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User talk:Smarty

Revision as of 09:17, 10 March 2017 by 50keda (talk | contribs)

Hi Smarty,

this page will be dedicated as communication channel for you about your contributions.

Contents

Tutorial work in progress

Hi, I saw you submitted new page under tutorials section, well actually you made two of them. Now only this one can be approved: http://modding.scssoft.com/wiki/Tutorials/SCS_Blender_Tools/Staying_Organized_in_Blender as you used proper page title (with navigation: Tutorials/SCS Blender Tools). However I will still wait for you to finish it and then I will approve it, deal? 50keda (talk) 50keda

Yes, sorry; I'd forgotten about the Tutorials/SCS Blender Tools section when I first started writing. I hope I did the right thing by moving it. Perhaps I can either leave a note on its talk page, or your talk page when I think it's ready for review/approval. ;) Smarty (talk)


NP. Ok so I will delete the wrongly created page ;) 50keda (talk)50keda

It looks like you deleted the tutorial and not the redirect page. Is there any way to get it back? I don't have another copy of its contents... Smarty (talk)

It's back. Sorry I wasn't careful by deletion. The problem was that when I was navigating to "Advanced/Staying organized in Blender" and wiki automatically redirected me to it's redirect page (which was SCS Blender Tools/Staying Organized in Blender) where I pressed delete :D So I reverted it and finally deleted correct page ;) 50keda (talk)50keda

No worries, I had figured that was what happened. This wiki stuff isn't very intuitive at times. :P The page is back and now I can continue to procrastinate finishing it. :D Smarty (talk)


User page

I am not sure about legitimacy of your latest additions in the user page. Not sure if links pointing to mods is a good idea, after all this is modding wiki, not mod sharing website. Sorry for any inconvenience. 50keda (talk)50keda

Fair enough; I've removed the links. Bear in mind that they were only to the threads on the SCS forum. Smarty (talk)

I know your links were okay, but this kind of things may escalate quickly. So I would rather stay on the safe side. Thx ;) 50keda (talk)50keda

Escalate quickly? But this is the internet; that never happens here! :P So is there perhaps some middle-ground? Would the list be okay without the links? Smarty (talk)

Yep, until there is no links, I think it will be okay. However not sure about mentioning other proprietary software on the page, so I would still leave out Toolbox section ;) 50keda (talk)50keda

Sounds reasonable. I think this latest revision should meet your recommendations. My eventual goal regarding the list of mods is to highlight some unique features/advanced techniques used in each and link within the wiki to tutorials and documentation to guide the user towards producing similar results. I figure if I set the example, maybe someone with actual talent might do the same. ¯\_(ツ)_/¯ Smarty (talk)

Units pages

  1. This page seems to be unfinished: http://modding.scssoft.com/index.php?title=Documentation/Engine/Units/accessory_paint_job_data&oldid=2807 right?
    1. Right. I'll do my best to finish it today. I can't guarantee that what I'll write for flipflake will be 100% correct, so don't hesitate to edit it mercilessly. That's the joy of a collaborative platform. ;) Smarty (talk)
  2. All the new pages under Units subpage should have unified title with proper capital letter on start and unit class name in brackets eg: "Accessory paintjob data ("accessory_paintjob_data")".
    1. Ok, I'll work on setting up the moves after breakfast. Smarty (talk)
    2. I (Documentation/Engine/Units/Accessory_data_(%22accessory_data%22)|tried one) but it looks like there is no way to preserve the underscore (_) in the title. I think it might be better to omit the part in parentheses entirely. The class name with underscores is included, bolded, in the first sentence of each article already (a deliberate convention) so including it in the page title seems redundant. Let me know what you think. Smarty (talk)

Shader documentation

Structure

I'm thinking of using (Documentation/Engine/Shaders) as a general hub for the technical documentation (see Units and (Documentation/Engine/Units/accessory_data|Units/Accessory_data) for an idea of the general organizing structure I'm thinking of), splitting off into something like (Documentation/Engine/Shaders/Eut2/Dif_spec) for each general effect family, following the folder structure of //effect/..., and then additionally having (Documentation/Engine/Shaders/Eut2/Flavors) as a sub-hub for flavours. Thoughts? Smarty (talk) 01:42, 21 September 2016 (CEST)

Modding Changes

Please do not edit modding changes pages, because this pages are not yet in final stage ;) It's true I should add WIP template to the page, so it would be clear we are not yet done with it ;) Thx. 50keda (talk)50keda

Ok, sorry. I'd just noticed some little spelling mistakes and assumed I wouldn't screw anything up fixing it while you were all presumably asleep (like an underwhelming tooth-fairy). I shall keep my grubby hands off in the future. :P Smarty (talk)

Engine Units

I finally took time to go trough your units wiki. However we have several request for your before they will go online:

  1. Remove Raw Unit Definition sections, because for normal user/modder is just a confusion rather sth helpful.
  2. Remove Subclasses sections, again user/modeer will be just confused by it. It's already enough they have parent class link.
  3. Remove deprecated attributes from tables, because one will already be notified wih warning directly from the game.

Thx. 50keda (talk)50keda

But otherwise the quality is ok?

  1. Done.
  2. I don't completely agree. I think it can be helpful with navigation, and with understanding the relationship between the units. I'm going to try and gather some feedback from a few modders I know at different experience levels today and see if maybe there's a way it can be tweaked or improved. I hope that's ok. :) (If it still turns out that it's irredeemably confusing, I'll annihilate it.)
  3. Done.

There are a few things where I'm not sure whether my explanation is technically correct/complete:

  1. detail_model vs model vs lods – I think I have this correct for accessory_cargo_data and accessory_chassis_data but I think accessory_cabin_data uses a special case with lods for mirror views (Volvo 2012 iirc). Could someone clarify?
  2. suitable_for/conflict_with – Isn't there another control character besides asterisk (*)?
  3. accessory_wheel_data→inner_width/inner_radius – Are these deprecated, or just mostly unused?
  4. accessory_cabin_data→toll_tag – Are we considering this attribute deprecated?

Cheers. :) Smarty (talk) 20:01, 9 March 2017 (CET)

To be fair we didn't read all of it, it's just too much to read and check. However if you have doubts about some attributes then just don't write them up ;) + IMHO this wiki pages are not sth that modders are striving for that much as for tutorials. So maybe instead of describing each unit (which can be changed with any game update) your powers might be more useful on tutorials pages ;)

However:

  1. Ok.
  2. You can ask them, but there was a decision, that this sections won't be published so don't bother :)
  3. Ok.

Will take a look at the Second numbering in near future ;) 50keda (talk)50keda

Documentation/Engine/Game data/Player trucks definitions

Intro is not really true. There is no complementary unit systems there is just one :D So first sentence can be completely removed. Further more I would rename first section (Data Definitions) to "Vehicle Parts Definitions" and second section (Vehicle and Dealer Definitions) to "Vehicle Configurations" 50keda (talk)50keda

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