View Single Post
Old 09-19-17, 10:09 AM   #2443
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by vdr1981 View Post
Gap loves this stuff... I'm sure he'll offer us some precious advice when he see your posts...
Here I am, better late than never

Quote:
Originally Posted by mkiii View Post
Been playing around with the editor today, initially it was going to be a quick look, 8hrs later! I was a little further along
Welcome in the SH geeks club mate

Quote:
Originally Posted by mkiii View Post
I eventually managed to import a IX hull into a type VII and get its materials and textures working correctly. It even opened in granny viewer afterwards, which is a minor victory I guess.
Yes, if after saving you can load it back in GR2 Editor, and it shows up correctly in Granny Viewer and/or in Goblin Editor, you are 99% sure that it will work in game too

Quote:
Originally Posted by mkiii View Post
It`s just slow work figuring out how things have to be done in the program.
I have a sneaking feeling that getting the meshes and textures in is going to be the easy part though.
Well, besides that there is not really much else you can do with the Editor. For me the hardest part is messing with the second UV channel, the one used for ambient occlusion mapping, without screwing it up. Adding/removing materials can be a PITA too. Remove the wrong material, and you will trash in the dust bin your work of days in a matter of minutes.
The key is planning carefully your work before you start, choosing the most suitable GR2 file that you will work on (according to the number of submeshes you want your model to have, the type of texture maps it will use) etc, and making many back up copies of your work

Quote:
Originally Posted by mkiii View Post
will post some up when/if I get a full sub in, got to see if I can get both scopes working in the ct, the animations will be the biggest problems there.
and the animation for the rear torp outer doors will be another,
Unfortunately the granny animation format is still unknown, so you cannot have animated GR2 files in game. Anyway, IIRC, periscopes have no trasform data (they are raised/lowered by means of the extesible controller). As for torpedo doors, you can link type VII's doors to your model if they fit with it, or you can store your custom torpedo door model in an animated dat file. Though with some limitations, you can mix dat and GR2 objects (again, if memory serves me well, the doors will look completely black)...

Quote:
Originally Posted by mkiii View Post
yes just the IX hull, at the moment trying to make all the IX meshes fit into the 7c/41 gr2, which means learning wings 3d as well as the editor.
Once you get used to its contextual menu systen, Wings is pretty easy to use, and there are some video turorials on the most common functuions on youtube. In any case, feel free to ask here if you need for help by the community

Quote:
Originally Posted by mkiii View Post
been fighting with the deck, its 6 sets of meshes rolled into 1. In wings its fine, in the editor its either inside out, back to front, or upside down, but I now know 3 ways not to do it
If your 3D editing program of election is Wings3D (but I think the same goes for Blender, Max, Maya, and the most common 3D software), you should flip your models along the x axis before importing them in game. Face normals should be pointing in the same direction as in Wings3D, I don't get why your model is inside-out
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote