but due to universities having over 200 different types it becomes an issue.
i.e. if I have one large university that has one Assembly line set to each different research type, the frame-rate drops and the ui starts to lag out a lot, when viewing the Manufacture tab.
This is on the linux client, though I'd be surprised if it's OS specific.
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