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Ekmek
01-26-2012, 01:33 PM
I've already downloaded them. I won't get to them until after I finish the current version of the app I'm working on (cloning and changing of materials/textures and possibly the ability to add new bones) :up:
good thing you got it before Megaupload went down! :salute:
I also found this (maybe you did to) but it converts gr2 to obj files (and it has the source) but when I do it the model I use loses the rest of the meshes and the rigging (it just has the eye balls)
TheDarkWraith
01-29-2012, 10:48 AM
Lost a whole week to that real life work thing :shifty: Saw some interesting things this time in Portland. Was out on the flight line at North Boeing Field in Seattle, WA and got to speak with Boeing engineers about the new 787 Dreamliner and the new 747-800 airplanes. That 747-800 is a monster! Saw them both power up and do touch-and-goes. Really cool.
Got sent to a private entity north of Boeing that had a Gulfstream jet and a Citation jet. Talked to them about the jets and their ground power unit. Got to sit left seat in both (non-flying)...awesome.
Popped back down to North Boeing Field and found my military liason and toured the projects the Air Force has going on there. Amazing is all I can say about it :yep:
Hoping that I'll get some time this upcoming week to work on this app more :-?
quink99
01-29-2012, 08:43 PM
TDW,
As an old, retired 747-400 "driver" you can't imagine how I envy your day with the Boeing group. Next time take me along!
"If it ain't Boeing I ain't goin' "
TheDarkWraith
01-29-2012, 09:00 PM
TDW,
As an old, retired 747-400 "driver" you can't imagine how I envy your day with the Boeing group. Next time take me along!
"If it ain't Boeing I ain't goin' "
Boeing is nice. As a pilot I love anything that deals with aviation. When they (work) asked me if I'd like to take on the project up in Seattle at North Boeing Field I couldn't say yes fast enough :D
The Boeing engineers showed me some fascinating pictures of the 787 Dreamliner in testing. One was the wing flex test. The picture showed the airplane hanging by it's wings - the wings were bent perfectly 90 degrees up on each side!! Not a single crack or failure. Impressive :yep: It's especially impressive since the airplane is made mostly from composite materials.
That 787 is a power hungry monster though. Most airports are going to have to double up their ground power units to feed this monster. I had to use two stingers (cables) to power up the thing from my ground power unit (180kva unit) :o
I didn't get a chance to visit the Boeing museum there at North Boeing Field. Judging from the aircraft they had outside of it (F-14 Tomcat, The Concorde, and many others) it's probably quite impressive. When I asked about the Concorde it was the last operating Concorde jet and the last landing it made was there at North Boeing Field. How cool is that! They had a ramp setup on it so that you could take a tour of the inside. I have to head back out there soon so I'll make sure I have time to tour the museum :yep:
Still the most impressive place I've been for work when it comes to aviation is Lockheed Martin in Colorado Springs, CO. What you see above ground is nothing compared to what's underground
You'd probably like to see E-3 and E-4 at Offutt AFB in Nebraska. In case you don't know E-3 and E-4 are the vice president's airplanes (both HUGE 747s). I have the ground power units that power these aircraft when they are in alert status. I have made the Wing Commander pull one of these aircraft from the hanger and place it on the flight line because they said my ground power unit was causing problems with the aircraft. The only way I could see what was going on was to 'play' with the aircraft with the ground power unit powering it. The word 'play' came from the Wing Commander. He was not happy that a civilian was telling him what to do. I LOVED IT!!!!
Stormfly
01-30-2012, 02:21 PM
...iam shure they blindfolded and earplugged you before you was allowed to "play" with all those secret big and little gizmos, creating and indexing all possible power load character`s for that state :rotfl2:
TheDarkWraith
01-31-2012, 07:11 PM
The last two days I've been able to work on the app. Have the linked list working correctly for non-special (pointers come after data) GR2 files. Still have to work on the special GR2 files linked list.
Here you can see Sentinel in action. I asked for the breakdown of the linked list for section 0 using pointers:
http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5325
As you can see the chain is complete :D This is a good thing :yeah:
Now adding/removing/inserting/deleting/editing items from the chain is a piece of cake :yep:
pedrobas
01-31-2012, 07:29 PM
:yeah::rock::up:
TheDarkWraith
02-01-2012, 09:10 PM
the linked list is working correctly for the special GR2 files now also :yeah:
Now the daunting task of writing the code to write the file from what the app knows about the file begins. I have a writer already but it only modifies what the app has in memory (the app keeps the whole file in memory). Thus it's really simple to change a byte here or there, change the position of something, etc. This new writer will write a new GR2 file from start to finish by asking each class to write 'what it knows'. The new writer wrote the fileheader, infoheader, fileinfoheader, arttoolinfo, exporterinfo, textures, materials, skeletons, and bones sections (and all their extendeddata) of the GR2 file without problems :DL So far so good. There is one small problem that I have to figure out: the bones inverse world transform didn't write correctly (things that were supposed to be negative in value weren't) so have to figure this out before moving on.
I took the new GR2 file the writer wrote and compared it to the stock GR2 file. Everything was identical (barring CRC value and the bone's inverse world transform) so that means it's working like it should. The real test will be when it can write the complete file and I insert data in the file at arbitrary places whether it writes the file correctly or not :yep:
rocker_lx
02-02-2012, 06:44 AM
Exciting News.:yeah:
TheDarkWraith
02-03-2012, 12:56 AM
More good news:
new writer wrote primary vertex data (along with everything associated with it - vertex component names and verticies) without problems to a new file :yeah: All I have left is PrimaryTopology, Meshes, and Models (and everything associated with them).
Here's the real kicker: when I first coded the app the classes were using hard-coded offsets for their data (they got the offset from a pointer). I then changed to a pointer style where a pointer was stored with each class that told them where their data was and where it was to be written. As you know I then changed to a linked-list for all the classes. As items are being written to the new file by the new writer it asks each class to write it's data to the file. Since the class is part of the linked list it refers to it's previous object and asks it for it's offset and size. The class takes the offset and adds the size to it to determine where it needs to write it's data in the file. This happens for every class (fileheader, infoheader, exporterinfo, sections, textures, materials, skeletons, bones, extendeddata for a class, etc.). Since everything is relative to everything this makes for adding, removing, changing an item's size, etc. a snap :yep: I couldn't be happier with the results of this linked-list change. For testing I made no changes to anything and asked Sentinel to write a new file based on the classes data. The new file written is an EXACT copy of the original :rock:
It gets even better! I was adding some error checking to each class's WriteData function when I came across something I totally forgot about. The data right before the ArtToolInfo section in the GR2 file tells you how many textures, materials, models, skeletons, trackgroups, animations, etc. the file has. The next 4 bytes after the number of each item is a pointer. This pointer is the root pointer for that type. The root type pointer points to a list of pointers for that type. I totally forgot about these root pointers! Why are they significant? Let me explain. The app originally reads data from the file quazi-demand style. This means it only reads data when it needs it. For instance: I would read the model pointer and the model class would read in everything needed to make the model: skeleton, bones, materials, etc. There was no way to use parallelism with this as everything was done in sequential order (read model data, read skeleton data, read in all the skeleton's bones, read in all the materials, etc.) With these root pointers I can spawn worker threads for each type. Then I can have each type worker thread spawn more worker threads if the type is more than 1 (number of materials > 1 or number of bones > 1 or number of meshes > 1 etc. etc.) This allows for parallelism which will drastically decrease loading times :yep: Granny Viewer may kick my you-know-what in loading times but I'm not going to be too far behind :D
I hope to have a new test version available here real soon so you all can load GR2 files and ask sentinel to write a new file. I'll also have you ask Sentinal to getchainforsection x to see if the linked-list is complete or broken for each section. If a GR2 file's section has a broken chain I need to know so I can figure out why. Then you can load the new file in Granny Viewer to see if it's broke or not. Then you can further compare the original to the copy to see if the new writer has any problems with that GR2 file. If the new writer passes with flying colors then I'm in the home stretch. I can then write the remaining code to add new bones, materials, textures, meshes, etc. I can then also write the remaining code to modify (increase/decrease size) of items in the file (i.e. change geometry of meshes in GR2 file for instance)
Ekmek
02-03-2012, 07:27 PM
I hope to have a new test version available here real soon so you all can load GR2 files and ask sentinel to write a new file. I'll also have you ask Sentinal to getchainforsection x to see if the linked-list is complete or broken for each section. If a GR2 file's section has a broken chain I need to know so I can figure out why. Then you can load the new file in Granny Viewer to see if it's broke or not. Then you can further compare the original to the copy to see if the new writer has any problems with that GR2 file. If the new writer passes with flying colors then I'm in the home stretch. I can then write the remaining code to add new bones, materials, textures, meshes, etc. I can then also write the remaining code to modify (increase/decrease size) of items in the file (i.e. change geometry of meshes in GR2 file for instance)
WIll it work with any Gr2s? or generic gr2s?
TheDarkWraith
02-03-2012, 10:02 PM
WIll it work with any Gr2s? or generic gr2s?
Currently I have it locked to accept only certain GR2 files (it's based on what it reads from fileheader)
The writer is complete and works like a champ :yeah:. One problem though: when comparing the files written to their original there were some differences. These differences were in the extendeddata regions, namely the ArtToolInfo's extendeddata region. Upon investigation I know why there are differences but the solution to the why is more complex and haven't figured it out yet.
Open up NSS_Undine.GR2 in Granny Viewer. Click on ArtToolInfo. Click on ExtendedData. Click on SelectionSets. Now what we see are 4 entries: Name, Objects, Name, Objects. This is the problem - the duplication of entry names. When the writer goes to write extendeddata it asks the extendeddata class to find the value for the entry it needs to write. So the first Name and Objects are written correctly but the next Name and Objects are written incorrectly - because the extendeddata class returns the first one it finds of each :shifty:.
One would probably ask why are these needed? The answer is because they are type granny char * (pointer to a string) and thus I have to write those string values to the new file at the correct place in the file.
I'll have to think this one over more...I don't want to screw up my extendeddata class because it works perfectly besides this one little error...
TheDarkWraith
02-04-2012, 12:09 AM
found one source of my problem with the extendeddata. The writer was writing some of the data from the data's offset vice it's file offset (file offset takes into account the section the data is in - HUGE difference in locations).
Received a question via PM. I thought it deserved a public answer. The question was basically don't I have working writer already? Why the need to make another one?
That is an excellent question. To answer that I have to go back to the reader. The reader reads in all the data from the file. All that data is stored in a memorystream buffer so that it's readily accessible and the file layout stays intact. This allowed for the early features of the app - the ability to change extendeddata, ability to change mesh positions, rotations, etc. The reason it allowed for the early features was because I had the whole file image in memory (via the buffer) so all I had to do was go to x location and change the value to what the user wanted. Now the first writer merely took the buffer and wrote it into a file. It didn't really have to do anything at all. The new writer actually has to work. It doesn't just take a buffer and write it to a file. It actually creates a new, blank GR2 file (0 bytes of data in it). Then it goes to the file's Sentinel and asks for the linked-list. Sentinel hands over the linked-list to the writer. The chain (linked-list) is nothing but links of classes strung together (the layout of the file). So the writer starts at the beginning of the chain and asks that class to write it's data to the file. It then goes to the next class and asks it to write it's data to the file. This class then asks the previous class for it's offset and size. The class then adds these together to determine where it needs to write it's data in the file at. Once it knows where to write it writes the data to the file. The writer then proceeds to the next class and so on and so forth until it reaches the end of the chain.
This new writer allows me to do what I've always wanted to do: slice and dice the GR2 file at will! :D
All I have left to do before I can release the new test version is figure out this multiple entry problem with my extendeddata :yep:
Ekmek
02-04-2012, 10:29 AM
When you release it can you include a sample gr2 from subsim? I'd like to see how its working. thanks.
TheDarkWraith
02-04-2012, 11:15 AM
When you release it can you include a sample gr2 from subsim? I'd like to see how its working. thanks.
How it's working? Don't follow you. If you mean what does it do it reads the entire file (except for animation and trackgroup data) and displays the contents to screen. You can move meshes around, edit extendeddata, basically you can do just about anything. The rest of the just about anything is almost complete ;)
You can take the current version released @ post #1 and use it. It's functional and will display any GR2 file SH5 has. You can even export mesh data with it and import mesh data with it. You can reposition meshes, bones, etc. with it also. And you can edit extendeddata with it.
Finally got the extendeddata multiple entries bug fixed. Compared new file to original and everything is an exact copy except for the very small numbers contained in the bone's position, rotations, and inverse transforms. Some of these numbers when read from the GR2 file are 0.285E-08 (very small) and their precision is greater than a float's precision. When the reader reads these values they end up being 0x0 in memory since float precision is out to 6 decimal places. What I think I have to do is change their type to double or decimal so that I can keep the precision read from the file. That's what I'm working on now :DL
Vanilla
02-04-2012, 01:53 PM
How it's working? Don't follow you. If you mean what does it do it reads the entire file (except for animation and trackgroup data) and displays the contents to screen. You can move meshes around, edit extendeddata, basically you can do just about anything. The rest of the just about anything is almost complete ;)
You can take the current version released @ post #1 and use it. It's functional and will display any GR2 file SH5 has. You can even export mesh data with it and import mesh data with it. You can reposition meshes, bones, etc. with it also. And you can edit extendeddata with it.
Finally got the extendeddata multiple entries bug fixed. Compared new file to original and everything is an exact copy except for the very small numbers contained in the bone's position, rotations, and inverse transforms. Some of these numbers when read from the GR2 file are 0.285E-08 (very small) and their precision is greater than a float's precision. When the reader reads these values they end up being 0x0 in memory since float precision is out to 6 decimal places. What I think I have to do is change their type to double or decimal so that I can keep the precision read from the file. That's what I'm working on now :DL
I strongly believe those are meant to be zeroes! As far as I can remember Granny Viewer treats them as zeroes. Maybe just 'zeroize' those?
TheDarkWraith
02-04-2012, 09:47 PM
I strongly believe those are meant to be zeroes! As far as I can remember Granny Viewer treats them as zeroes. Maybe just 'zeroize' those?
I agree also. But it really troubles me as to why those values are in the GR2 file in the first place :06: Maybe it's because 3DS Max stores position, rotation, and values of the sorts in doubles or decimal instead of floats :hmmm:
Vanilla
02-05-2012, 03:03 AM
I agree also. But it really troubles me as to why those values are in the GR2 file in the first place :06: Maybe it's because 3DS Max stores position, rotation, and values of the sorts in doubles or decimal instead of floats :hmmm:
I am pretty much sure that those E-08 came from 3ds max, alhough three things spring to mind: avoiding division by zero somwhere in the game engine, that numbers cannot be nought due to some convention either in the game or the 3ds, manualy moving all the models to (0, 0, 0) and doing it only that precise (which is good enough). Knowing how people do graphics, my guess the latter is true. :)
As of what to do with those: zeroize those, since converting everything to double would radically expand memory requirements of the GR2 EVEI, can slow it down for some complex models. If granny viewer considers zeroized files ok, I guess the game won't have problems either.
Though it is all just my wild guess. :)
TDW, as a side note, in my life I've seen many people (being one myself) saying: 'hey, I undestand how this is constructed and how it works and I hate routine things so I'll write a utility and it will do the routine for me!' and then in 99.99% of the cases no 'utility' comes out of it. You are one of not-so-many who are actually able to do it! Awesome work! I am deeply impressed!
kapitan_zur_see
02-05-2012, 08:32 AM
that TDW guy is a "one man army" :yeah:
Keep up the good work! I can't wait to use your tool
Ekmek
02-06-2012, 07:13 PM
I tried going through the downloads section to see if there are any gr2 files and havent had luck. By any chance can someone recommend a file to download so I can test out this utility?
pedrobas
02-06-2012, 07:49 PM
I tried going through the downloads section to see if there are any gr2 files and havent had luck. By any chance can someone recommend a file to download so I can test out this utility?
There you go: http://www.gamefront.com/files/21153453/GR2EditorViewer_v1_0_507_0_zip
:salute:
Ekmek
02-06-2012, 11:09 PM
There you go: http://www.gamefront.com/files/21153453/GR2EditorViewer_v1_0_507_0_zip
:salute:
Thanks but I actually need a gr2 file from SH5. I'm kind of trolling here looking for a granny tool to use on some other games :shifty:
kapitan_zur_see
02-07-2012, 11:40 AM
Just had a look at the latest version since it's getting less and less a WIP.
However, I must say I'm a bit lost if not confused... :ping:
How is it that the then released tool will work (speaking of the workflow)?
Is it a tool just to add/alter mesh models?? Are bones will be interconecting with dat files, you know what I mean?
Like if I want to add some meshes and then altogether ties it to some data entry like a particle generator for example, will I be able to do that within your tool? Or say, will I have to add a bone in your tool, then quit, then launch the modified GR2 file in goblin, merge with dat files and etc., then somehow attach some behavior to the newly created bone?
I'm quite lost at how all kinds of files will be merged in the workflow and etc. Don't know if you get my point. Or is it because your test releases are merely depicting what your tool is gonna be and are just "viewers" to showcase the progress of deciphering GR2 files:hmmm: :06:
TheDarkWraith
02-09-2012, 01:51 AM
I am finally able to arbitrarily add/remove bytes to the GR2 file (special or normal) whereever I want, whenever I want (new files written with these changes are perfect and pass Granny Viewer test) :rock:
I can add/change arttoolinfo, exporterinfo, pointers, datatype definitions, embedded strings, and extended data with no problems. Now I will work on adding new bones :D
BIGREG
02-09-2012, 04:47 AM
Hello to any and all. :salute:
Sorry for my silence, but have not found a way to properly finish the texturing of the sonar / radio room (QR1) too much texture coordinate bug, despites the addition of textures and other tricks, I left on hold modding, while keeping an eye on the progression of many new mods.
Congratulation to all ! :yeah:
HI, TheDarkWraith and thank you for your work :yep:
Okay, so I have a question about your editor
- Added a full screen mode?
- Added a zoom on a selected meshe ? (I just do not get close enough in room)
- Addition of rotation axes ? (needles, levers) (to repair the fuel gauge in the diesel room)
- Possibility to reposition the texture coordinates ? It'll be a pleasure for me :D
a small bug report: the textures for common rooms do not load (in my opinion just a problem of location file)
Again, a big "Merci" to you TheDarkWraith, for your incredible work :rock:
Waiting for your next release
BigReg/BigRegOne
translate with google
reaper7
02-09-2012, 12:45 PM
Hi BIGREG, good to see you again mate. :up:
TheDarkWraith
02-10-2012, 12:18 AM
made some big progress today with the adding of new bones. I can now add new bones :rock: I still have to add the extended data to the new bones but they work. Even passes Granny Viewer tests! You can't open the files in the link below with the app because they will fail due to having no extended data (I require bones to have extended data).
What I did was asked Sentinel to add some new bones to some GR2 files. Then I asked Sentinel to add new exportorinfo extendeddata and to set the exporter info to my info.
The UI for the new bones is not complete yet either. All I had coded was the ability to specify the new bone name and the parent.
These changes were done to the lifeboat (regular GR2 file) and to NSS Undine (a special GR2 file).
Here are the test files so you can view them in Granny Viewer for yourself: http://www.mediafire.com/?355qbnsjewfun7u
:D :|\\
Vanilla
02-10-2012, 03:24 AM
made some big progress today with the adding of new bones. I can now add new bones :rock: I still have to add the extended data to the new bones but they work. Even passes Granny Viewer tests! You can't open the files in the link below with the app because they will fail due to having no extended data (I require bones to have extended data).
What I did was asked Sentinel to add some new bones to some GR2 files. Then I asked Sentinel to add new exportorinfo extendeddata and to set the exporter info to my info.
The UI for the new bones is not complete yet either. All I had coded was the ability to specify the new bone name and the parent.
These changes were done to the lifeboat (regular GR2 file) and to NSS Undine (a special GR2 file).
Here are the test files so you can view them in Granny Viewer for yourself: http://www.mediafire.com/?355qbnsjewfun7u
:D :|\\
That's incredible! I already see those new waypoints for the crew...
tonschk
02-10-2012, 04:18 AM
:up::salute: :DL Me too :yeah: :rock: :woot:
That's incredible! I already see those new waypoints for the crew...
TheDarkWraith
02-10-2012, 09:48 AM
Here's the UI for adding new bones:
http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5332
Working on the new bone's extended data now. UI will change after this extended data is added so you can select whether it's visible, casts shadows, etc.
:|\\
BIGREG
02-10-2012, 09:59 AM
Hi:salute:
I'm biting my brake (French expression) until the next version :O:
BigReg/BigRegOne
http://dl.dropbox.com/u/8655607/marin.gif
"I said things so intelligent that most often, I do not understand what I say."
Proverbe Shadock
TheDarkWraith
02-10-2012, 12:05 PM
Out of all the extended data for the bones I think we only need these:
http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5333
Unless someone knows something that I don't. If I need to include more let me know and tell me why you think it's needed.
reaper7
02-10-2012, 12:27 PM
Looks great. I look forward to the new Era in SH5 :up:.
One question, do you think it will be possible to Import new UV Maps into the GR2 Files to replace the stock UV Maps for ship textures.
The stock UV maps in SH3/4/5 are not done very well for proper re-texturing and is the biggest reason I haven't stuck with SH5.
Many parts of the ship share the same bits of the texture - its all over the place really.
If we could import new UV Maps then the ships will really come alive.
BIGREG
02-10-2012, 01:02 PM
:salute:
I do not know if it's in the bones, but if you can add a tool to do the "mouse mask" :06:
BigReg/BigRegOne
http://dl.dropbox.com/u/8655607/marin.gif
"The point is the shortest distance between two lines."
Proverbe Shadock
TheDarkWraith
02-10-2012, 01:44 PM
Looks great. I look forward to the new Era in SH5 :up:.
One question, do you think it will be possible to Import new UV Maps into the GR2 Files to replace the stock UV Maps for ship textures.
The stock UV maps in SH3/4/5 are not done very well for proper re-texturing and is the biggest reason I haven't stuck with SH5.
Many parts of the ship share the same bits of the texture - its all over the place really.
If we could import new UV Maps then the ships will really come alive.
Very easily done. In fact, you can do it currently with the current posted version. The importer reads the .obj files. The .obj files contain the UV data. So simply export the unit to obj format, open with 3D modeller program, re-UV map the meshes, export out of 3D modeller program to obj format, import into app :yep:
reaper7
02-10-2012, 01:46 PM
That's great TDW :up: Any chance you could look into getting random skins working too :D
TheDarkWraith
02-10-2012, 01:49 PM
Started adding the extended data for the new bones. I have it now that the new bone has extended data. When you click on the extendeddata in GrannyViewer for the new bone you'll see a new screen with one entry: MaxProperties. Nothing else has been done so that's why there are no more entries. I'm adding those currently.
What was interesting was I decided to place the new bone's extended data right before the skeleton data in the GR2 file to see if it would cause any problems. Usually all the bone extendeddata follows the last bone (it goes Skeleton data, all the bone data, then all the bone's extendeddata). Granny Viewer didn't complain :D
Here's the file if you want to check it yourself: http://www.mediafire.com/?peq3ik7ggkcg3ml
:|\\
TheDarkWraith
02-10-2012, 01:52 PM
:salute:
I do not know if it's in the bones, but if you can add a tool to do the "mouse mask" :06:
BigReg/BigRegOne
http://dl.dropbox.com/u/8655607/marin.gif
"The point is the shortest distance between two lines."
Proverbe Shadock
Haven't looked into the mouse mask yet. Once the app is fairly complete I'll look into this. My list of things to do/check is getting quite large :-?
BIGREG
02-10-2012, 02:23 PM
Very easily done. In fact, you can do it currently with the current posted version. The importer reads the .obj files. The .obj files contain the UV data. So simply export the unit to obj format, open with 3D modeller program, re-UV map the meshes, export out of 3D modeller program to obj format, import into app :yep:
What ! we can do it with the curent release ! :D
i load immediatly Blender for try this ( have you an other 3D free program has to offer me ?)
reaper7
02-10-2012, 02:35 PM
What ! we can do it with the curent release ! :D
i load immediatly Blender for try this ( have you an other 3D free program has to offer me ?)
Cool, just tried it in 3DS Max - works ok :yeah: Nice.
BigReg You can get a free 3yrs license for 3DS MAx if you have a student email (I used my sons - no problems to get it).
Luken
02-10-2012, 02:44 PM
Sorry for interrupting, but I have a question, and didn't want to make a thread for it, and here is going some serious breakthrough ;) - is it possible in the current state of modding, or is potential for this in the future - to make other clickable objects in the sub? (like these radio/hydrophone/map/hatch)
BIGREG
02-10-2012, 02:48 PM
The only problem is that ,I do not have a child and even if I start right away, it was not until he is at university, I just tried with blender, but I can not to have the textures (why there are 4 files after export ?)
reaper7
02-10-2012, 03:53 PM
The only problem is that ,I do not have a child and even if I start right away, it was not until he is at university, I just tried with blender, but I can not to have the textures (why there are 4 files after export ?)
:har: Best get on the job quick then.
The thing is anybodys student email address is sufficent - just get one from a friend get them to register and give you the serial they receive :03:
Ekmek
02-10-2012, 05:16 PM
What ! we can do it with the curent release ! :D
i load immediatly Blender for try this ( have you an other 3D free program has to offer me ?)
Objs definetely work in blender. I have a section in my "making leaderheads for civilization4" guide that tells how to use the UV functions in the program.
http://forums.civfanatics.com/showthread.php?t=267233
TheDarkWraith
02-10-2012, 05:17 PM
(why there are 4 files after export ?)
There are 4 files IF the mesh has two sets of texture coordinates. As the OBJ file format only supports one set of texture coordinates I had to make two sets of files for them - one for the first set of texture coordinates (Diffuse) and the other for the second set (the AO map) :up:
BIGREG
02-11-2012, 12:14 PM
Hi:salute:
Okay, so I spend my day to take in hand Blender.:hmmm:
Nice, the interface is not great, but it's free! and anyway when I explained to my girlfriend that I wanted to make him a kid for a code, it did not agree ! :shifty:
However I offered the first names: Max for a guy, and Maya for a girl !:yep:
But nothing was done, she will not! No kids for a code! Damn ! :nope:
Regarding the editor
I did not understand why, but now I can zoom in detail, and in addition I have the textures are common rooms which appeared without adjusting ? :-?
and i wanted to know if it's normal that textures exported in. obj are in .tga and no longer. dds :06:
I export the radar meshe : Perfect, opening in blender : Ok ,even the textures are in .tga ,they are well recognized and used in blender
But, when importing into the editor I had the right to this:
http://dl.dropbox.com/u/8655607/erreur%20import.jpg
If you have a solution, I'm interested :up:
BigReg/BigRegOne
http://dl.dropbox.com/u/8655607/marin.gif
"The notion of strainer is independent of the concept of hole and vice versa."
Proverbe Shadock
Edit: I just noticed that after closing the editor, he continues to work ! see in the process ! :doh:
TheDarkWraith
02-12-2012, 12:05 AM
I'd need to see the obj files you were trying to import. More than likely blender is using culture specifics and thus is writing decimal points using the european way ',' instead of the american way '.'. This is no problem as I added a menu option in the menu that tells the app to use culture specifics for situations like this. See here: http://www.subsim.com/radioroom/showpost.php?p=1814202&postcount=407
I'd still like to see the obj files produced by blender.
As far as exporting to tga that's the way I have the app setup currently. I was thinking about letting the user decide what format they want the images to export to via an interface. What do you think? Basically you would be able to export images in any of the formats under the misc tab.
Finished coding the extended data for when you add a new bone. Works perfectly for normal GR2 files but the special GR2 files don't work correctly yet. Should have it all fixed and completed here soon :up:
BIGREG
02-12-2012, 03:02 AM
Hi :salute:
Well I'll try to explain what happens to me with the editor:
- Yesterday morning, just radar mesh extraction from the room QR1 (with local settings enable) -> OK
- Opening with blender -> OK
- Backup without any changes-> OK
-import into the editor-> error (one posted above)
- Yesterday afternoon another attempt: can not reopen the room QR1.GR2 ? :hmmm:
- Try to open my file with my edit additional textures QR1.GR2> recalculate CRC :up:-> OK. opening-> OK
new-tries, with the original QR1.GR2-> will not open ! :cry:
I then preview that after closing the editor it continue to operate :o(in the task manager) -> Ok it's not too serious, but it eats memory
Last night, still can not reopen the original file QR1.GR2! but the other. GR2 open without problem
-This morning the same! OK I delete the folder how I unzip the editor and I reextracted the editor
- Opening QR1.GR2 original with the editor -> OK? It works ! :D
(but the editor continues to function after its closure)
- Trying to extract just the wheel of the radar-> Ok Opening with blender-> error loading :wah:!
http://dl.dropbox.com/u/8655607/wheel%20error.jpg
That's all for now, I'll keep trying all this :rotfl2:
Ps:Super ,if you can add dds format for the export ! Do you need my .obj mesh after save with Blender ?
BigReg/BigRegOne
http://dl.dropbox.com/u/8655607/marin.gif
"The most serious disease of the brain is thinking."
Proverbe Shadock
TheDarkWraith
02-12-2012, 04:06 AM
Ps:Super ,if you can add dds format for the export ! Do you need my .obj mesh after save with Blender ?
Yes I'd like to look at it to see if blender is adding/removing anything from the obj files
What you speak about the app 'hanging' is normal in the current posted version. The current posted version has TONS of memory leaks :-? When you close down the app the managed runtime is performing 'cleanup' on those memory leaks. It can take awhile if you opened some large files. The new version that I will release here soon has no memory leaks :DL
The ability to add new bones is complete and working :rock: The app can add new bones (and their extended data) to regular and special GR2 files.
I added new bones to the lifeboat and NSS_Undine: http://www.mediafire.com/?2pje2j2olbobjq1
You can view these in Granny Viewer and the app. I didn't see any errors in them so double check me :yep:
:|\\
BIGREG
02-12-2012, 05:30 AM
Great thing the addinional bones:yeah:
I just returned home with 3dsMax 2010 :rock:! an used version for 200 €uros (much cheaper than a kid)
Wow! After the installation (64 bit), I run it and surprise, a real gas factory and all in English :o
trying to import the steering wheel Radar -> it works great :up:
But now I must take in hand this great software :know:
BigReg/BigRegOne
http://dl.dropbox.com/u/8655607/marin.gif
"To heal something that does not work or is too noisy, it is necessary and sufficient to hit it with something that works better or makes more noise."
Proverbe Shadock
TheDarkWraith
02-12-2012, 11:47 PM
As promised here is the new test version that allows you to add new bones: http://www.mediafire.com/?y6988frf8y8dm6t
Please try to make it fail :yep: I need to know this is stable for any GR2 file you try to open and add bones to. This is the basis for adding everything else :yep: Whenever you save a file with new bones ALWAYS try to open it back up with the app AND Granny Viewer. This is the only way to see if the file was written correctly and contains no errors. Ensure to check the Skeleton and ExporterInfo sections in Granny Viewer (and their extended data).
You cannot add bones to a GR2 file if it has no model or skeleton or at least one bone. I just haven't coded those yet. I use the one bone to setup new pointers for the new bone.
The adding of new bones is not optimized. It's rather a brute force approach that it takes. Thus it could take a little time to add the new bone to the file. Be patient. Optimizing comes after everything works ;)
You'll notice that I let Sentinel be of use to you all. Most of the commands are enabled, those that aren't require a password to unlock (some commands don't show until password is entered also). Press F1 to show/hide Sentinel window. And no you cannot have the password. There is WAY too much power enabled for file changing when the password is input :cool: You'll cause more harm to the file if you don't know what you're doing and thus no password is being given. Remember I said Sentinel is the overall master of the file - it has the power to do anything with the file.
I haven't checked the importer/exporter with this version so someone test it and see how it works.
There are some problems with picking, specifically selecting faces. If you rotate the mesh then try to pick individual faces they'll select incorrectly. Working on the fix currently.
Any other errors you notice let me know :up:
:|\\
Vanilla
02-13-2012, 08:48 AM
Just've tried it on my notebook... Is it possible to make the EVEI window resizable? All of the controls are below my screen edge. :DL
Antar
02-13-2012, 11:31 AM
Will be possible with this magic software put a crew on surfaced AI uboats?
From stock "opening mission" we have captain body too.
:hmmm:
TheDarkWraith
02-13-2012, 12:18 PM
Will be possible with this magic software put a crew on surfaced AI uboats?
From stock "opening mission" we have captain body too.
:hmmm:
I've already done that with FX Update....just never released it. Didn't need the tool to do it either :D Granted it would be much easier to do now with the app's ability to add bones and position/rotate them :yep:
BIGREG
02-13-2012, 01:30 PM
Hi :salute:
It's me again :D
Great! This new version: Super fast, bones menu ... :yeah:
Here's a little report and some questions for you TheDarkWraith:
- Try to import / export:
Regional setting: ON
File: Room_QR1.GR2
Mesh: Room_QR1_Radar (mesh)
- Export: with AO and textures -> Import: Room_QR1_Radar.objAO (not opened/no change) -> Error
http://dl.dropbox.com/u/8655607/Error%20Radar.jpg
same with all other attempts and adjustments (Regional On/off-with and without AO..)
but with the perdea mesh ,i have this error :
http://dl.dropbox.com/u/8655607/Error%20Perdea.jpg
- I looked to export the UV maps, but I have not succeeded (impossible to select, edit menu empty).
Yet I saw that you had succeeded:
http://www.subsim.com/radioroom/showpost.php?p=1813842&postcount=396
otherwise open. obj in 3DS Max is impeccable! :rock:
Questions :
- Is there a way to rotate (shortcuts) from the point of view (on the spot) ?
-For the UV maps will it be possible to load them directly into 3ds Max ?
Thank in advance
BigReg/BigRegOne
http://dl.dropbox.com/u/8655607/marin.gif
"Only by pumping as you get something and even if you do not succeed ... hey well that you will not hurt."
Proverbe Shadock
Vanilla
02-13-2012, 01:31 PM
../Submarine/Common/Rooms/Waypoints_Room_QR1.gr2 gave me this:
"There is no data type definition for this mesh."
Most of the other 'waypoints' files open just ok.
TheDarkWraith
02-13-2012, 01:36 PM
Hi :salute:
It's me again :D
Great! This new version: Super fast, bones menu ... :yeah:
Here's a little report and some questions for you TheDarkWraith:
- Try to import / export:
Regional setting: ON
File: Room_QR1.GR2
Mesh: Room_QR1_Radar (mesh)
- Export: with AO and textures -> Import: Room_QR1_Radar.objAO (not opened/no change) -> Error
I'll try this file also and see what's going on :up:
same with all other attempts and adjustments (Regional On/off-with and without AO..)
but with the perdea mesh ,i have this error :
I'll check this also.
- I looked to export the UV maps, but I have not succeeded (impossible to select, edit menu empty).
Yet I saw that you had succeeded:
http://www.subsim.com/radioroom/showpost.php?p=1813842&postcount=396
How are you wanting to export the UV maps? If you double click the windows that open with the UV maps you can save them to a file. Is that what you are wanting to do or something else?
Questions :
- Is there a way to rotate (shortcuts) from the point of view (on the spot) ?
Not sure what you are asking here. I think you're asking if there's a way to move the camera differently. I think this is what you're asking from my opening of the Room_QR1.GR2. It's hard to position camera to where you want it. I'll have to add another camera mode (first person view).
-For the UV maps will it be possible to load them directly into 3ds Max ?
Once again not sure what you are asking here.
See above in yellow.
Keep the questions and bug reports coming :yep:
TheDarkWraith
02-13-2012, 02:03 PM
I get an error when trying to import Room_QR1_Radar also. Looking into why...:hmmm:
TheDarkWraith
02-13-2012, 02:05 PM
../Submarine/Common/Rooms/Waypoints_Room_QR1.gr2 gave me this:
"There is no data type definition for this mesh."
Most of the other 'waypoints' files open just ok.
Nice. That means there are more datatypes defined that I'm aware of :DL I'll look into this also. Should be a very easy fix as I can set a breakpoint on this unknown datatype to figure out what it is :yep:
BIGREG
02-13-2012, 02:06 PM
- I looked to export the UV maps, but I have not succeeded (impossible to select, edit menu empty).
Yet I saw that you had succeeded:
http://www.subsim.com/radioroom/show...&postcount=396 (http://www.subsim.com/radioroom/showpost.php?p=1813842&postcount=396)
How are you wanting to export the UV maps? If you double click the windows that open with the UV maps you can save them to a file. Is that what you are wanting to do or something else?
I must be a little silly, I double click on any window? I just tried everywhere in every menu, in the middle, up, down, nothing ! :88)
Questions :
- Is there a way to rotate (shortcuts) from the point of view (on the spot) ?
Not sure what you are asking here.
rotate of the camera axis and not of the world axis :06:
-For the UV maps will it be possible to load them directly into 3ds Max ?
Once again not sure what you are asking here.
possible backup format .UVW to open them directly in 3DSMax :06:
BigReg/BigRegOne
http://dl.dropbox.com/u/8655607/marin.gif
"For it is as little as possible unhappy, always hitting on the same.
Proverbe Shadock
Vanilla
02-13-2012, 02:25 PM
Meshes in a waypoint file? My, my... those devs! :)
Two more things, one major and one small. Tried editing file:
../Submarine/Common/Rooms/Waypoints_Room_QR2.gr2
1. Added a new bone to the parent Waypoints_Room_QR2
2. New bone (name SQ_BED05): 'has position data, no rotation data, no shear data'
3. Bone position is: -0.097114 -0.018419 -0.042244
4. Copied LOD Error value of 1.330672 from other bones
5. Closed bone editor
6. Tried to save, had exception: ArtToolInfo_ExtendedData: Exception while writing extended data Exception is [my rough translation from RU locale] there is no pointer to the object in this object instance
Second minor issue: when editing position data (double clicking in the bone viewer) when trying to enter leading '-' for a negative value gives 'invalid entry. Try again.' though the '-' still appears no problem, the same goes for pressing backspace trying to delete it. This doesn't happen in the bone creation dialog.
Can we get a bone delete and copy functions any soon? :oops:
TDW, that's an incredible tool you've made! I just couldn't believe that I am adding a complete new bone with two simple clicks, felt like a complete rocket sience, wow! :timeout: I even felt somehow relieved when it threw an exception at me. ;) You're the man!
TheDarkWraith
02-13-2012, 02:35 PM
- I looked to export the UV maps, but I have not succeeded (impossible to select, edit menu empty).
Yet I saw that you had succeeded:
http://www.subsim.com/radioroom/show...&postcount=396 (http://www.subsim.com/radioroom/showpost.php?p=1813842&postcount=396)
How are you wanting to export the UV maps? If you double click the windows that open with the UV maps you can save them to a file. Is that what you are wanting to do or something else?
I must be a little silly, I double click on any window? I just tried everywhere in every menu, in the middle, up, down, nothing ! :88)
Questions :
- Is there a way to rotate (shortcuts) from the point of view (on the spot) ?
Not sure what you are asking here.
rotate of the camera axis and not of the world axis :06:
-For the UV maps will it be possible to load them directly into 3ds Max ?
Once again not sure what you are asking here.
possible backup format .UVW to open them directly in 3DSMax :06:
BigReg/BigRegOne
http://dl.dropbox.com/u/8655607/marin.gif
"For it is as little as possible unhappy, always hitting on the same.
Proverbe Shadock
Ah, ok, you're not even getting the UV maps to appear. Select a mesh. In UVs box of the mesh tab there are two buttons 1 and 2. 1 will show you the UV maps for that mesh using texture coordinates 0 (diffuse). 2 will show you the UV maps for that mesh using texture coordinates 1 (AO). When the UV map windows appear you double click those to save to file.
You are actually rotating the camera axis and not the world axis. The camera (currently) is a 3rd person view camera. I'll code in a way to select 1st person view camera.
You want a way to export only the UV coordinates and nothing else? I need to see something that shows me where this is done. I need to see some kind of file so I can see how the formatting goes.
TheDarkWraith
02-13-2012, 02:36 PM
Meshes in a waypoint file? My, my... those devs! :)
Two more things, one major and one small. Tried editing file:
../Submarine/Common/Rooms/Waypoints_Room_QR2.gr2
1. Added a new bone to the parent Waypoints_Room_QR2
2. New bone (name SQ_BED05): 'has position data, no rotation data, no shear data'
3. Bone position is: -0.097114 -0.018419 -0.042244
4. Copied LOD Error value of 1.330672 from other bones
5. Closed bone editor
6. Tried to save, had exception: ArtToolInfo_ExtendedData: Exception while writing extended data Exception is [my rough translation from RU locale] there is no pointer to the object in this object instance
Second minor issue: when editing position data (double clicking in the bone viewer) when trying to enter leading '-' for a negative value gives 'invalid entry. Try again.' though the '-' still appears no problem, the same goes for pressing backspace trying to delete it. This doesn't happen in the bone creation dialog.
Can we get a bone delete and copy functions any soon? :oops:
TDW, that's an incredible tool you've made! I just couldn't believe that I am adding a complete new bone with two simple clicks, felt like a complete rocket sience, wow! :timeout: I even felt somehow relieved when it threw an exception at me. ;) You're the man!
Once I finish with the error BigReg posted I'll look into this :up:
TheDarkWraith
02-13-2012, 02:39 PM
Well I found an error of what BigReg posted about. Must have coded something when I was very sleepy because I used a completely wrong value for a section value (used the actual object's offset instead) :nope: That problem fixed now trying to import Room_QR1_Radar again....
TheDarkWraith
02-13-2012, 02:51 PM
Found another error in the importer and it's due to the change I made to using a linked list. Fixed that.
Now here's the real question: In the importer I ignore the normals read in from the obj files. Should I keep ignoring them or should I use them? :06:
Here's what I decided to do: If the obj file contains normals then I use them. If it doesn't then I use the existing vertex normal data.
Now I really just had a what the heck was I thinking moment. Looking over the importer code I totally ignore the texture coordinate data read in (I use the existing vertex data). On top of that my error checking for what was read in from the file was happening after I tried to set the new vertex data! What was I thinking? I really must have been tired when I coded this...
BIGREG
02-13-2012, 03:01 PM
the two buttons 1 and 2 in "show" menu does not highlight ( and not work after selecting mesh and/or subset)
For the UVW map ,yes i have not see them in 3DSMax after import .obj or .objAO :hmmm:
BigReg/BigRegOne
http://dl.dropbox.com/u/8655607/marin.gif
"Have to pump to live and then live to pump."
Proverbe Shadock
TheDarkWraith
02-13-2012, 03:15 PM
the two buttons 1 and 2 in "show" menu does not highlight ( and not work after selecting mesh and/or subset)
For the UVW map ,yes i have not see them in 3DSMax after import .obj or .objAO :hmmm:
Guess I still don't understand what you're asking for in regards to UV maps :06:
The importer is fixed :up: Now there are two importers that I made. The first one is the one currently being used. It does not support importing of the AO data. It only imports the diffuse data. So even though you may select Import AO it never happens. I may update this first importer to do it. My second importer I made does import AO data but I have to make changes to the code so that it's compatible with my linked list data.
Looking into the other errors now :yep:
TheDarkWraith
02-13-2012, 03:26 PM
the two buttons 1 and 2 in "show" menu does not highlight ( and not work after selecting mesh and/or subset)
For the UVW map ,yes i have not see them in 3DSMax after import .obj or .objAO :hmmm:
BigReg/BigRegOne
When you double click on a mesh in the render window or select a mesh from the meshes list you are 'setting' the mesh as the active mesh. You cannot set the mesh if you have bones enabled. Go to the Bones tab and in the bones box unselect show :up: Now you can view the texture coordinates for the mesh using the 1 and 2 buttons :yep:
BIGREG
02-13-2012, 03:55 PM
Ha ! It works :yeah:i can export UVW (textures coordinates)
but i don,t know is that possible to add the UVW in the .obj :06:
otherwise we can create new ones. But it must be able to import in the editor :hmmm:
UVW Edit (textures coordinates) in 3DSMAX
http://dl.dropbox.com/u/8655607/UVW.jpg
BigReg/BigRegOne
http://dl.dropbox.com/u/8655607/marin.gif
"You can never be beaten as well as by ourselves."
Proverbe Shadock
TheDarkWraith
02-13-2012, 03:56 PM
This Room_QR1 perdea one is interesting...I'm trying to figure out how I export more texture coordinates than there are verticies :hmmm:
TheDarkWraith
02-13-2012, 03:58 PM
Ha ! It works :yeah:i can export UVW
but i don,t know is that possible to add the UVW in the .obj :06:
otherwise we can create new ones. But it must be able to import in the editor :hmmm:
UVW Edit (textures coordinates) in 3DSMAX
You don't know if 3DSMAX can add the UVs to the obj file or if I can import them into the app? With the current version posted it won't import them. The version I'm fixing the errors on that I'll be releasing will :yep:
BIGREG
02-13-2012, 04:09 PM
For the perdea , I noticed that there was an error with textures or the coordinates, during my tests on texture :shifty:
edit:
This is what I can export to a. Obj:
http://dl.dropbox.com/u/8655607/export%20obj.jpg
BigReg/BigRegOne
http://dl.dropbox.com/u/8655607/marin.gif
"The truth is that there is no truth. (Including this one)."
Proverbe Shadock
TheDarkWraith
02-13-2012, 04:44 PM
For the perdea , I noticed that there was an error with textures or the coordinates, during my tests on texture :shifty:
edit:
This is what I can export to a. Obj:
Setting any kind of optimizing will more than likely cause issues with the first importer being used. Reason being is this (and why you are seeing the error with the perdea mesh): I read the vertex data from the GR2 file. For each mesh it gets a pointer to a vertex data class. The vertex data class contains well vertex data and some other things. That vertex data has a defined size. If you optimize the mesh in a 3D modeller program and it changes the number of verticies then you will not be able to import that back into the app with the first importer. The first importer REQUIRES the number of verticies, normals, and texture coordinates read in to be the same as the number of verticies defined by the vertex data class it has a pointer to.
Now this is why the perdea is currently throwing an error when you try to import it back in. When the mesh is being created by the app it originally has 0x180 verticies. I call this function:
mesh.OptimizeInPlace(MeshFlags.OptimizeAttributeSo rt | MeshFlags.OptimizeIgnoreVerts, adjac);
Which is supposed to NOT alter the verticies but, in fact, it actually is. That function call takes the verticies from 0x180 to 0x196. Clearly 0x196 doesn't equal 0x180 so the app throws an error when you try to import it back in. I'm looking for a solution to this currently.
TheDarkWraith
02-13-2012, 05:01 PM
Ok the issue with the Room_QR1 perdea mesh is sorted. Had to add another flag to this function call:
mesh.OptimizeInPlace(MeshFlags.OptimizeAttributeSo rt | MeshFlags.OptimizeDoNotSplit | MeshFlags.OptimizeIgnoreVerts, adjac);
The flag OptimizeDoNotSplit cured the problem of it splitting the verticies and thus increasing the mesh's vertice count :up:
Now to continue with the other errors posted :DL
BIGREG
02-13-2012, 05:03 PM
Yay! Forward to the next version. http://dl.dropbox.com/u/8655607/bounce.gif
Ha ! How exactly did to save the views of texture coordinates :06:
BigReg/BigRegOne
http://dl.dropbox.com/u/8655607/marin.gif
"The Marin Shadok is a shadok blue, wearing a blue beret, red pompon sailor, and a cover over his left eye, apparently lost during the Battle of Lepanto, in his memorable fight against water mills.
We see quite often a bottle in his hand.
He was a former pirate quartermaster had gone wrong. Unlike his ilk who typically spend their time to introduce small boat in a bottle, he introduced the bottles in his small boat. He spoke by maxims (and sometimes even in English). It was he who said, for example: In the Navy we do not do much but we do it early. And indeed, he left at the crack of dawn, supposedly to go or was the wind. But the evening when he returned, he had completely forgotten, and he said he was under the influence .... in reality he was simply drunk."
TheDarkWraith
02-13-2012, 05:07 PM
../Submarine/Common/Rooms/Waypoints_Room_QR1.gr2 gave me this:
"There is no data type definition for this mesh."
Most of the other 'waypoints' files open just ok.
This one was fairly easy. Looking at it in GrannyViewer the second mesh has no extendeddata. Every GR2 file I've opened so far always has extendeddata for the meshes. This one just threw my assumption out the window :shifty: Easy to fix :up:
TheDarkWraith
02-13-2012, 05:07 PM
Yay! Forward to the next version. http://dl.dropbox.com/u/8655607/bounce.gif
Ha ! How exactly did to save the views of texture coordinates :06:
Double click inside the texture coordinates window :up: I'm adding the ability to select what format to save to currently.
TheDarkWraith
02-13-2012, 05:20 PM
../Submarine/Common/Rooms/Waypoints_Room_QR1.gr2 contains one little triangle that looks like it could cause some problems :hmmm: Anyone seen this?
BIGREG
02-13-2012, 05:25 PM
Oops! error when saving
http://dl.dropbox.com/u/8655607/save%20UVW%20error.jpg
BigReg/BigRegOne
http://dl.dropbox.com/u/8655607/marin.gif
"Any type of instrument is called a sieve, on which we can define three subsets: inside, outside and holes."
Logical Shadock
TheDarkWraith
02-13-2012, 05:50 PM
Oops! error when saving
http://dl.dropbox.com/u/8655607/save%20UVW%20error.jpg
BigReg/BigRegOne
http://dl.dropbox.com/u/8655607/marin.gif
"Any type of instrument is called a sieve, on which we can define three subsets: inside, outside and holes."
Logical Shadock
what does that say in English? What did you do so I can try and duplicate it?
BIGREG
02-13-2012, 05:58 PM
Yes, Try on your side, I think that will be easier to translate this gibberish.
I try to save the mesh of the wheel radar (in jpeg and dds)
BigReg/BigRegOne
http://dl.dropbox.com/u/8655607/marin.gif
"At first there was nothing. Finally, nothing more or nothing less than elsewhere. "
BIGREG
02-13-2012, 06:16 PM
Error when loading Waypoints_Room_QR1.GR2
http://dl.dropbox.com/u/8655607/error%20QR1%20waypoint.jpg
and I did not notice anything with Goblin :hmmm:
BigReg/BigRegOne
http://dl.dropbox.com/u/8655607/marin.gif
"If it hurts, is that it feels good"
Proverbe Shadock
TheDarkWraith
02-13-2012, 06:50 PM
Error when loading Waypoints_Room_QR1.GR2
http://dl.dropbox.com/u/8655607/error%20QR1%20waypoint.jpg
and I did not notice anything with Goblin :hmmm:
BigReg/BigRegOne
http://dl.dropbox.com/u/8655607/marin.gif
"If it hurts, is that it feels good"
Proverbe Shadock
This was posted about already and has been fixed. The problem was the mesh has no extendeddata :up:
TheDarkWraith
02-13-2012, 10:04 PM
Yes, Try on your side, I think that will be easier to translate this gibberish.
I try to save the mesh of the wheel radar (in jpeg and dds)
BigReg/BigRegOne
http://dl.dropbox.com/u/8655607/marin.gif
"At first there was nothing. Finally, nothing more or nothing less than elsewhere. "
This problem was a little sinister in itself. I was a little over-zealous in curing all the memory leaks so I disposed of the texture for this right after creating it (well not right after but just after I sent it to the render texture class). No wonder you were getting errors. Problem fixed :up:
TheDarkWraith
02-13-2012, 10:42 PM
Meshes in a waypoint file? My, my... those devs! :)
Two more things, one major and one small. Tried editing file:
../Submarine/Common/Rooms/Waypoints_Room_QR2.gr2
1. Added a new bone to the parent Waypoints_Room_QR2
2. New bone (name SQ_BED05): 'has position data, no rotation data, no shear data'
3. Bone position is: -0.097114 -0.018419 -0.042244
4. Copied LOD Error value of 1.330672 from other bones
5. Closed bone editor
6. Tried to save, had exception: ArtToolInfo_ExtendedData: Exception while writing extended data Exception is [my rough translation from RU locale] there is no pointer to the object in this object instance
Second minor issue: when editing position data (double clicking in the bone viewer) when trying to enter leading '-' for a negative value gives 'invalid entry. Try again.' though the '-' still appears no problem, the same goes for pressing backspace trying to delete it. This doesn't happen in the bone creation dialog.
Can we get a bone delete and copy functions any soon? :oops:
TDW, that's an incredible tool you've made! I just couldn't believe that I am adding a complete new bone with two simple clicks, felt like a complete rocket sience, wow! :timeout: I even felt somehow relieved when it threw an exception at me. ;) You're the man!
The app has problems with this file and right now I don't know why. I fixed the errors when you tried to save it. I added the new bone and saved the file without error. When I reopened it no bones existed :hmmm: Investigating as to why...
EDIT:
I know why it has no bones now. When it wrote the skeleton data it wrote it 4 bytes ahead of where it was supposed to be. Now I have to figure out why it's writing 4 bytes before...
TheDarkWraith
02-13-2012, 11:31 PM
test version 1.1.45.0 available here: http://www.mediafire.com/?ij9hu4dr9qeq7eo
Still can't add bones to Room_QR2.gr2. Still looking into why (the whole 4 bytes thing)
This should fix almost all the errors posted so far
:|\\
BIGREG
02-14-2012, 05:06 AM
Hi :salute:
I have just trying your new release :
- Save the Textures coordinates Maps in .jpeg,dds... : Ok :yeah:
(But is it possible to choose the size, or it corresponds to the size of the textures in Meshes :06:)
- Export Mesh : Ok
- Import directly after : Ok
- Save : Error !
http://dl.dropbox.com/u/8655607/error%20import%20save1.jpg
http://dl.dropbox.com/u/8655607/error%20import%20save2.jpg
- Open the exported Mesh in 3DSMax : loading ,but nothing to see,the subset names and textures are present.:doh:
- Open with Blender : Error !
http://dl.dropbox.com/u/8655607/error%20import.jpg
Voila, I hope it'll help a little :up:
BigReg/BigRegOne
http://dl.dropbox.com/u/8655607/marin.gif
"It is better to mobilize his intelligence of bull****, to mobilize its bull**** on something intelligent. "
Proverbe Shadock
TheDarkWraith
02-14-2012, 09:59 AM
Hi :salute:
I have just trying your new release :
- Save the Textures coordinates Maps in .jpeg,dds... : Ok :yeah:
(But is it possible to choose the size, or it corresponds to the size of the textures in Meshes :06:)
- Export Mesh : Ok
- Import directly after : Ok
- Save : Error !
http://dl.dropbox.com/u/8655607/error%20import%20save1.jpg
To change the size simply drag the bottom right corner of the texture coordinate window to the size wanted. You'll see two numbers '_ X _' in the bottom right box. Those numbers tells you what the current dimensions of the texture are. You can also double click the box with the two numbers to automatically take it to it's native size. Double click the bottom left box to.....hmm don't remember what I did for that one. I think it resizes it from full screen and back to previous size.
The error above you posted I'll fix. Some meshes don't have any materials and thus they will have no bindings :up:
TheDarkWraith
02-14-2012, 11:38 AM
While trying to view the mouse mask radar wheel map in Room_QR1 I noticed the app threw an exception due to the mouse mask radar wheel having no materials assigned to it. I fixed this so that it will still render texture coordinates for those meshes that have no textures/materials assigned to them (if you choose not making a mask and the mesh has no textures/materials then it will automatically reassign your choice to creating a mask)
TheDarkWraith
02-14-2012, 12:24 PM
test version 1.1.46.0 available here: http://www.mediafire.com/?xxeo829xr235y5l
fixes problems with viewing texture coordinates/exporting/importing/saving meshes with no materials and/or textures defined (i.e. mousemask_radarwheel for instance)
Still trying to figure out problem with adding new bones to Waypoints_Room_QR1
BIGREG
02-14-2012, 12:33 PM
:salute:
Today ,I have try to open more meshes in 3DSMax,but nothing appears,the textures are loaded and subset name are present :doh:
and i don't see anything in the all views :06:
Edit: Oops ! your are to fast !!! :rotfl2: already a new version ! :woot:
BigReg/BigRegOne
http://dl.dropbox.com/u/8655607/marin.gif
"Excuse me! I forgot that I had amnesia."
Proverbe Shadock
TheDarkWraith
02-14-2012, 12:36 PM
:salute:
Today ,I have try to open more meshes in 3DSMax,but nothing appears,the textures are loaded and subset name are present :doh:
and i don't see anything in the all views :06:
which GR2 files/meshes were you trying to open?
BIGREG
02-14-2012, 12:47 PM
always in QR1 ,I have try with the radar,wheel and bed meshes and with the new version idem :hmmm:
TheDarkWraith
02-14-2012, 12:52 PM
always in QR1 ,I have try with the radar,wheel and bed meshes and with the new version idem :hmmm:
Can you give me the specific names as seen in the meshes tab for these that you tried? I'd like to try myself and see what's happening :hmmm:
BIGREG
02-14-2012, 12:54 PM
Room_QR1.GR2 -> Radar(Mesh) all subset selected
TheDarkWraith
02-14-2012, 01:03 PM
Room_QR1.GR2 -> Radar(Mesh) all subset selected
Renders just fine in Wings3D (along with just about everything else in Room_QR1):
http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5338
:hmmm:
BIGREG
02-14-2012, 01:08 PM
i don't have Wings3d :-?,but, I'll load it on :ping: and how did you manage to export the whole room :06:
TheDarkWraith
02-14-2012, 01:14 PM
i don't have Wings3d :-?,but, I'll load it on :ping:
I was just showing you that the export of the meshes in Room_QR1 work. You should be able to open them up in 3DS Max. I have an old version of 3DS Max but I don't like the app. I prefer the simple interface that Wings3D offers. Have Maya also but same thing, prefer simple interface Wings3D has.
Wings3D is a free app also :yeah:
BIGREG
02-14-2012, 01:31 PM
:yeah:that work into 3Dwings ,but i don't understand why not with 3DSMax :hmmm:
BIGREG
02-14-2012, 01:43 PM
I think it comes from me, I had to disrupt something, I think.
I tried with other objects (not exports) and everything works :shifty:
I'll reinstall 3DSMax :damn:
TheDarkWraith
02-14-2012, 01:45 PM
:yeah:that work into 3Dwings ,but i don't understand why not with 3DSMax :hmmm:
Not sure. 3DS Max has a steep learning curve to use and quite frankly turned me off from it. It was too cumbersome to do simple little things so I found Wings3D and use it almost 95% of the time for any 3D modelling work that I need to do.
TheDarkWraith
02-14-2012, 01:51 PM
Second minor issue: when editing position data (double clicking in the bone viewer) when trying to enter leading '-' for a negative value gives 'invalid entry. Try again.' though the '-' still appears no problem, the same goes for pressing backspace trying to delete it. This doesn't happen in the bone creation dialog.
Can we get a bone delete and copy functions any soon? :oops:
I'll update the error checking for the entering of the position, rotation, and scale/shear data on the bone editor page to remove this minor annoyance.
Bone delete and copy functions will come after the adding of new bones works 100% for all files. Everything relies on the code the adding of new bones is using. If that code is not correct then nothing will work correctly. The main part of that code is the updating of all pointers and datatype definitions. This is the most critical part of the code and what is failing currently with Waypoints_Room_QR1. The reason it's failing is because of the linked list. There is a space of 0x4 bytes between two objects read in (where one ends and the next begins in the file). I have to figure out why that 0x4 byte space exists as it shouldn't.
BIGREG
02-14-2012, 02:10 PM
Youpi ! :yeah: it was my fault, everything works perfectly :woot:
TheDarkWraith
02-14-2012, 02:15 PM
The reason it's failing is because of the linked list. There is a space of 0x4 bytes between two objects read in (where one ends and the next begins in the file)
Sometimes just writing your thoughts sparks answers/clues...I think I have a solution to this problem...making changes...
BIGREG
02-14-2012, 02:23 PM
A view in 3DSMax :sunny:
http://dl.dropbox.com/u/8655607/VueRadar3D.jpg
TheDarkWraith
02-14-2012, 02:36 PM
A view in 3DSMax :sunny:
Glad to hear you got it working :yeah:
Any changes you make you should be able to import back into the GR2 file (verticies count must stay the same with the current importer I have enabled). Then fire up the game and see what happens :yep:
BIGREG
02-14-2012, 03:00 PM
Ok,i have try just open the radar mesh , without any change and when importing into the editor, it lacks a name ?
I have try with Wings idem :hmmm:
http://dl.dropbox.com/u/8655607/manquenom.jpg
But,all works fine just after export/import without opening it:woot:
TheDarkWraith
02-14-2012, 03:01 PM
Ok,i have try just open the radar mesh , without any change and when importing into the editor, it lacks a name ?
I have try with Wings idem :hmmm:
http://dl.dropbox.com/u/8655607/manquenom.jpg
I'll try it also...give me a few...
TheDarkWraith
02-14-2012, 03:04 PM
I exported the radar and then re-imported back with no problems. Sounds like 3DS Max changed some things (names) in the OBJ file. Can you send me the OBJ file created by 3DS Max?
BIGREG
02-14-2012, 03:27 PM
Voila : http://dl.dropbox.com/u/8655607/Radar.obj :salute:
TheDarkWraith
02-14-2012, 03:50 PM
Voila : http://dl.dropbox.com/u/8655607/Radar.obj :salute:
You sure that's the file made by 3DS Max? It has my header in it :hmmm:
I WinMerge compared them and they are identical to what I exported for the rader mesh. Should import with no problem. Maybe 3DS Max changed the .mtl files? Can you send me those?
BIGREG
02-14-2012, 03:56 PM
Voila : http://dl.dropbox.com/u/8655607/Radar.mtl
TheDarkWraith
02-14-2012, 04:09 PM
Voila : http://dl.dropbox.com/u/8655607/Radar.mtl
I replaced the Radar files in my export folder with the two you gave me links to and I was able to import the radar without error :hmmm: Why are you getting errors?
I do see that 3DS Max put the full path to the mtl files in the .mtl file. I'll have to look for that and correct it.
BIGREG
02-14-2012, 04:28 PM
Sorry i think i have upload not the good radar mesh
Here the exported from 3DSMax :
Mesh : http://dl.dropbox.com/u/8655607/Radar.obj
Mtl : http://dl.dropbox.com/u/8655607/Radar.mtl
TheDarkWraith
02-14-2012, 04:36 PM
Sorry i think i have upload not the good radar mesh
Here the exported from 3DSMax :
Mesh : http://dl.dropbox.com/u/8655607/Radar.obj
Mtl : http://dl.dropbox.com/u/8655607/Radar.mtl
That's better. Now I see what's going on. Here is the start of the OBJ file from 3DS Max:
# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
# File Created: 14.02.2012 23:20:53
mtllib Radar.mtl
#
# object Radar_subset0
#
Here is the start of the OBJ file exported by the app (following the OBJ format rules):
# Exported by GR2Editor/Viewer v1.1.46.0
# Exported from GR2 file C:\Ubisoft\Silent Hunter 5\data\Submarine\Common\Rooms\Room_QR1.GR2
#
mtllib Radar.mtl
o Radar
3DS Max is not following the OBJ file format rules :shifty: The problem is 3DS Max does not write 'o Radar' in the start of the OBJ file.
I just also noticed that it put both subsets in the same file as two different objects. Something that will totally screw up my importer.
Just noticed this also from the 3DS Max file:
g Radar_subset0
usemtl various_metals_wood_04
s 1
what is s 1? I never saw that in the OBJ file format documentation
I'll have to think about how to fix this...
BIGREG
02-14-2012, 04:57 PM
Hum ! and it does the same with Wings :hmmm:
and for
g Radar_subset0
usemtl various_metals_wood_04
s 1
no idea :timeout:
But,I have see after make export/import the textures seem to not have the same coordinates as before :06:
TheDarkWraith
02-14-2012, 05:01 PM
Hum ! and it does the same with Wings :hmmm:
and for
g Radar_subset0
usemtl various_metals_wood_04
s 1
no idea :timeout:
But,I have see after make export/import the textures seem to not have the same coordinates as before :06:
Wings3D exports to OBJ just fine. Never had any problems with it. Maybe there are some settings you can change in 3DS Max?
You exported a mesh and then immediately reimported it and the texture coordinates were different? Which mesh?
BIGREG
02-14-2012, 05:06 PM
the same mesh : Radar
I have just retry and have the same error :06:
"You exported a mesh and then immediately reimported it and the texture coordinates were different? Which mesh? " Yes always radar
TheDarkWraith
02-14-2012, 05:21 PM
the same mesh : Radar
I have just retry and have the same error :06:
"You exported a mesh and then immediately reimported it and the texture coordinates were different? Which mesh? " Yes always radar
I just exported the Radar. Immediately re-imported it back in. Renamed the exported files. Then I exported it again. Used WinMerge to compare the files and they are identical :hmmm:
How are you doing it? I'd like to reproduce the problem you are having to figure out why.
Do what I just did and send the 2 sets of files to me so I can see what's happening.
BIGREG
02-14-2012, 05:29 PM
Editor:
-Load QR1_ROOM.GR2->Menu mesh -> select Radar(Mesh) ->export with AO and textures
3DSMax or Wings3D:
Import->export as obj without change or nothing
Editor->always the radar mesh highlited in blue (selected) ->import with or without AO -> error :oops:
TheDarkWraith
02-14-2012, 05:30 PM
Editor:
-Load QR1_ROOM.GR2->Menu mesh -> select Radar(Mesh) ->export with AO and textures
3DSMax or Wings3D:
Import->export as obj without change or nothing
Editor->always the radar mesh highlited in blue (selected) ->import with or without AO -> error :oops:
let me try what you did. Give me a few...
TheDarkWraith
02-14-2012, 05:39 PM
Editor:
-Load QR1_ROOM.GR2->Menu mesh -> select Radar(Mesh) ->export with AO and textures
3DSMax or Wings3D:
Import->export as obj without change or nothing
Editor->always the radar mesh highlited in blue (selected) ->import with or without AO -> error :oops:
The Wings3D one is just using scientific notation for some of the values (E-xx)
I did get an error trying to import the Wings3D one though. It seems the number of textures coordinates it wrote doesn't match the original number...
TheDarkWraith
02-14-2012, 05:49 PM
It's smooth group...
In 3ds Max, in Obj Exporter the option "to export smoothing groups" is enabled (checked)...
You must process this info too..??
Seems like I need to learn what smoothing groups are then :shifty:
I think I see what Wings3D did. If you look at the faces lines you'll see it re-organized them. It appears Wings3D optimized the mesh on import and thus we are getting back different results. In this optimizing any duplicates were removed and thus is why the number of texture coordinates changed. This face line:
f 1/1973/1 3/2030/3 2/2031/2
says to use vertex 1 defined, texture coordinate 1973 defined, and vertex normal 1 defined.
So the number of texture coordinates and vertex normals does not have to equal the number of verticies. I'll have to adjust the app :up:
BIGREG
02-14-2012, 05:57 PM
Here
Just exported from the editor : http://dl.dropbox.com/u/8655607/exporteditor.zip
and just exported from 3dsmax : http://dl.dropbox.com/u/8655607/export3dsmax.zip
TheDarkWraith
02-14-2012, 06:16 PM
While do you have the same maps: map_Kd = map_Ka = map_Ks?
map_Kd = map_Ka may be, but map_Kd = map_Ks... :hmmm:
For one the GR2 file doesn't define a specular map like SH3 did so I set the specular as diffuse (as that's what we did in SH3 at times). If you have a better idea I'm open to it :yep:
Realize I'm interpreting something that we don't really know about. I'm learning as I go about the GR2 file.
The importer has been adjusted so that if the number of texture coordinates and/or the number of normals defined in the OBJ file do not match the number of verticies defined you don't get an error.
It also handles the 's x' entries so you don't get any errors.
I'll post a new test version here soon.
The minor annoyance in the bone editor page about the - or space has been taken care of also.
BIGREG
02-14-2012, 06:18 PM
I have try with or without smoothing->make nothing :hmmm:
here the chaper for setting the import menu from 3dsmax :
http://dl.dropbox.com/u/8655607/reglageimport3dmax.xps
and here the whole chapter for the obj files : http://dl.dropbox.com/u/8655607/WavefrontOBJfiles.xps
TheDarkWraith
02-14-2012, 06:23 PM
test version 1.1.50.0 available here: http://www.mediafire.com/?l1chqjah7djj34v
@BIGREG - your problems with importing/exporting Wings3D OBJ files should be cured with this. I have to think about the 3DS MAx files you gave me.
The problem with adding new bone to Waypoints_Room_QR2 still exists. I'm closer to a solution though. It's strange how I can add bones to 95% of the GR2 files except these few like Waypoints_Room_QR2 :hmmm:
Will-Rommel
02-14-2012, 06:35 PM
Wow 3 pages in a single day. This thread is quite alive recently, thanks for the read TDW !
I'm quite happy to see Anvart still around and following the progress made here i must add. Only the Olympian is missing!
TheDarkWraith
02-14-2012, 06:48 PM
Wow 3 pages in a single day. This thread is quite alive recently, thanks for the read TDW !
I'm quite happy to see Anvart still around and following the progress made here i must add. Only the Olympian is missing!
It's only alive because BIGREG is actually testing and providing great feedback :yeah: I had no idea I had this many problems with the importer or the other problems that have surfaced :-?
BIGREG
02-14-2012, 06:58 PM
I have tested the new version
export/import and vice versa work great with Wings3D :yeah:
with 3DSMax same name error ,but i have try to load the Wings export mesh and yet in 3Dsmax all textures and lights are applied :woot:,i have try to export and always the name error :06:
here a screen from 3dsmax :
http://dl.dropbox.com/u/8655607/vue3dsmaxradar.png
:rock:
TheDarkWraith
02-14-2012, 07:08 PM
I have tested the new version
export/import and vice versa work great with Wings3D :yeah:
with 3DSMax same name error ,but i have try to load the Wings export mesh and yet in 3Dsmax all textures and lights are applied :woot:,i have try to export and always the name error :06:
I'll have a solution for 3DS Max here soon. I have to because the majority of people use it for 3D modelling :up:
I just have to sit down and think about how I want to implement it. Rushing things never produces good results.
BIGREG
02-14-2012, 07:13 PM
You are really excellent http://dl.dropbox.com/u/8655607/this.gif http://dl.dropbox.com/u/8655607/gentleman.gif
TheDarkWraith
02-14-2012, 07:18 PM
You are really excellent http://dl.dropbox.com/u/8655607/this.gif http://dl.dropbox.com/u/8655607/gentleman.gif
I'm more the determined type. Once I have my mind on doing something I will do it and I will succeed :yep:
Thanks for your patience and testing BIGREG. I'll eventually get everything working correctly :up:
Now I must work on putting this bug of not being able to add new bones to certain GR2 files (Waypoints_Room_QR1 for instance) to bed...
BIGREG
02-14-2012, 07:22 PM
Of course it will work, just with that, there are ways to do something already :yep:
and as I said, learning is like sex, it's exciting :rotfl2:
TheDarkWraith
02-14-2012, 10:19 PM
Fixed the problem with adding bones to some GR2 files :rock: Man it was a sinister one. Problem was in two places - the linked list class and how the classes when writing their data were getting their offsets from the linked list class. Glad that is behind me :D
Here are Waypoint_Room_QR1 and 2 to verify for yourself: http://www.mediafire.com/?0zc8bv9aatnj796
Load them up in GrannyViewer and the app to ensure there are no errors. I couldn't find any!
I successfully added a new bone to Waypoints_Room_QR2 (and even set the new exporter info to boot :DL):
http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5339
Once I test this on several files and I find no errors with the changes I'll release a new test version
:|\\
TheDarkWraith
02-14-2012, 11:52 PM
So far any non-special GR2 file I added a new bone to worked flawlessly. I did get a failure on NSS_Undine though (special GR2 file). That file is a bastard (and is why it's part of my testing files) :stare: I'll look into why tomorrow :zzz:
Vanilla
02-15-2012, 02:53 AM
Fixed the problem with adding bones to some GR2 files :rock: Man it was a sinister one. Problem was in two places - the linked list class and how the classes when writing their data were getting their offsets from the linked list class. Glad that is behind me :D
Here are Waypoint_Room_QR1 and 2 to verify for yourself: http://www.mediafire.com/?0zc8bv9aatnj796
Load them up in GrannyViewer and the app to ensure there are no errors. I couldn't find any!
I successfully added a new bone to Waypoints_Room_QR2 (and even set the new exporter info to boot :DL):
...
Once I test this on several files and I find no errors with the changes I'll release a new test version
:|\\
Wow! Cannot wait to add those bones!
BIGREG
02-15-2012, 03:30 AM
:salute: Hi
For the bones, I have a small question: Why, the pointer of the bones they are outside of the room, even in the original files :06:
http://dl.dropbox.com/u/8655607/bonesplace.jpg
TheDarkWraith
02-15-2012, 05:57 AM
:salute: Hi
For the bones, I have a small question: Why, the pointer of the bones they are outside of the room, even in the original files :06:
Your guess is as good as mine. Been trying to figure out the reasoning for this since I started working on this app. At first it made me think I was not reading something correctly from the file till I did what you did and viewed them in Goblin :hmmm:
The thing that really doesn't make any sense is the bone bindings. Every mesh has an entry called bone bindings. In skinned mesh animations you assign a mesh to a bone so that as the bone is transformed the mesh is automatically transformed also. SH5 ignores the bone bindings. The only thing it uses from the bone bindings are the max properties entries (whether the mesh should be visible, cast shadows, receive shadows, etc.). The mesh itself has max properies entries but it seems they are not used for anything. Really confusing.
TheDarkWraith
02-15-2012, 08:06 AM
I may be able to read special GR2 files but I sure can't add anything new to them (to a point). If I add new data to a special GR2 file downstream of the pointers (pointers come before data) I have no problems and the file will open in GrannyViewer. The minute I add one byte to the pointers area GrannyViewer refuses to open it (doesn't crash it though just says unable to open). This tells me that I'm not adjusting the section values correctly. That is what I'm working on now :DL
BIGREG
02-15-2012, 08:54 AM
Well, I tried a lot of stuff to export. Obj from 3dsmax or blender:doh: its not working! :hmmm: message is still "missing library material ...."
(No problems in wings3d but lacks functions for editing and not very practical to use):-?
Ps:i have try to modifie the light bulbs :D into 3dsmax i can redo them ( transparent cover and visible lightbulbs ) :up:
http://dl.dropbox.com/u/8655607/lamp.jpg
TheDarkWraith
02-15-2012, 09:48 AM
Well, I tried a lot of stuff to export. Obj from 3dsmax or blender:doh: its not working! :hmmm: message is still "missing library material ...."
(No problems in wings3d but lacks functions for editing and not very practical to use):-?
Ps:i have try to modifie the light bulbs :D into 3dsmax i can redo them ( transparent cover and visible lightbulbs ) :up:
Nice work on the bulbs :yeah:
I would like to see all the files you exported from 3dsmax and from blender. Can you zip them all up and send me a link to them? :06:
After I finish with the big wrench the NSS_Undine has thrown me I'll work on the importer so it can import 3DSMax and blender OBJ files.
BIGREG
02-15-2012, 10:04 AM
Thank ; But for the lightbulbs is just an adjust of the transparency and little color change ,not a big works :rotfl2:
I have think in 3dsmax (if you are read the "notice" have send upper)
I can choose preset setting for import and export the mesh (maya,blender etc ...) but not for Wings3d :hmmm:
Do you not think it something to do with that ?
I get zipping the files :03:
TheDarkWraith
02-15-2012, 10:27 AM
I have think in 3dsmax (if you are read the "notice" have send upper)
I can choose preset setting for import and export the mesh (maya,blender etc ...) but not for Wings3d :hmmm:
Do you not think it something to do with that ?
Not sure what you mean by preset setting for import and export the mesh :06:
Good news! Found the problem of why the special GR2 files were giving me fits when trying to add anything to the pointer area :D Since the pointers preceed the data in special GR2 files the section data resides after them instead of before them. When I would add anything to the pointer area the section data would get updated, all is good there. I would also adjust all the pointers and datatype definition offsets relating to the section with the size change. All is good there too if it's not a special GR2 file. Doing this with a special GR2 file results in a double addition of the size change! If you don't understand why here's why: a pointer has an offset in the section data and an offset in section value. To get it's true address you take the offset + section's file offset. Well since the section file offset was adjusted with the size change there's no need to adjust the offsets. I was adjusting the offsets also resulting in double size addition.
Now I'm able to add new pointers and datatype definitions to special GR2 files and those files open in GrannyViewer :rock:
BIGREG
02-15-2012, 10:45 AM
Here the files ( Radar.obj without AO)
- Export from 3Dwings without change (this one work): http://dl.dropbox.com/u/8655607/Wings3d_export.zip
- Export from 3DSMax without change : http://dl.dropbox.com/u/8655607/3dsmax_direct_export.zip
(texture are present ,but no optimised and missing coordinates)
- Export from Blender witout change : http://dl.dropbox.com/u/8655607/Blender_export.zip
- Export from 3Dsmax (mesh exported from 3Dwings ! ) : http://dl.dropbox.com/u/8655607/3dmax_after_3dwings_export.zip
(in 3dsmax all textures are applied, and coordinates are good :up:)
Great News :yeah:
TheDarkWraith
02-15-2012, 10:49 AM
Here the files ( Radar.obj without AO)
- Export from 3Dwings without change (this one work): http://dl.dropbox.com/u/8655607/Wings3d_export.zip
- Export from 3DSMax without change : http://dl.dropbox.com/u/8655607/3dsmax_direct_export.zip
(texture are present ,but no optimised and missing coordonates)
- Export from Blender witout change : http://dl.dropbox.com/u/8655607/Blender_export.zip
- Export from 3Dsmax (mesh exported from 3Dwings ! ) : http://dl.dropbox.com/u/8655607/3dmax_after_3dwings_export.zip
(in 3dsmax all textures are applied, and coordinates are good :up:)
Great News :yeah:
Thank you :up:
Now that the big wrench the NSS_Undine threw me has been removed I can work on the importer and making it compatible with 3DSMax and blender files :yep:
BIGREG
02-15-2012, 10:54 AM
http://dl.dropbox.com/u/8655607/preset.jpg
and i have the same in import menu :hmmm:
TheDarkWraith
02-15-2012, 02:56 PM
I'm now able to add bones to any special GR2 file :rock:
Here is NSS_Undine for those who want to verify: http://www.mediafire.com/?pctt24pf3a2xbte
And with that here is test version 1.1.55.0: http://www.mediafire.com/?zaq87sy5mgdacn0
You are free to add new bones :D Keep in mind that the adding of new bones is SLOW...there is a lot of error checking going on. At the slightest hint of an error or something doesn't seem right to the app it will throw an exception. Once enough people and enough files have been modifed with new bones and everything is working correctly I'll remove the bulk of the error checking to speed things up :yep:
NOTE: ALWAYS make a backup of the file you are modifying before saving it. I don't expect any problems but you never know until this is proven working correctly by many people and many files.
@BIGREG - still working on the importer for 3DSMax and blender files
:|\\
BIGREG
02-15-2012, 03:05 PM
:yeah:i try this :03:
TheDarkWraith
02-15-2012, 03:37 PM
@BIGREG - there has to be a setting in 3DSMax that exports to OBJ file differently than what it currently is doing. It's currently taking the subsets and making individual objects out of each one. The reward to time factor for changing this back to one object is not worth the time. There has to be a setting that will export to OBJ file as one object :yep:
I'll look at the Blender files now
EDIT: Blender is the same way (but worse because it has NO formatting applied. All the data is jumbled together)
BIGREG
02-15-2012, 03:52 PM
I'll watch it, it seems to me, I saw this adjustment :hmmm:
Otherwise, I just found the bones menu :rock:
http://dl.dropbox.com/u/8655607/bonesmenu.jpg
TheDarkWraith
02-15-2012, 04:06 PM
I'll watch it, it seems to me, I saw this adjustment :hmmm:
Otherwise, I just found the bones menu :rock:
If you double click an entry (Position, Rotation, Scale, etc.) you can edit the values. You can even edit the ExtendedData entries. :up: Meshes are the same way.
Press the H key to show the help menu. It will tell you about many keys that you can use. Pressing 2,4,6, or 8 will move the camera. Depending on which mouse button you press (preferably a 3 button mouse) will determine how the camera moves.
BIGREG
02-15-2012, 04:22 PM
:yeah: Wow ! I did not think to double click anywhere :O:
Here a view of import setting :
http://dl.dropbox.com/u/8655607/importmenu.jpg
I do not lie to you, if I tell you, I'm confused with all these settings :doh:
and there is no adjustment has " individual objet" in export menu (or I did not see) :-?
TheDarkWraith
02-15-2012, 04:35 PM
:yeah: Wow ! I did not think to double click anywhere :O:
I do not lie to you, if I tell you, I'm confused with all these settings :doh:
and there is no adjustment has " individual objet" in export menu (or I did not see) :-?
Now you see the reason I was turned off from 3DSMax. It's way too cumbersome to use. Wings3D has simple interface for import/export and it's just easier to use.
If I find time I'll try and write something to convert the individual object entries in the 3DS Max OBJ files to a single object. But there has to be some way to have 3DS Max export it as a single object. I just can't see there not being a way to do it with that app.
Anvart and Privateer use 3DS Max. Maybe they can chime in with how to do it.
BIGREG
02-15-2012, 05:36 PM
Yes, they may be able to help me http://dl.dropbox.com/u/8655607/help.gif
Ekmek
02-15-2012, 10:39 PM
Thank you :up:
Now that the big wrench the NSS_Undine threw me has been removed I can work on the importer and making it compatible with 3DSMax and blender files :yep:
:yeah:
Are you ready some of the granny files I've been working with? they appear to be handled differently than SH5.
TheDarkWraith
02-15-2012, 10:50 PM
:yeah:
Are you ready some of the granny files I've been working with? they appear to be handled differently than SH5.
Sure, I'll take a look at them :up:
Ekmek
02-15-2012, 11:19 PM
Sure, I'll take a look at them :up:
Cool. I started with something easy and maybe "useful" to you silent hunters
its the frigate unit. I included all gr2s
http://www.mediafire.com/?fe7ijsuw1co1lbf
a couple of notes
* the original frigate.gr2 has a proprietary granny format that you can't see in granny viewer. A while back two guys cracked it and made a partial editor that lets you convert those proprietary gr2s into a generic gr2 that can be seen in granny viewer. This only allowed us to reskin the unit :wah:.
I included both the original gr2 and the "cracked" gr2 (frigate_CRACK.gr2). Maybe you are able to find a way for either format to be imported into your app and (hopefully) to blender.
* I tried contacting the guys that made the reskinning cracking thing to see if they will give up their source code since they are no longer working on it. Its worth a shot and I'll let you know if they do.
Thank you for all your work!
rocker_lx
02-16-2012, 07:09 AM
:yeah: Wow ! I did not think to double click anywhere :O:
Here a view of import setting :
http://dl.dropbox.com/u/8655607/importmenu.jpg
I do not lie to you, if I tell you, I'm confused with all these settings :doh:
and there is no adjustment has " individual objet" in export menu (or I did not see) :-?
I'm also a blind noob at 3ds max, but when you import as single mesh perhaps it then exports as single mesh as does then no longer have info about how the obj is splitted. I just wonder if this doesn't give you other problems and makes editing of the mesh more difficult.
TheDarkWraith
02-16-2012, 07:48 AM
ah that's probably it.
@BIGREG - check the export as single mesh option in 3DS Max
BIGREG
02-16-2012, 09:05 AM
:salute: Hi
Thank Ekmek :03:
I have tried a lot of stuff, but nothing was done, I even find plugin's for 3Dsmax, but nothing for our problem :shifty:
For import as "single meshe" is good
But, impossible to choose, for export :hmmm:
http://dl.dropbox.com/u/8655607/export%20obj.jpg
and I can not understand why when importing in 3dsmax, a meshe directly after export. I do not have the right coordinates and textures, but with the meshe exported with 3DWings, impeccable ? and this without changing the 3dsmax parameters ?
BIGREG
02-16-2012, 11:34 AM
I just tried to change small things with 3DWings, but as soon as a parameter change (names textures, colors or other) result: Vertice line error during import :wah:
PM for you TDW
Vanilla
02-16-2012, 12:50 PM
Tried the last version, however weird it is, the 'Waypoints_Room_QR1.gr2' still doesn't want to be open, gives:
*** There is no ExtendedData:data types for this mesh ***
error.
Vanilla
02-16-2012, 01:43 PM
Sorry for being dumb here, I cannot find 'add bone' menu item anymore, where is it hidden?
Obelix
02-16-2012, 05:16 PM
Hi TheDarkWraith!
Will there be the possibility to resize the window? The fact that the screen resolution of 1280x1024 the lower button bar is hidden behind the taskbar. Or even go beyond the screen.
Thank's
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=5342
pedrobas
02-16-2012, 07:07 PM
Hi TheDarkWraith!
Will there be the possibility to resize the window? The fact that the screen resolution of 1280x1024 the lower button bar is hidden behind the taskbar. Or even go beyond the screen.
Thank's
I subscribe this too, i´m using 1440x900 and neither can see the bottom. :up:
Hartmann
02-16-2012, 07:40 PM
or with 1024x768
TheDarkWraith
02-16-2012, 10:50 PM
I just tried to change small things with 3DWings, but as soon as a parameter change (names textures, colors or other) result: Vertice line error during import :wah:
PM for you TDW
Can you send me the resulting exported files from Wings3D so I can look at them?
Tried the last version, however weird it is, the 'Waypoints_Room_QR1.gr2' still doesn't want to be open, gives:
*** There is no ExtendedData:data types for this mesh ***
error.
You are using v1.1.55.0? I just tried opening that file along with Waypoints_Room_QR2.GR2 with no problems. Click the Bones tab so see if any bones are shown. They probably are. Is File-->Close enabled after you tried to load the file? If so, the file loaded.
Sorry for being dumb here, I cannot find 'add bone' menu item anymore, where is it hidden?
File-->New-->Bone
BIGREG
02-16-2012, 11:50 PM
:salute: Hi
I have yet a problem : i can no more import the direct exported mesh (no change) from 3Dwings ( vertice line error) :damn: , i have reinstalled 3Dwings and export/import with old editor version, but nothing to do ,i try with other meshes from other rooms and idem :wah:
Vanilla
02-17-2012, 01:59 AM
...
You are using v1.1.55.0? ...
Stupid me used 1.0.57. :damn: :oops: QR1_waypoints and add bone work fine. Sorry for being dumb here!
BIGREG
02-17-2012, 11:24 AM
:salute: HI
There would be anyone who might try to export a mesh (no matter what) with TDW editor, open it with 3Dwings (free and easy to find on the net) and export it without to change (. obj) and import it into the TDW editor to see if it works? At home it does not work, despites a restoration of my system ! :hmmm:
Thank in advance
TDW : I do not send you the modified files see my current problem
here is TheDarkWraith editor test version 1.1.55.0: http://www.mediafire.com/?zaq87sy5mgdacn0
and here for Wings3D : http://www.wings3d.com/wiki.php?title=Downloads
TheDarkWraith
02-17-2012, 07:55 PM
:salute: HI
There would be anyone who might try to export a mesh (no matter what) with TDW editor, open it with 3Dwings (free and easy to find on the net) and export it without to change (. obj) and import it into the TDW editor to see if it works? At home it does not work, despites a restoration of my system ! :hmmm:
I'll try it when I get back home from Detroit tonight. I'll edit this post with results.
EDIT: Exported Radar from Room_QR1. Imported into Wings3D. Selected all. Exported from Wings3D to OBJ file (Radar-Wings3D.obj). Edited OBJ file to change mtllib name so that it would import. Imported file into app with no problems.
sober
02-17-2012, 08:17 PM
I'll try it when I get back home from Detroit tonight. I'll edit this post with results.http://www.youtube.com/watch?v=Ny4a-oxOndo
TheDarkWraith
02-18-2012, 01:26 AM
Hi TheDarkWraith!
Will there be the possibility to resize the window? The fact that the screen resolution of 1280x1024 the lower button bar is hidden behind the taskbar. Or even go beyond the screen.
Thank's
I subscribe this too, i´m using 1440x900 and neither can see the bottom. :up:
or with 1024x768
test version 1.1.58.0 available here: http://www.mediafire.com/?d2m1jpmddqa5l5e
First time you run the app (clean cfg file) it will start in 1024x768 resolution. Drag the window to size wanted. The full screen button in the top right corner has been enabled. The app will write the screen size chosen to cfg file when it closes. When reopened it will set the app's size to what it reads from cfg file and centers the window in your screen. Max app size has been set to 2560 X 1600.
The creating of new bones has been optimized. The creation time of new bones has been significantly decreased (it's fast)
Fixed bug of when you saved the file it wasn't updated that it was saved. When you would close the app or close the file it would ask you if you wanted to save again even though you already saved.
As this app's version changes the exporter info will be updated in the file whenever you save it with the current version of the app.
:|\\
BIGREG
02-18-2012, 01:53 AM
:salute: Hi & Thank TDW
Well, I think I'll have to reinstall my system.:stare:
Can not find why the import of meshes after 3Dwings not work anymore :nope:
Vanilla
02-18-2012, 02:11 AM
:salute: Hi & Thank TDW
Well, I think I'll have to reinstall my system.:stare:
Can not find why the import of meshes after 3Dwings not work anymore :nope:
'Use regional settings' enabled?
BIGREG
02-18-2012, 02:20 AM
Hi Vanilla
with and without :shifty:
Edit: I just try again, it works again without changing anything . :doh::88) :dead:
Ouf ! :woot::D
Vanilla
02-18-2012, 07:26 AM
test version 1.1.58.0 available here: http://www.mediafire.com/?d2m1jpmddqa5l5e
First time you run the app (clean cfg file) it will start in 1024x768 resolution. Drag the window to size wanted. The full screen button in the top right corner has been enabled. The app will write the screen size chosen to cfg file when it closes. When reopened it will set the app's size to what it reads from cfg file and centers the window in your screen. Max app size has been set to 2560 X 1600.
The creating of new bones has been optimized. The creation time of new bones has been significantly decreased (it's fast)
Fixed bug of when you saved the file it wasn't updated that it was saved. When you would close the app or close the file it would ask you if you wanted to save again even though you already saved.
As this app's version changes the exporter info will be updated in the file whenever you save it with the current version of the app.
:|\\
Much awaited, thank you!
Vanilla
02-18-2012, 12:32 PM
Just put one new sailor on a brand new waypoint-bone created with GR2 EVEI, and the lad lives and functions as expected! Although I've never doubted it would work I still had my fingers crossed when opening goblin to see the changes. This Editor is a major breakthrough and you can mod the crew with it already!
Testing the new version: when clicking that newly available 'maximize' Windows' button (right-upper corner) the editor's window throws 'unhandled exception', press continue and it works fine afterwards including maximizing/minimizing etc. stuff.
Though I guess I am asking to much, I wonder if it is possible to actualy delete some meshes, there is a box of oranges on a bed in 'QR2' room, it takes a place where a sailor could be, this box is a subset of QR2_Objects - should I do: "GR2 EVEI -> Wings3D -> delete -> GR2 EVEI" procedure or is it possible to delete the meshes directly from the editor?
Vanilla
02-18-2012, 12:38 PM
One more bug to report:
Trying to open 'data/Characters/CharacterBodyParts.gr2' gives the following error:
*** GR2DataTypeDefinition: Unknown data type found of 0xE ***
Vanilla
02-18-2012, 12:51 PM
One more issue (though I am not sure if it is the editor and not the buggy bunker itself):
While exploring the bunker in the editor when looking at walls at certain angles some textures go missing. Check the images below.
Now you see the conning tower:
http://i1167.photobucket.com/albums/q640/VanillaUps/th_gun.jpg (http://s1167.photobucket.com/albums/q640/VanillaUps/?action=view¤t=gun.jpg)
Now you don't:
http://i1167.photobucket.com/albums/q640/VanillaUps/th_no_gun.jpg (http://s1167.photobucket.com/albums/q640/VanillaUps/?action=view¤t=no_gun.jpg)
BIGREG
02-18-2012, 12:58 PM
:salute: Hi Vanilla
I just tried to export the QR2 _objects (Mesh) with all the subsets: result "the program does not respond"
have you succeeded to export ? :06:
Ps: In place of Photobucket, you can use Dropbox for free, and very practical (folder on your PC to copy / paste)
Vanilla
02-18-2012, 01:05 PM
:salute: Hi Vanilla
I just tried to export the QR2 _objects (Mesh) with all the subsets: result "the program does not respond"
have you succeeded to export ? :06:
Ahoy BIGREG!
Yes, although it did take about 10 minutes or so to export. It also pretended not to respond, but I did not close it and took a look at the exported file and saw that their sizes were changing. So I just waited and after some 10 minutes it finished exporting fine, Wings3D opened the file no problem. If you're having troubles with it I can mail the obj file to you.
pedrobas
02-18-2012, 01:09 PM
test version 1.1.58.0 available here: http://www.mediafire.com/?d2m1jpmddqa5l5e
First time you run the app (clean cfg file) it will start in 1024x768 resolution. Drag the window to size wanted. The full screen button in the top right corner has been enabled. The app will write the screen size chosen to cfg file when it closes. When reopened it will set the app's size to what it reads from cfg file and centers the window in your screen. Max app size has been set to 2560 X 1600.
The creating of new bones has been optimized. The creation time of new bones has been significantly decreased (it's fast)
Fixed bug of when you saved the file it wasn't updated that it was saved. When you would close the app or close the file it would ask you if you wanted to save again even though you already saved.
As this app's version changes the exporter info will be updated in the file whenever you save it with the current version of the app.
:|\\Thank you :yeah:
pedrobas
02-18-2012, 01:11 PM
Testing the new version: when clicking that newly available 'maximize' Windows' button (right-upper corner) the editor's window throws 'unhandled exception', press continue and it works fine afterwards including maximizing/minimizing etc. stuff.
That happens to me too.
BIGREG
02-18-2012, 01:14 PM
Ok :up:
Every time I clicked on the window and the program fails to respond, I'll try to be patient :O:
Edit:Ok !it's good
TheDarkWraith
02-18-2012, 01:14 PM
One more issue (though I am not sure if it is the editor and not the buggy bunker itself):
While exploring the bunker in the editor when looking at walls at certain angles some textures go missing. Check the images below.
Now you see the conning tower:
http://i1167.photobucket.com/albums/q640/VanillaUps/th_gun.jpg (http://s1167.photobucket.com/albums/q640/VanillaUps/?action=view¤t=gun.jpg)
Now you don't:
http://i1167.photobucket.com/albums/q640/VanillaUps/th_no_gun.jpg (http://s1167.photobucket.com/albums/q640/VanillaUps/?action=view¤t=no_gun.jpg)
Press U to show rendering details. Does the number of clipped items increase when you do this?
Under the camera tab uncheck clipping
TheDarkWraith
02-18-2012, 01:18 PM
Just put one new sailor on a brand new waypoint-bone created with GR2 EVEI, and the lad lives and functions as expected! Although I've never doubted it would work I still had my fingers crossed when opening goblin to see the changes. This Editor is a major breakthrough and you can mod the crew with it already!
Testing the new version: when clicking that newly available 'maximize' Windows' button (right-upper corner) the editor's window throws 'unhandled exception', press continue and it works fine afterwards including maximizing/minimizing etc. stuff.
Though I guess I am asking to much, I wonder if it is possible to actualy delete some meshes, there is a box of oranges on a bed in 'QR2' room, it takes a place where a sailor could be, this box is a subset of QR2_Objects - should I do: "GR2 EVEI -> Wings3D -> delete -> GR2 EVEI" procedure or is it possible to delete the meshes directly from the editor?
Glad to hear the adding of new bones is working as I thought it should. I was wondering if I had to add anything else to the extendeddata or to the ArtToolInfo extendeddata for them. I'm going to add the ability to open multiple GR2 files in the editor. This will allow you to make new waypoints easier.
I'll look into the maximize exception.
With the first importer I wrote you cannot changed the vertice count, thus deleteing meshes is not possible. The second importer I wrote will allow this but it hasn't been updated to work with the linked list code yet.
One more bug to report:
Trying to open 'data/Characters/CharacterBodyParts.gr2' gives the following error:
*** GR2DataTypeDefinition: Unknown data type found of 0xE ***
I''ll look into it and see what's going on. I had that working before :hmmm:
TheDarkWraith
02-18-2012, 01:21 PM
Ahoy BIGREG!
Yes, although it did take about 10 minutes or so to export. It also pretended not to respond, but I did not close it and took a look at the exported file and saw that their sizes were changing. So I just waited and after some 10 minutes it finished exporting fine, Wings3D opened the file no problem. If you're having troubles with it I can mail the obj file to you.
10 minutes? Wow, that's a long time. I guess I'll have to spawn a background worker thread for this so the main thread isn't locked up while doing this.
TheDarkWraith
02-18-2012, 01:25 PM
Though I guess I am asking to much, I wonder if it is possible to actualy delete some meshes, there is a box of oranges on a bed in 'QR2' room, it takes a place where a sailor could be, this box is a subset of QR2_Objects - should I do: "GR2 EVEI -> Wings3D -> delete -> GR2 EVEI" procedure or is it possible to delete the meshes directly from the editor?
Why don't you just reposition the mesh? You have that ability with the app. Move them to the floor or to another place.
BIGREG
02-18-2012, 01:32 PM
For the orange box is not a alone mesh,it is include in QR2_objects ,i must see if there a possibility of cheating by editing the. GR2 directly (the same as I did to the files for the interior mod of SteelViking) with a transparent texture :hmmm:
TheDarkWraith
02-18-2012, 02:02 PM
One more bug to report:
Trying to open 'data/Characters/CharacterBodyParts.gr2' gives the following error:
*** GR2DataTypeDefinition: Unknown data type found of 0xE ***
I don't know why it worked before but 0xE is a new type to the app. It's been added to the known types and defined. Code adjusted to work with it also (for editing purposes) :up:
BIGREG
02-18-2012, 02:18 PM
:yeah:Great TDW,after that you have write ,i have try to open the charatere.gr2 with goblin and nothing to see :hmmm: but with the granny viewer all works :-?
For the orange box in QR2 sorry,but it does not work (ham, bananas disappear) and the crate does not disappear :nope:
Vanilla
02-18-2012, 02:40 PM
Why don't you just reposition the mesh? You have that ability with the app. Move them to the floor or to another place.
Good idea!
Vanilla
02-18-2012, 02:48 PM
Hey BIGREG, did you try importing any obj files into Blender? When trying to import obj from the editor it fails: Blender shows several errors, so I did this:
export meshes, open in Wings3D, from Wings export to obj, fire Blender up, import into Blender and it works, I can see complete QR2_Room in it. I wonder if you tried importing into Blender? I guess it is the parameters of import that cause these errors.
I would forego this Blender completely Wings is not worse but Wings doesn't do animations, I recon with time TDW will add animations export function and then we will need Blender.
Vanilla
02-18-2012, 02:54 PM
... I'm going to add the ability to open multiple GR2 files in the editor. ...
That would be cool but only if it is not too much hassle for you, I am already feeling guilty firing all this complaints at you. If it is difficult — don't you bother, we need to create those extra waypoints just once and I can do it fine with Goblin and the editor.
Vanilla
02-18-2012, 03:09 PM
Just checked - rotation works I managed to rotate a waypoint and it turned the animation on it exactly as I hoped! I recon this #$%# turning at the end of the walk transition is gone for good finaly and more to that, we will be able to turn animations as needed! Man, isn't that cool?! I need to check though...
BIGREG
02-18-2012, 03:13 PM
Quote:Hey BIGREG, did you try importing any obj files into Blender? When trying to import obj from the editor it fails: Blender shows several errors, :i don't have error when i import in blender
so I did this: And me,I have no import error with blender , just render is not correct :hmmm:
export meshes, open in Wings3D, from Wings export to obj, fire Blender up, import into Blender and it works
I can see complete QR2_Room in it. : That make same with 3Dsmax 2010 with the exported mesh from 3dwings all seem good :texture,coordinates,light...all !!! :o:woot::rotfl2:
but not with the direct exported mesh from the TDW editor :hmmm:
I wonder if you tried importing into Blender? I guess it is the parameters of import that cause these errors. : certainly
I would forego this Blender completely Wings is not worse but Wings doesn't do animations, I recon with time TDW will add animations export function and then we will need Blender. : other 3Dsmax :D
TheDarkWraith
02-18-2012, 03:14 PM
Just checked - rotation works I managed to rotate a waypoint and it turned the animation on it exactly as I hoped! I recon this #$%# turning at the end of the walk transition is gone for good finaly and more to that, we will be able to turn animations as needed! Man, isn't that cool?! I need to check though...
when the character walks the other way you will still have the turning problem :yep: We have to clone the animation to take care of it. I haven't dove into animations yet.
TheDarkWraith
02-18-2012, 03:18 PM
Testing the new version: when clicking that newly available 'maximize' Windows' button (right-upper corner) the editor's window throws 'unhandled exception', press continue and it works fine afterwards including maximizing/minimizing etc. stuff.
This one has me stumped. It works fine in Visual Studio when I run the app with debugging. When I run the app from the .exe it gives this error :hmmm:
One more bug to report:
Trying to open 'data/Characters/CharacterBodyParts.gr2' gives the following error:
*** GR2DataTypeDefinition: Unknown data type found of 0xE ***
Fixed :up:
BIGREG
02-18-2012, 03:21 PM
a question for you TDW : with the bone editor menu ,i can change the needle axis rotation (for the fuel gauge in DER room) :06: and is possible without change the mesh possition :06:
TheDarkWraith
02-18-2012, 03:28 PM
a question for you TDW : with the bone editor menu ,i can change the needle axis rotation (for the fuel gauge in DER room) :06: and is possible without change the mesh possition :06:
Don't understand what you're asking :06: Screenshot maybe?
SH5 does not enforce the bone bindings for the meshes. So even though mesh x may be bound to bone y it means nothing except that bone y's maxproperties control mesh x (visibility, cast shadows, receive shadows, etc.).
BIGREG
02-18-2012, 03:40 PM
http://dl.dropbox.com/u/8655607/probneed.jpg
Vanilla
02-18-2012, 03:45 PM
when the character walks the other way you will still have the turning problem :yep: We have to clone the animation to take care of it. I haven't dove into animations yet.
Ups! Well, at least it turns the animation on the waypoint, it is something!
Vanilla
02-18-2012, 04:02 PM
Two more errors discovered:
1. Rotation quaternion fields do not want to hold the values entered. Take a bone, enter some rotation values, accept, see the bone rotated, check the fields again - the numbers are different from what you entered, after two or three attempts to enter needed values the fields 'agree' and finally hold the values. I think there is a rounding error in math somewhere, because the values in fields get closer and closer to the ones initially entered.
2. After first two bones creation tryng to create a third (and all the next ones) rotated bone providing rotation values in the bone creation dialog causes error: ****Skeleton's lat Bone defined has no data for MaxProperties *****
Then it says that the file will be closed because it is too corrupt.
If you don't enter rotation values the bone is created no problemo even with 'Has rotation data' checkbox checked. You can then edit the bone and rotate it no problem.
TheDarkWraith
02-18-2012, 04:15 PM
a question for you TDW : with the bone editor menu ,i can change the needle axis rotation (for the fuel gauge in DER room) :06: and is possible without change the mesh possition :06:
I understand now. Yes, you can. The mesh's position and rotation is independent of the bone (for SH5)
TheDarkWraith
02-18-2012, 04:16 PM
Two more errors discovered:
1. Rotation quaternion fields do not want to hold the values entered. Take a bone, enter some rotation values, accept, see the bone rotated, check the fields again - the numbers are different from what you entered, after two or three attempts to enter needed values the fields 'agree' and finally hold the values. I think there is a rounding error in math somewhere, because the values in fields get closer and closer to the ones initially entered.
2. After first two bones creation tryng to create a third (and all the next ones) rotated bone providing rotation values in the bone creation dialog causes error: ****Skeleton's lat Bone defined has no data for MaxProperties *****
Then it says that the file will be closed because it is too corrupt.
If you don't enter rotation values the bone is created no problemo even with 'Has rotation data' checkbox checked. You can then edit the bone and rotate it no problem.
These are not good :hmmm: I'll see what's going on :up:
TheDarkWraith
02-18-2012, 04:45 PM
Testing the new version: when clicking that newly available 'maximize' Windows' button (right-upper corner) the editor's window throws 'unhandled exception', press continue and it works fine afterwards including maximizing/minimizing etc. stuff.
This is one of those I don't understand why I had to do what I did but it works kind of things :-? It makes absolutely no sense why I had to do what I did...
Problem fixed :up:
BIGREG
02-18-2012, 05:00 PM
I understand now. Yes, you can. The mesh's position and rotation is independent of the bone (for SH5)
For this, it is with the rotation (quaternion) :06:
and I must come to rotate the view to see what I do :hmmm:
pedrobas
02-18-2012, 05:42 PM
Sorry if i ask a nonsense here since i don´t understand three quarters of what you talk, but with the actual state of the tool would be already possible to "move" the RWR SNORCHEL to the top of the snorchel or is not? :06:
TheDarkWraith
02-18-2012, 06:21 PM
Sorry if i ask a nonsense here since i don´t understand three quarters of what you talk, but with the actual state of the tool would be already possible to "move" the RWR SNORCHEL to the top of the snorchel or is not? :06:
very easily :yep:
TheDarkWraith
02-18-2012, 06:23 PM
For this, it is with the rotation (quaternion) :06:
and I must come to rotate the view to see what I do :hmmm:
You don't know what quaternions are or how to input values to get the rotation you want? Most people don't understand or know what quaternions are. I'm adding a new menu item (Tools) along with quaternion to euler angles and euler angles to quaternion converters.
Found the problem with the quaternion values not being 'precise'. It has been fixed. I also noticed that I was letting you edit values if the flags were not set for it. That has been fixed also :up:
TheDarkWraith
02-18-2012, 09:18 PM
Added a new menu item Tools:
http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5344
Clicking on Quaternion to Euler Angles (and vice versa) opens up this top level window:
http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5345
I think it's pretty self-explanatory what this top level window is for :|\\
TheDarkWraith
02-18-2012, 10:22 PM
Test version 1.1.62.0 available here: http://www.mediafire.com/?mi71y1pcll15kdl
Fixed errors reported
Added Quaternion to Euler angles conversion (and vice versa) tool
Started coding in the ability to view multiple GR2 files at a time
File-->Close click ability removed
File-->Close-->file x added (ability to close certain GR2 file open of multiple GR2 files)
File-->Close all added (Closes all open GR2 files)
File-->Current GR2 file in use--> file x (this will be used for multiple GR2 files when I finally have it finished)
Tools-->Quaternion to Euler angles (and vice versa) - opens a top level window (is on top of every other window in app) that allows you to convert from Quaternion values to Euler angles and vice versa
Added a new tool status label at the bottom of the app. This new label shows the current GR2 file in use
The add new bone page has a new entry at the very top: GR2 file. This shows the GR2 file you'll be adding the new bone to (so you don't add new bone to wrong GR2 file when the ability to open multiple GR2 files is finished). You select the file to add new bone to by File-->Current GR2 file in use--> file x
The window title now also displays the current render window size
@ BIGREG - I started writing the converter for 3DS Max files with multiple objects defined. I ran into a problem that I'm having to think about. The problem is 3DS Max optimized the objects and thus removed duplicate verticies. The converter has to re-add these duplicate verticies and that's where I'm stuck currently.
:|\\
EDIT:
Just realized I forgot to spawn the background worker threads for the exporter so the main thread isn't locked up when exporting. I'll add this tomorrow.
TheDarkWraith
02-19-2012, 01:14 AM
For this, it is with the rotation (quaternion) :06:
and I must come to rotate the view to see what I do :hmmm:
You can rotate the bone while viewing it. Under the bones tab ensure show is checked. Select the bone you want to reposition/rotate in the bones treeview box. You'll see a lock-diamond surround the bone and in the bottom left corner of the app it will tell you which bone you have selected (you can also double click the bone/mesh in the render window to select it). Meshes can only be selected if bone's show is not checked.
Now depending on the flags the bone has set will determine what you can do with it. If it has position data then you can reposition it. If it has rotation data then you can rotate it. If it has scale/shear data then you can scale/shear it.
In the bottom right corner you'll see some or all of the letter SRT (Scale, Rotation, Translation). These are what you currently have enabled. Press S to toggle ability to scale. Press R to toggle ability to rotate. Press T to toggle ability to Translate. All these keys can be seen by pressing H for help. Help is dynamic - it will change based on what you have selected and what you're doing. These keys are not active until the camera is locked.
Now we need to lock the camera. Press C to lock camera. You'll notice that it says locked in the bottom right corner of the app.
Now with the camera locked we are now using the object's axis as the point of reference. Now you need to determine which axis's of freedom you want. You'll notice some or all of the letters XYZ in the bottom right corner of the app. Press X to toggle X axis freedom, press Y to toggle Y axis freedom, and press Z to toggle Z axis freedom. Now using the mouse and buttons you can rotate, reposition, and scale the object.
When done unlock camera by pressing C. This will make the camera's axis the point of reference for all mouse movements.
There are two buttons marked Save and Reset. If you don't like the changes you did press Reset to reset back to last saved (if no last saved then will restore to as loaded values). If you like your changes press Save to save them. Once you press Save that makes the changes the new 'as-loaded' values for when you press Reset.
Press Spacebar to clear selection (remove lock-diamond and deselect object). You can also double click on an empty part of the render window to do the same thing.
:|\\
BIGREG
02-19-2012, 04:34 AM
:salute: Hi
TDW thank you :yep:, with you, it's Christmas every day :woot:
Today I'll try it all :rock:
pedrobas
02-19-2012, 06:09 AM
Amazing job.
Thank you.:up:
BIGREG
02-19-2012, 06:59 AM
Great, I just replace the needle axis of the fuel gauge :yeah:(on the ceiling between the diesel engine)
The only problem I had was to settle the Z axis (do not work alone)
But, I managed to do so, using the three axes at the same time ;)
pedrobas
02-19-2012, 08:54 AM
Great, I just replace the needle axis of the fuel gauge :yeah:(on the ceiling between the diesel engine)
The only problem I had was to settle the Z axis (do not work alone)
But, I managed to do so, using the three axes at the same time ;)
Happens something similar here, trying to move the RWR SNORCHEL only in YZ, only moves it in Z, you have to put the three axes to be able to move it in Y.
BIGREG
02-19-2012, 09:04 AM
:salute: Hi
Here, the first change thanks to the editor TheDarkWraith: The readjustment of the needle axis of the fuel gauge in the diesel room.
Thanks TheDarkWraith without which his editor will not have been possible
This mod is of course compatible with the interior SteelViking's Mod
Link to SteelViking thread : http://www.subsim.com/radioroom/showthread.php?t=171415&page=52
Link to direct download : http://dl.dropbox.com/u/8655607/Fuel%20Gauge%20WoGaDi_SteelViking%27s%20Interior.7 z
pedrobas
02-19-2012, 09:06 AM
:salute: Hi
Here, the first change thanks to the editor TheDarkWraith: The readjustment of the needle axis of the fuel gauge in the diesel room. Thanks TheDarkWraith without which his editor will not have been possible
This mod is of course compatible with the interior SteelViking's Mod
Link:http://www.subsim.com/radioroom/showthread.php?t=171415&page=52
I´ll be the first to try it. :up:
BIGREG
02-19-2012, 09:09 AM
No,the second after me :D
Wodin
02-19-2012, 09:15 AM
OK I admit I'm abit stupid when it comes to this sort of thing.
I see lots of people saying what DW is doing here is going to be game changing.
So can someone give me a dummies guide on what can be done with SH5 once this is up and ready that can;t be done through mods without it?
I sort of get the impression that in time we could have actual real sub interiors for all types of Subs rather than the standard one we have now...or am I wrong here?
Thanks
pedrobas
02-19-2012, 09:24 AM
No,the second after me :D
BIGREG, would you be able to "move" the RWR SNORCHEL to the top of the snorchel, i´m doing a mess here?:oops:
BIGREG
02-19-2012, 09:26 AM
This is the antenna on the snorkel :06:
pedrobas
02-19-2012, 09:34 AM
This is the antenna on the snorkel :06:
Yes is the small "pig tail shape" Radar Warning Reciver antena that goes on top of the Snorchel, sorry i forgot to tell you the file is in data\objects\sensors\UBoot_Sensors.GR2
Download the file here http://www.mediafire.com/download.php?33188cldysg9sck
is a special one of the TDW to be compatible for "R.E.M_by_Xrundel_TheBeast_1.2"
BIGREG
02-19-2012, 09:44 AM
You have just send the .sim ,i need the .GR2
and i have try with the original,but that give me error (with double clic on the bone) and the Z axis translation don't work :hmmm:
again, I would have to see the mounted assembly to how much the move,if you can send a picture :06:
TheDarkWraith
02-19-2012, 09:48 AM
So can someone give me a dummies guide on what can be done with SH5 once this is up and ready that can;t be done through mods without it?
I sort of get the impression that in time we could have actual real sub interiors for all types of Subs rather than the standard one we have now...or am I wrong here?
Thanks
When the app is complete you'll be able to:
- create new GR2 files from scratch
- replace geometry with new geometry (objects)
- add new geometry (objects)
- replace materials
- add new materials
- replace textures
- add new textures
- add new bones (can do this already)
- edit existing items (change position, rotation, scale, properties)
- export meshes (you can do this already)
- import meshes (you can do this already)
Basically it will open up the GR2 file so that you can do anything you want with it. Right now the GR2 file is the biggest hinderance to modding SH5.
pedrobas
02-19-2012, 09:49 AM
No,the second after me :D
Works ok :yeah:
TheDarkWraith
02-19-2012, 09:53 AM
The only problem I had was to settle the Z axis (do not work alone)
What's the problem with it? Every axis works perfectly fine alone for me. I can move a bone/mesh using any axis with no problem. To reposition the Z axis it's click and hold right mouse button and move mouse forward/backward. To reposition X axis it's click and hold middle mouse button and move mouse left/right. To reposition Y axis click and hold middle mouse button and move mouse up/down. :hmmm:
BIGREG
02-19-2012, 09:54 AM
Fortunately, I am the needles specialist :har:
edit: hold middle mouse button and move mouse up/down = Ok i don't have try with the middle button
TheDarkWraith
02-19-2012, 09:57 AM
Yes is the small "pig tail shape" Radar Warning Reciver antena that goes on top of the Snorchel, sorry i forgot to tell you the file is in data\objects\sensors\UBoot_Sensors.GR2
Download the file here http://www.mediafire.com/download.php?33188cldysg9sck
is a special one of the TDW to be compatible for "R.E.M_by_Xrundel_TheBeast_1.2"
I hex edited the file to change the cfg# node for the RWR to something that I needed for the smoke for the snorkel. You'll need to add a new bone named what the original cfg# node for the RWR was. Then you'll need to position it where the original cfg# for the RWR was.
TheDarkWraith
02-19-2012, 10:02 AM
edit: hold middle mouse button and move mouse up/down = Ok i don't have try with the middle button
Ok, it sounds like people don't know all the mouse button combinations so I'll list them:
(this is generally the case):
If you click and hold left mouse button and:
- move mouse forward/backward: you change pitch of object (rotation about x axis)
- move mouse left/right: you change yaw of object (rotation about y axis)
If you click and hold middle mouse button and:
- move mouse forward/backward: you change Y position
- move mouse left/right: you change X position
If you click and hold right mouse button and:
- move mouse forward/backward: you change Z position
- move mouse left/right: you change roll of object (rotation about Z axis)
You can also press M to bring up the mouse actions help screen which tells you what all the mouse buttons and movements do. There is the possibility to use Shift key in conjunction with the mouse buttons and the mouse actions help screen defines it. This help screen is dynamic based on what you are doing/what you have selected.
Axis Colors:
Red - X axis, points to positive values
Green - Y axis, points to positive values
Blue - Z axis, points to positive values
BIGREG
02-19-2012, 10:15 AM
TDW why i can not move the RWR bone ?
http://dl.dropbox.com/u/8655607/Rwradar.jpg
TheDarkWraith
02-19-2012, 10:18 AM
TDW why i can not move the RWR bone ?
Double click it to bring up bone editor screen. What are it's Flags? It probably has no position data :yep: You'll need to edit the Flags to give it position data so you can move it
pedrobas
02-19-2012, 10:20 AM
I hex edited the file to change the cfg# node for the RWR to something that I needed for the smoke for the snorkel. You'll need to add a new bone named what the original cfg# node for the RWR was. Then you'll need to position it where the original cfg# for the RWR was.
Ahhh, I think that´s too much for me then :oops:, i´ll wait till you have some time. :D
BIGREG
02-19-2012, 10:21 AM
Ok i try this :03:
Edit : Ok i have just write 1 in the flag for just have the editable position :up:
But ,Pedrobas ,can you send of this post a picture (of the game ) for see how many i must move the RWR :06:,i don't have the snorkel mod installed ,
and i am always in 1939 in the game :o,i don't play,but i love moding :rotfl2:
pedrobas
02-19-2012, 10:27 AM
You can also press M to bring up the mouse actions help screen which tells you what all the mouse buttons and movements do. There is the possibility to use Shift key in conjunction with the mouse buttons and the mouse actions help screen defines it. This help screen is dynamic based on what you are doing/what you have selected.
BTW, in my screen resolution, 1440x900 the small World Axis window covers some of the mouse actions help screen.
TheDarkWraith
02-19-2012, 10:28 AM
Ok i try this :03:
The Flags are bit data:
if Bit 1 set then it has position data
if Bit 2 set then it has rotation data
if Bit 3 set then it has scale/shear data
Every bit is a power of 2. So bit 1 is 2 to the 0th power or values of 0 or 1. Bit 2 is 2 to the 1st power or values of 0 or 2. Bit 3 is 2 to the 2nd power or values of 0 or 4. Add the values from the bits together to get integer value.
So to add position data you need bit 1 set. This results in integer value of 1.
Maybe I need to add another tool to the Tools menu: A bit to integer value converter
Wodin
02-19-2012, 10:30 AM
When the app is complete you'll be able to:
- create new GR2 files from scratch
- replace geometry with new geometry (objects)
- add new geometry (objects)
- replace materials
- add new materials
- replace textures
- add new textures
- add new bones (can do this already)
- edit existing items (change position, rotation, scale, properties)
- export meshes (you can do this already)
- import meshes (you can do this already)
Basically it will open up the GR2 file so that you can do anything you want with it. Right now the GR2 file is the biggest hinderance to modding SH5.
So in laymans terms it will be possible to create new sub interiors in fact new anything you like?
TheDarkWraith
02-19-2012, 10:30 AM
Ok i try this :03:
Edit : Ok i have just write 1 in the flag for just have the editable position :up:
But ,Pedrobas ,can you send of this post a picture (of the game ) for see how many i must move the RWR :06:,i don't have the snorkel mod installed ,
and i am always in 1939 in the game :o,i don't play,but i love moding :rotfl2:
All you need is the stock, original uboat_sensors.GR2 file. You need to add the node (bone) I hex edited into something else for the snorkel :yep:
TheDarkWraith
02-19-2012, 10:31 AM
So in laymans terms it will be possible to create new sub interiors in fact new anything you like?
Yes. You'll be able to add anything to the GR2 file.
pedrobas
02-19-2012, 10:33 AM
Ok i try this :03:
Edit : Ok i have just write 1 in the flag for just have the editable position :up:
But ,Pedrobas ,can you send of this post a picture (of the game ) for see how many i must move the RWR :06:,i don't have the shnorkel mod installed ,and i am always in 1939 in the game :o,i don't play,but i love moding :rotfl2: You can always activate the snorkel via TDW UI options file, even for 1939. I´m not using it at the moment, but anyway you can also see the SNORCHEL and DUMMY_SNORCHEL bones at the same time to try to move on top of them, at least that was what i was trying to do.
BIGREG
02-19-2012, 10:42 AM
Yes,i get loading the new UI (i don't have installed) :oops:
BIGREG
02-19-2012, 12:08 PM
quote:You can always activate the snorkel via TDW UI options file, even for 1939.
Sorry,but i don't found how to have the snorkel via the TDW UI option :06::88) ( i have VIIb sub)
pedrobas
02-19-2012, 12:25 PM
quote:You can always activate the snorkel via TDW UI options file, even for 1939.
Sorry,but i don't found how to have the snorkel via the TDW UI option :06::88)
Here:
http://img837.imageshack.us/img837/8371/snap1rz.jpg
BIGREG
02-19-2012, 12:32 PM
Ok :up:
pedrobas
02-19-2012, 02:21 PM
Ok, it sounds like people don't know all the mouse button combinations so I'll list them:
(this is generally the case):
If you click and hold left mouse button and:
- move mouse forward/backward: you change pitch of object (rotation about x axis)
- move mouse left/right: you change yaw of object (rotation about y axis)
If you click and hold middle mouse button and:
- move mouse forward/backward: you change Y position
- move mouse left/right: you change X position
If you click and hold right mouse button and:
- move mouse forward/backward: you change Z position
- move mouse left/right: you change roll of object (rotation about Z axis)
TDW this last movement doesn´t work for me: click and hold right mouse button and move mouse left/right: you change roll of object (rotation about Z axis). Can you BIGREG check if it works for you?
BIGREG
02-19-2012, 02:58 PM
Yes,i have the same problem when you select just the Z axis,but if you select minimum 2 axis that work
For me the problem is the middle button mouse don't work,
Maybe ? I need it assigns another function (Logitech G500)
i can just move the bone forward and backward (no left/right and no up/down)
pedrobas
02-19-2012, 07:37 PM
TDW, I´m trying to create a new bone for the UBoot_Sensors.GR2 but in the parent window only apear what you can see in the photo. I´ve tried with other GR2 files and all parents appear but not in this one.
http://img407.imageshack.us/img407/1361/snap3vx.jpg
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