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Old 08-23-14, 05:32 PM   #2401
BIGREG
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Don't understand what you are asking for in regards to "easy" see when a mesh have AO or not
many meshes don't have AO map : lens,colision,light bulbs ... and it's useless to export/import them ...

Quote:
What glitches did you have? What do you mean by some not good placed? Everything should be good to go with the material importer
i have try to export a mesh with many subset and import it in another .GR2 with the materials,but some textures was not good after... (see the pictures:floor texture,lens on left side...)
but it's not important ... it's easy to redo the good after
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Old 08-24-14, 08:59 AM   #2402
BIGREG
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Hello

TDW i have see that we need an order in the material list ...

i have try to do first the material "folder" (with all maps) first in the list
but i have error (nul pointer) when i try to reload the file ....
but if i do first in the list the diffuse texture ,no error ...

maybe it's nothing ,but good to know that ...

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Last edited by BIGREG; 08-24-14 at 09:12 AM.
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Old 08-24-14, 09:09 AM   #2403
TheDarkWraith
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Quote:
Originally Posted by BIGREG View Post
Hello

TDW i have see that we need an order in the material list ...

i have try to do first the material "folder" (with all maps) first in the list
but i have error (nul pointer) when i try to reload the file ....
but if i do first in the list the diffuse texture ,no error ...

maybe it's nothing ,but good to know that ...
Don't understand Maybe send me file and what you did so I can see for myself?
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Old 08-24-14, 09:15 AM   #2404
BIGREG
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i have edit the last post with a picture to understand ...

Note : i have rename the first "map" (map #443) to not have error and change the texture in it ... and to see it's same in the texture folder ..
i can't delete the first... i need to replace the texture to not have error (nul pointer) at reload
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~~~~BigReg~BigRegOne~~~~



"Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water."

Proverbe Shadok

Last edited by BIGREG; 08-24-14 at 09:37 AM.
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Old 08-24-14, 09:42 AM   #2405
TheDarkWraith
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Quote:
Originally Posted by BIGREG View Post
i have edit the last post with a picture to understand ...

Note : i have rename the first "map" (map #443) to not have error and change the texture in it ... and to see it's same in the texture folder ..
i can't delete the first... i need to replace the texture to not have error (nul pointer) at reload
Still not quite sure what you mean

If you are getting this error with a material that you had created and added before I fixed the null texture error in the last version try deleting the material and re-creating it.
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Old 08-24-14, 09:48 AM   #2406
BIGREG
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ok i get try to redo the all materials ,but i have try to delete the first texture in the texture folder and i can't reload my file -> nul pointer error
(i can delete all other textures after the first without problem to reload ...)

(i use the last editor version 1.1.459.1)



Note : i have change the texture at the first texture in list and don't have error to reload it ...

Edit : i have try to redo the all materials (first create the news and after delete the old.. i can't delete the old before...) and i have nul pointer error ...
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"Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water."

Proverbe Shadok

Last edited by BIGREG; 08-24-14 at 10:08 AM.
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Old 08-30-14, 05:38 AM   #2407
BIGREG
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Hello

TDW i have try to create a Material (no texture with map) with just an additional bump map ,but i have a nul pointer error when i do it

and i have try to rename the all materials to be more readable ... but after the file is corrupted (nul pointer)

Maybe if you can take a look on this bug ..

Thank in advance

Ps : i use the last editor v1.1.459.1
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Old 09-10-14, 01:37 AM   #2408
schnorchel
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Hi TDW,

I found that I cannot open UBoot_Sensors.GR2 your GR2EditorViewer.
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Old 09-10-14, 04:49 AM   #2409
BIGREG
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Hello Schnorchel

yes impossible to open the uboot sensor
i have try with older editor version 1.1.272.1 ,i can open it but i can't save it

Ps: same for the NSS_Uboat7a.lights.GR2 and all light.GR2
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"Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water."

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Old 09-13-14, 11:20 PM   #2410
schnorchel
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Quote:
Originally Posted by BIGREG View Post
Hello Schnorchel

yes impossible to open the uboot sensor
i have try with older editor version 1.1.272.1 ,i can open it but i can't save it

Ps: same for the NSS_Uboat7a.lights.GR2 and all light.GR2
Thank you BIGREG for the confirmation, I really hope that i could know things about the SH5 better to speedup the some progress to make the SH5 better than now

for example
Address the sea waves setting when wind speed>15m/S
Add new boats like typeIX and Type XXI.
To enable the sub's water tank controllable manually.
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Old 11-10-14, 02:20 AM   #2411
vanjast
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Is the open source code still available for this exe ?
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Old 08-17-15, 04:09 PM   #2412
Targor Avelany
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Time to bring this thread out of the woods.... This thread shell never die!
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Old 08-18-15, 01:24 PM   #2413
gap
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Quote:
Originally Posted by Targor Avelany View Post
Time to bring this thread out of the woods.... This thread shell never die!
I couldn't agree more. Welcome back Targor, I am glad to see you around
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Old 11-14-15, 09:19 AM   #2414
kibeldede
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Will this tool help with exporting Sh4 ships to sh3?
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Old 11-14-15, 12:55 PM   #2415
gap
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Quote:
Originally Posted by kibeldede View Post
Will this tool help with exporting Sh4 ships to sh3?
No, to convert SHIV ships to SHIII you need Silent3ditor by Skwas. You don't need to export anything though. Both games share basically the same format and the conversion only requires a few tweaks. Using S3d this is a relatively easy task, if you know what you are doing. Old school modders had to tweak dat files manually, using hex editor or Mini Tweaker by timetraveller, which was a PITA I suppose
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