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-   -   [TEC] Mod Tools, HowTo (https://www.subsim.com/radioroom/showthread.php?t=162702)

Arclight 03-29-10 07:16 AM

You do the editing there. You can acces all the pages from that point by navigating in the editor, and the window will update to show the components you selected and are working on.

You'll have to start the game without the menu editor if you want to actually load a mission. ;)

thfeu58 03-29-10 07:39 AM

Thank you Arclight, if I a side to work on chooses, the window is updated. I can open the ScriptManager, the AIScriptDebugger, but with the TerrainEditor I fail. In a post of Urfisch I have read that this works only in land nearness. This is the point, how is it possible?

Arclight 03-29-10 07:45 AM

When the little window pops up at game start-up asking if you want to start the menu editor, select "no". The game will start normally and you can load a mission, after that you can rightclick on the titlebar to bring up the other editors.

I'd disable the menu-editor unless you actually want to edit any menu's.

thfeu58 03-29-10 08:51 AM

Yes, that's it :salute:!
Thank you!
Had I ever tried so, but the editors were inactive. Had probably done something wrong :hmmm:.
Now it's ok!

TheDarkWraith 03-30-10 10:16 AM

Quote:

Originally Posted by Seeadler (Post 1307222)
With the tool from that site, it is possible to extract 3D data from GR2 and inport it into 3DSMax. The other way round from Max to GR2 should work with the Neverwinter Nights 2 Mod tools :smug:

Here I tried to get the La Pallice model into 3DSMax
http://s6b.directupload.net/images/1...p/a865gcow.png

BTW:
Good job devs :up:, the La Pallice harbour layout now looks as near as in real life, although by today's time because in the 40's the harbor was a little different, but that could be possibly modded :cool:

what tool(s) did you use specifically? How did you do it? What version of 3DS max?

TheDarkWraith 03-30-10 03:31 PM

Quote:

Originally Posted by privateer (Post 1321108)
I'm exporting from Max 9 to a GR2 file.
I've no interest in exporting from the SH5 files at this time.
It's getting a proper import done that is important.
I'm useing the Granny exporter from a link a page or 2 back.
:03:

this was done using freely available tools from Microsoft so don't anyone give me any crap about it :arrgh!: A .dll file provides services to programs that dynamically link to it during runtime. The way the .dll exposes what 'functionality' it has is through what it makes publicly available defined in exports in the file.

taking a look 'under the hood' of the granny2.dll file shows some interesting items available (exports). There are 1,014 functions available. Here are a few (some had a leading _ which for some reason the post underlined the whole thing):

285 3A 000942E4 GrannyFileInfoType
64 CA 00076A50 _GrannyBeginFile@20
65 CB 00076D00 _GrannyBeginFileCompression@20
66 CC 000766B0 _GrannyBeginFileDataTreeWriting@16
67 CD 00076A80 _GrannyBeginFileInMemory@16
68 CE 00077360 _GrannyBeginLocalPoseAccumulation@16
69 CF 00077E60 _GrannyBeginMesh@20
123 103 00076D30 _GrannyCompressContentsOfFile@12
136 110 000769E0 _GrannyConvertFileInfoToRaw@8
137 111 00076A00 _GrannyConvertFileToRaw@8
138 112 00079680 _GrannyConvertIndices@20
159 127 00077B40 _GrannyCreateMemoryFileReader@8
160 128 00077B60 _GrannyCreateMemoryFileWriter@4
237 149 00076C90 _GrannyDecompressData@32
238 14A 00076CD0 _GrannyDecompressDataChunk@24
256 15A 00076AA0 _GrannyEndFile@8
257 15B 00076D90 _GrannyEndFileCompression@8
258 15C 000766F0 _GrannyEndFileDataTreeWriting@4
259 15D 00076AE0 _GrannyEndFileRaw@8
260 15E 00076B00 _GrannyEndFileRawToWriter@8
261 15F 00076AC0 _GrannyEndFileToWriter@8
459 21C 00077CD0 _GrannyGetMeshBytesPerIndex@4
460 21D 00077CB0 _GrannyGetMeshIndexCount@4
461 21E 00077CE0 _GrannyGetMeshIndices@4
462 21F 00077BA0 _GrannyGetMeshMorphTargetCount@4
463 220 00077C10 _GrannyGetMeshMorphVertexCount@8
464 221 00077BE0 _GrannyGetMeshMorphVertexType@8
465 222 00077C80 _GrannyGetMeshMorphVertices@8
466 223 00077CC0 _GrannyGetMeshTriangleCount@4
467 224 00077BB0 _GrannyGetMeshTriangleGroupCount@4
468 225 00077BC0 _GrannyGetMeshTriangleGroups@4
469 226 00077C00 _GrannyGetMeshVertexCount@4
470 227 00077BD0 _GrannyGetMeshVertexType@4
471 228 00077C70 _GrannyGetMeshVertices@4

Now if you use the granny viewer you'll notice that it gives you information that has to come from these functions. In theory, it should be possible to extract the mesh data and re-import new mesh data into the .gr2 files using the granny2.dll.
I found it interesting that the .gr2 files can be compressed (well it makes sense to save space).
Even more interesting is the _GrannyConvertFileToRaw. If the SH5 files are compressed and we uncompress them then we should be able to 'map' the .gr2 file to undestand it. There is code available that I found on the internet that does uncompress a .gr2 file to an uncompressed format using one of the functions from the granny2.dll file.
Now if you know how to look up what arguments a certain function 'takes' you can write code to use these functions ;)

Heretic 03-30-10 03:36 PM

If a dev or someone knowledgable should happen to drop by, I'd really like know what the different values for Character Posture represent. The crew AI scripts reference values of A,B,C,D,and E for Wp:IsCharacterPosture(). Any info on what they mean would be greatly appreciated.

Madox58 03-30-10 04:19 PM

The GR2 files are not compressed in SH5.
Open one with a Hex editor and you can see what plug-ins were used
on the 3DS Max 2010 system that exported them.

You can't read that info with Hex on a compressed file.
I can send you a compressed GR2 file if you wish to check.
:03:

However, the compressed files can be opened with Goblin.

Anvart 03-31-10 12:26 PM

Quote:

Originally Posted by privateer (Post 1341269)
...
on the 3DS Max 2010 system that exported them.
...

???
3ds Max 10 <---> 3ds Max 2008

reaper7 04-02-10 04:40 PM

Quote:

Originally Posted by maerean_m (Post 1299475)
* the FocusableMenuItem (button, check box, radio button) has 4 states: Disabled, Normal, Mouse Over, Pressed. So those are the colors for the 4 states.

I've being trying to create a Ckeckbox in the Menu Editor but The graphics does not display right.
I've created a 112x60 .dds file with 2 states for the switch (On and Off)
http://i1004.photobucket.com/albums/...gle-Switch.jpg
Now in the menu editor I add the Control type Ckeckbox.
Point it at the File above and it shows up as Tex Dim 112/60 ok.
I select then crop size in the Selected item dialog box as DX:60, DY:60.
I then set the start coordinates as X:1, Y:1 and this is what I get my graphics are cut nearly in half with No stretch selected.
http://i1004.photobucket.com/albums/...5/checkbox.jpg
What is going on :damn:
I have tried every value in the Tex Crop and still can not get the switch to display fully.

If I copy an existing Ckeckbox e.g. the AutoUpdate Ckeckbox for Auto/Manual switching and paste it in - it displays ok.
But if I recreate that Ckeckbox using exactly the same dimensions it displays in the Menu Editor, It gets cut up like my switch.

Somethings not working right In the Menu Editor when you create New Checkboxs. Is there a way around this. :06:

RFB Team 04-05-10 06:50 PM

Trouble with Goblin Editor
 
Whenever I try to edit a value in a drop-down box of the Goblin Editor, the drop down box flickers persistently, and when I try to make a choice from the drop-down options, they flash only briefly in the upper-left hand corner of my desktop. Is there a reason for this?

Captain von Keldunk 04-10-10 03:39 AM

Quote:

Originally Posted by RFB Team (Post 1348708)
Whenever I try to edit a value in a drop-down box of the Goblin Editor, the drop down box flickers persistently, and when I try to make a choice from the drop-down options, they flash only briefly in the upper-left hand corner of my desktop. Is there a reason for this?

...................................
I have vista 32 bit, and for goblin editor, do not use themes setting is on, and use as adminstrator, and then no more flicker.:up:

LukeFF 04-10-10 04:26 AM

Quote:

Originally Posted by Captain von Keldunk (Post 1354446)
...................................
I have vista 32 bit, and for goblin editor, do not use themes setting is on, and use as adminstrator, and then no more flicker.:up:

Excellent tip, thanks!

TheBeast 04-11-10 07:46 AM

Themes
 
Quote:

Originally Posted by Captain von Keldunk (Post 1354446)
...................................
I have vista 32 bit, and for goblin editor, do not use themes setting is on, and use as adminstrator, and then no more flicker.:up:

Where do I disable Themes?:06:

bigboywooly 04-11-10 07:56 AM

Quote:

Originally Posted by TheBeast (Post 1355804)
Where do I disable Themes?:06:

Right click the SH5 exe
Properties
Compatability


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