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Old 02-28-12, 05:18 PM   #826
TheDarkWraith
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Quote:
Originally Posted by Vanilla View Post
Here is what I do.
1. Fire up the Editor
2. Open, say, Waypoints_DER.gr2
3. Go to bones panel, choose parent bone there
4. In the menu choose 'new bone'.
5. In the bone creation dialog choose correct parent, type name, say 1, check 'Position data', enter X, Y, Z values, click OK, see bone created ok.
6. Repeat steps 3-5 for a new bone: name '2', check 'Posit data', enter X, Y, Z, click OK, here comes the error.
I'll check this out when I get some free time

@BIGREG: maybe you don't know but you can select faces of a mesh and display the texture coordinates for them. This allows you to isolate certain parts of a mesh. For example the Room_CT I enabled the TDC and wheel to be rendered. On the wheel I selected some faces (the light purple color) and then displayed their texture coordinates:



There is a small problem with the selecting faces in the current version posted which I have fixed in upcoming version. I have to look into error posted by Vanilla first though before releasing new test version.

I'm going to add the ability to change material names so you don't have to hex edit them anymore AND you'll be able to change the name to anything you want (won't have to keep the same number of letters anymore)
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Old 02-28-12, 05:45 PM   #827
BIGREG
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Thank

This is what I do as we speak , but often I get errors or even the back office when exporting UVW textures (TDC mesh for exemple) when i enlarge in right corner other in save processus
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Old 02-28-12, 06:06 PM   #828
BIGREG
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Quote:
Originally Posted by Vanilla View Post
Here is what I do.



Great vanilla

TDW

Which would be fine, it is to see and change the name of the textures applied to each meshe or/and import of UVW
with hex editing i can not rename the texture, how I wish (error by changing the full name or with more or fewer characters;
Otherwise I could optimize the management of textures (less texture)
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Old 02-29-12, 12:35 PM   #829
Alex
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Nice to see that a few busy bees are still hard at work in here.
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Old 03-01-12, 03:25 PM   #830
Ekmek
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TDW,

Might be a dumb question but did you see this?

The Importer/Exporter for 3dsmax2008(with sourcecode) :
http://gr2decode.altervista.org/download.html
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Old 03-01-12, 09:03 PM   #831
TheDarkWraith
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Quote:
Originally Posted by Ekmek View Post
TDW,

Might be a dumb question but did you see this?

The Importer/Exporter for 3dsmax2008(with sourcecode) :
http://gr2decode.altervista.org/download.html
That just takes 3DS Max data and converts it to SMD (or maybe it .ms) files. Nothing of interest for me. I can read/write GR2 files directly (and without using any of Granny's DLLs). 100% original code in my app
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Old 03-01-12, 11:48 PM   #832
TheDarkWraith
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Quote:
Originally Posted by BIGREG View Post

This is what I do as we speak , but often I get errors or even the back office when exporting UVW textures (TDC mesh for exemple) when i enlarge in right corner other in save processus
Can you elaborate on this? What errors do you get when doing what? I need to know exactly what you did so I can do the same and reproduce the errors/problems so I can see what's happening.
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Old 03-02-12, 12:06 AM   #833
TheDarkWraith
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Quote:
Originally Posted by BIGREG View Post
You can not add up/down 7-1 or 9-3
Added 9 to move camera up, 3 to move camera down

Quote:
Originally Posted by Vanilla View Post
Glitches noticed:

- Move a bone. Click 'save' not in the menu but in the 'Changes' tool panel, a message pops up saying that the file's CRC is incorrect.

- Choose 'Add GR2 File', press cancel, currently open file is forced to close

In the Changes tool panel I renamed Save to Store to better reflect it's purpose. I've also added tooltips to almost all the buttons and menu items so you know what they do. The error of CRC is incorrect has been fixed also.

The bug of currently open file is forced to close when you press Cancel has been fixed also

Quote:
Originally Posted by Vanilla View Post
Here is what I do.
1. Fire up the Editor
2. Open, say, Waypoints_DER.gr2
3. Go to bones panel, choose parent bone there
4. In the menu choose 'new bone'.
5. In the bone creation dialog choose correct parent, type name, say 1, check 'Position data', enter X, Y, Z values, click OK, see bone created ok.
6. Repeat steps 3-5 for a new bone: name '2', check 'Posit data', enter X, Y, Z, click OK, here comes the error.
Problem fixed When I optimized the creating of new bones I introduced a bug

Finally fixed every issue with picking and picking individual faces

Last edited by TheDarkWraith; 03-02-12 at 12:21 AM.
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Old 03-02-12, 12:56 AM   #834
pedrobas
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I´m smelling the final of this great project.
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Old 03-02-12, 01:22 AM   #835
BIGREG
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Hi

Quote : Added 9 to move camera up, 3 to move camera down

During the first extension / backup, it works fine, but the second, I often make mistakes and some UVW when saving (that worked) does not save the good UVW texture (eg the view panel for the TDC with the dials save the UVW backup -> UVW 4*4 tiled saved)

Here is the error when extending the windows



and here when i save :



and one more thing, last night, I Shrunk needle TDC for new dials, I create in this momment and after the reduction the location of the mesh change , have to hand it has its place after the reduction
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Old 03-02-12, 08:31 AM   #836
Rongel
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Hi TDW!

Concerning the Torpedo malfunction thread (http://www.subsim.com/radioroom/showthread.php?t=188525) is it possible to delete a bone or a mesh? I would like to try take out the DMG_col-node from the GR2 ships and replace it with .sim injection. We can't yet replace a 3d model if it hasn't got the same number of verices I think.

This tool will make SH 5 a different game!
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Old 03-02-12, 09:51 AM   #837
TheDarkWraith
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Quote:
Originally Posted by pedrobas View Post
I´m smelling the final of this great project.
Not even close. There is MUCH more work to be done on it. I haven't even looked into what Granny Track groups are or into Granny Animations yet.

Quote:
Originally Posted by Rongel View Post
Hi TDW!

Concerning the Torpedo malfunction thread (http://www.subsim.com/radioroom/showthread.php?t=188525) is it possible to delete a bone or a mesh? I would like to try take out the DMG_col-node from the GR2 ships and replace it with .sim injection. We can't yet replace a 3d model if it hasn't got the same number of verices I think.

This tool will make SH 5 a different game!
I have an allocater/deallocater coded and working already. It would be a simple (relatively) matter of adding necessary code to remove bones/meshes and all associated pointers for them. I have 11 hours of flying to do today to get home so I can add that to my list of things to do while in the air. No guarantees it'll get coded today though.
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Old 03-02-12, 11:15 AM   #838
Rongel
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Quote:
Originally Posted by TheDarkWraith View Post
I have an allocater/deallocater coded and working already. It would be a simple (relatively) matter of adding necessary code to remove bones/meshes and all associated pointers for them. I have 11 hours of flying to do today to get home so I can add that to my list of things to do while in the air. No guarantees it'll get coded today though.
Great news, no rush!

I think it will make the dud-testing a lot easier!
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Old 03-02-12, 04:39 PM   #839
Vanilla
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Quote:
Originally Posted by TheDarkWraith View Post
...
Problem fixed When I optimized the creating of new bones I introduced a bug

Finally fixed every issue with picking and picking individual faces...
Just brilliant! This will speed things up for sure, I won't have to save-close-reopen for every second bone, excellent! Thanks!
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Old 03-04-12, 02:42 AM   #840
TheDarkWraith
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test version 1.1.85.0 available here: http://www.mediafire.com/?1dgzch6j7rarco8

Fixed the bug with the bones (bug occurred after trying to add second new bone)
Fixed all the problems with picking
Added ability to see materials used in the meshes tab for each mesh's subset. You can view the materials by double clicking either materials or each individual material under the subset entry
When saving the materials screenshots or the texture coordinate screenshots you can now pick what format to save them in from the save dialog box
Started work on the Waypoints tab (not finished)
Started work on the Materials tab (not finished)
Fixed some other bugs found during testing
Started adding tooltips to everything. Not finished yet
Error BIGREG reported about the texture coordinate windows should be fixed
Added ability to move camera up/down via 9/3 numpad keys
In the Changes tool panel for Bones/Meshes I renamed Save to Store to better reflect it's purpose
The bug of currently open file is forced to close when you press Cancel has been fixed
Enabled the tooltips for the status strip labels (so they will show now)

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