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Old 03-26-12, 01:16 PM   #1096
Sartoris
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The speed at which you guys are making progress is astonishing! Keep it up, it's so exciting!
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Old 03-26-12, 01:27 PM   #1097
TheDarkWraith
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Quote:
Originally Posted by BIGREG View Post

Great

as I have already written, you can do that during the selection of Meshes, that the original texture can appear ? Other transparent
Alternatively , moving the mesh axis to correspond with the bone axis ?

I don't understand what you're asking I think you're wanting to know if when you select a mesh if the original texture can appear vice the selected texture? If so..hmm..Houston we have a problem. I never gave you a way to do this. I'll fix in next version

another question: is there a way to delete textures (completely)
in CT_Room, I have textures that are not used, therefore useless
eg: torpedo (1). dds

I'll look into adding this ability.

Edit : one more question : No way to export/edit/import only the UVW (Diffuse) maps ?!?

You have the ability to export the meshes and their UV coords. I can add an option to only import the UV coords when importing. I'll look into this also.
see above in yellow
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Old 03-26-12, 01:55 PM   #1098
Vanilla
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Quote:
Originally Posted by TheDarkWraith View Post
Waypoints are now associated with the GR2 file instead of skeletons
Bones treeview no longer displays any waypoint information. All waypoint information is now found in the Waypoints tab
Fixed logic errors found in the menu entries
Added new menu entries to LNK@ paths:

...

Prompt before resolving - when Automatically resolve is enabled and this is checked it will prompt you before automatically loading the resolved LNK@ entry. This allows the user to bypass automatic loading of some LNK@ entries.

Automatically set (check) LNK@ bone - when Automatically resolve is enabled and the GR2 file associated with the LNK@ entry is loaded the LNK@ bone will be automatically checked. As you know or may not know, LNK@ resolves are not rendered until the LNK@ bone is checked. This will ensure the LNK@ resolves are rendered when loaded.

Added missing tooltips to some menu items

Fixed crash that sometimes happened when the app was shutting down

Fixed other errors/bugs found while using the app myself


In the screenshot above I elected not to automatically load Room_CT
That's very impressive, thank you!
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Old 03-26-12, 02:04 PM   #1099
BIGREG
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Merci TDW

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Old 03-27-12, 06:26 PM   #1100
TheDarkWraith
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Under the Rendering tab's Selected box added a new box: Solid. Moved the Color button to this and added a new checkbox: Texture. When checked and you have a mesh selected this will render the mesh using it's defined texture instead of the selected color.

Under the Meshes tab added a new box: Reference axis. Included in this new box is Show, Scale, and Opacity. When show is checked the mesh's reference axis will be rendered when it's selected. Scale controls the size of it's reference axis and opacity controls the opacity (visibility) of it's reference axis. A scale value of 122 will render the reference axis at the size you currently know.

test version 1.1.144.1 available here: http://www.mediafire.com/?1d0z6zvetq1al3d

Still looking into things BIGREG suggested and Vanilla suggested.

Still haven't added the ability to change a material's map. Will be working on this now.
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Old 03-28-12, 10:15 PM   #1101
TheDarkWraith
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Revised Import/Export:


You now decide what you want exported and imported. One stipulation on importing: the OBJ file must contain vertex, texture, and normal data. Though you may not want to import all this data the file has to contain it.

Still using my first importer I wrote. That means the number of vertices to import must equal the current mesh's number of vertices. Number of subsets must also equal current mesh's number of subsets.

test version 1.1.145.1 available here: http://www.mediafire.com/?uzqdon600s0av4b

NOTE: STILL IN ALPHA STATE!
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Old 03-29-12, 05:21 AM   #1102
urfisch
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Old 03-30-12, 03:35 PM   #1103
TheDarkWraith
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Fixed probem of app sometimes reporting incorrect materials or textures being modified when modifying a material/texture

Added ability to change a material's map. If the material has >= 1 map then right clicking Usage: x will allow you to change the map

test version 1.1.147.1. available here: http://www.mediafire.com/?5o5ns5adc54u2nl

NOTE: STILL IN ALPHA STATE!
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Old 03-30-12, 04:02 PM   #1104
BIGREG
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Hi TDW

Your are to fast for me !
I have just try your new (old) version 1.1.145.1
just ,i have error with the vertices number (vertice x 2) when importating in editor
i get try to see in 3DSMax ,how to know the number of vertices,when i export in .Obj format
I try in same time your new version 1.1.147.1
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Old 03-30-12, 06:53 PM   #1105
TheDarkWraith
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Let's recap where we are currently with this app:
- ability to add new bones: check
- ability to add new textures: check
- ability to add new materials: check
- ability to change a material's texture: check
- ability to change a material's map: check (for those who already have 1 or more maps - for those with no maps has yet to be coded)
- ability to add new meshes: next to do

When I code the ability to add new meshes it will also enable us to change existing vertex data and be able to clone existing meshes. I start working on this this weekend

First is to finish up Vanilla's ideas regarding waypoints
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Old 03-31-12, 08:34 AM   #1106
Gotmilk
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thats great.

Bring on submarine interior designers. We have empty boring subs to make more lively

TDW you are my favourite brain. Thanks to you i am gonna install SH5 back very soon.

Thank you for your hard work.

A true hero
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Old 03-31-12, 08:48 AM   #1107
Rubini
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Quote:
Originally Posted by TheDarkWraith View Post
Let's recap where we are currently with this app:
- ability to add new bones: check
- ability to add new textures: check
- ability to add new materials: check
- ability to change a material's texture: check
- ability to change a material's map: check (for those who already have 1 or more maps - for those with no maps has yet to be coded)
- ability to add new meshes: next to do

When I code the ability to add new meshes it will also enable us to change existing vertex data and be able to clone existing meshes. I start working on this this weekend

First is to finish up Vanilla's ideas regarding waypoints
Thanks TDW!

I will mess/test the map issues asap and will post feedbacks.
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Old 03-31-12, 09:08 AM   #1108
Ekmek
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Quote:
Originally Posted by TheDarkWraith View Post
Let's recap where we are currently with this app:
- ability to add new bones: check
- ability to add new textures: check
- ability to add new materials: check
- ability to change a material's texture: check
- ability to change a material's map: check (for those who already have 1 or more maps - for those with no maps has yet to be coded)
- ability to add new meshes: next to do

When I code the ability to add new meshes it will also enable us to change existing vertex data and be able to clone existing meshes. I start working on this this weekend

First is to finish up Vanilla's ideas regarding waypoints


Great work!

Work with other type of GR2 files: later version
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Old 04-03-12, 03:21 PM   #1109
Vanilla
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Made two machinists run to the bows when crash dive command is given. It is not perfect there are some glitches but it is something!
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Old 04-04-12, 03:58 PM   #1110
Rongel
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Quote:
Originally Posted by Vanilla View Post
Made two machinists run to the bows when crash dive command is given. It is not perfect there are some glitches but it is something!
Nice work!

TDW, two quick questions!

1. Can I change items ID number with the editor? Would be really useful.
2. Can I delete entries with the editor?

Thanks
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