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Old 03-11-12, 01:50 AM   #886
Ekmek
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Originally Posted by TheDarkWraith View Post
Starting with v1.1.97.0 you can change bone and skeleton names:



Going to add ability to change model, mesh, and material names then a new test version will be released

Can you see how the skeleton tree is structured? Sorry not clear in the picture.
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Old 03-11-12, 03:40 AM   #887
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Hi TDW

Super !

This will be more practical to find the right textures used
yesterday I rename it with your editor, all the textures of the conning tower
(that's a big mess, as Ubisoft, to do this)

Ps:can you make the texture menu windows expandable ? to have the entire text lines

and for the rest all work great , no errors !

[Quote:] I'll work on the model and cloning of bones tomorrow <- cloning meshes it interests me, to clone the TDC buttons meshes , to add the missing
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Last edited by BIGREG; 03-11-12 at 06:38 AM.
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Old 03-11-12, 03:53 AM   #888
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Originally Posted by BIGREG View Post
Ps:can you make the texture menu windows expandable ? to have the entire text lines
show me screenshots of what you're talking about

You're gonna like what I'm just about done coding. Bone's whose entries start with LNK@ are special entries to the game engine. They mean link (as in link an object to this object). I've just about finished an automatic LNK@ dereferencer that will automatically load those LNK@ GR2 files and link them to their respective bone

I've also made a stipulation in upcoming version that the only objects that can contain LNK@ at the start of their name are Bones. This is needed because I now let you rename things and we don't want the game engine confused because someone wrote a wrong name in the wrong place.
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Old 03-11-12, 03:54 AM   #889
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Quote:
Originally Posted by Ekmek View Post
Can you see how the skeleton tree is structured? Sorry not clear in the picture.
Don't understand what you're asking
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Old 03-11-12, 04:03 AM   #890
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Old 03-11-12, 05:07 PM   #891
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In new version I have anchored the treeviews to the sides. This allows them to grow as the window grows in size. Something BIGREG was looking for.
I've also added some new File menu entries:
- Sentinel-->Show sentinel window on file open - determines whether the Sentinel windows open with each new file opened
- LNK paths:
edit paths - allows you to edit/add/remove paths for dereferencing Bone LNK@ entries
Automatically resolve - when checked will automatically resolve Bone LNK@ entries (will load GR2 models referenced)
I've also fixed a few small bugs I've found while using the app





To walk/view a complete sub, set up your LNK paths to those above. Ensure Automatically resolve is checked. Load up a human playable sub (you will then see the scaling issues with them )

test version 1.1.100.0 available here: http://www.mediafire.com/?vgb53a7juocpnra

NOTE: just found a PInvoke problem that can happen if you move the camera with the numpad keys. Use at own risk. Will be fixed in upcoming version.



There are some other goodies like the automatic resolve of LNK@ entries in upcoming version

Last edited by TheDarkWraith; 03-11-12 at 06:34 PM.
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Old 03-11-12, 08:24 PM   #892
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v1.1.101.0 fixes the PInvoke problem.
It also has the LNK@ bone control the visibility of the linked in GR2 file. If the bone is checked then it's rendered, it not then it's not rendered



Here Room_QR1 is not being rendered because it's LNK@ bone is not checked

The operation of LNK paths-->Automatically resolve has been changed. It works like before except now:
- if you have GR2 files loaded with LNK@ entries and Automatically resolve was checked when these were loaded and you uncheck Automatically resolve it will ask you if you want it to automatically unload all these linked in GR2 files (close them)
- if you have GR2 files loaded with LNK@ entries and Automatically resolve was not checked and you check it it will ask you if you want it to load the GR2 files for all open GR2 file's LNK@ entries (opens them)
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Old 03-11-12, 09:26 PM   #893
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Opened CharacterBodyParts GR2 with the latest . There are about 6 or so it wont open . I had LNK paths Auto .
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Old 03-11-12, 09:49 PM   #894
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Quote:
Originally Posted by sober View Post
Opened CharacterBodyParts GR2 with the latest . There are about 6 or so it wont open . I had LNK paths Auto .
What are your LNK paths set to? It will try to find the LNK@ entries (GR2 files) based on the listed order of the LNK paths. When looking in each link path it will look in the folder and then it will look in all folders contained in that folder before moving onto next path.
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Old 03-11-12, 11:37 PM   #895
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Alright, v1.1.102.0 is ready. I wanted a one-click way to open everything needed to do waypoints and I succeeded You'll see some new menu entries under File in the following screenshots. Based on how those are set (like I have them) will determine whether everything gets loaded when the first GR2 file is loaded. Here I had everything set to be automatically loaded and opened up the NSS_Uboat7a.GR2 file. The app loaded it and all the room GR2 files, waypoint room GR2 files, and all the waypoint edges files for the waypoint rooms with just one click You'll notice that my waypoints need some work....I have some breaks in them But that's why I needed this - so I can work on my next mod with the app

This shows the sub (all the rooms are loaded also) and the waypoint edges between waypoints:


And zooming 'into' the sub we finally see all the rooms being rendered also:


The nice thing about this is you can 'walk' around and see where all your waypoints are. I have more work to do on the waypoints editor but it's coming along nicely

test version 1.1.102.0 available here: http://www.mediafire.com/?zq1pcjc2jqwjt95

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Old 03-12-12, 12:04 AM   #896
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Quote:
Originally Posted by sober View Post
Opened CharacterBodyParts GR2 with the latest . There are about 6 or so it wont open . I had LNK paths Auto .
PS , i dont really know what i am doing so i wouldnt worry too much
I had to change the LNK cfg file to match my install
C:\Ubisoft\Silent Hunter 5\data\Library
C:\Ubisoft\Silent Hunter 5\data\Sea
C:\Ubisoft\Silent Hunter 5\data\Submarine
C:\Ubisoft\Silent Hunter 5\data\Submarine\Common
C:\Ubisoft\Silent Hunter 5\data\Terrain
C:\Ubisoft\Silent Hunter 5\data\Air

When it finishes loading on my system i will send the Dbgview , in about 300 thousand years .

Last edited by THE_MASK; 03-12-12 at 12:28 AM.
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Old 03-12-12, 12:27 AM   #897
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Quote:
Originally Posted by sober View Post
PS , i dont really know what i am doing so i wouldnt worry too much
I had to change the LNK cfg file to match my install
C:\Ubisoft\Silent Hunter 5\data\Library
C:\Ubisoft\Silent Hunter 5\data\Sea
C:\Ubisoft\Silent Hunter 5\data\Submarine
C:\Ubisoft\Silent Hunter 5\data\Submarine\Common
C:\Ubisoft\Silent Hunter 5\data\Terrain
C:\Ubisoft\Silent Hunter 5\data\Air
There aren't any LNK@ bone entries in that GR2 file (CharacterBodyParts GR2 ). Are you talking about another GR2 file

So what are these 6 things that you say won't open?
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Old 03-12-12, 12:42 AM   #898
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sorry yeah , got confused . I was opening the C:\Ubisoft\Silent Hunter 5\data\Submarine\NSS_Uboat7a\NSS_Uboat7a GR2 file when i had to change the LNK cfg .
00000000 3:29:51 PM [4180] NSS_Uboat7a sentinel activated
00000001 3:29:59 PM [4180] Room_CR sentinel activated
00000002 3:30:03 PM [4180] CRC-32 value reported in file corrected to actual CRC-32 value (0x99C34038)
00000003 3:30:32 PM [4180] Waypoints_Room_CR sentinel activated
00000004 3:30:37 PM [4180] Room_QR1 sentinel activated
00000005 3:30:39 PM [4180] CRC-32 value reported in file corrected to actual CRC-32 value (0xA4AB8C27)
00000006 3:31:06 PM [4180] Waypoints_Room_QR1 sentinel activated
00000007 3:31:13 PM [4180] Room_DER sentinel activated
00000008 3:31:36 PM [4180] Waypoints_Room_DER sentinel activated
00000009 3:31:44 PM [4180] Room_QR2 sentinel activated
00000010 3:35:42 PM [4180] Waypoints_Room_QR2 sentinel activated
00000011 3:35:51 PM [4180] ********* Waypoint entry (SQ_COOK_B SQ_COOK_D no_loop SQ_COOK_B2D_Part02) end location was not found in Skeleton's bones *********
00000012 3:35:55 PM [4180] ********* Waypoint entry (SQ_COOK_B SQ_COOK_D no_loop SQ_COOK_B2D_Part02) end location was not found in Skeleton's bones *********
00000013 3:35:56 PM [4180] Room_TRF sentinel activated
00000014 3:36:36 PM [4180] ********* Exception of type 'System.OutOfMemoryException' was thrown. *********
00000015 3:36:46 PM [4180] Room_CT sentinel activated
00000016 3:36:46 PM [4180] ********* Exception of type 'System.OutOfMemoryException' was thrown. *********

Tried opening the 7b

00000000 4:28:25 PM [5236] NSS_Uboat7b sentinel activated
00000001 4:28:34 PM [5236] Room_CR sentinel activated
00000002 4:28:36 PM [5236] CRC-32 value reported in file corrected to actual CRC-32 value (0x99C34038)
00000003 4:29:03 PM [5236] Waypoints_Room_CR sentinel activated
00000004 4:29:08 PM [5236] Room_TRF sentinel activated
00000005 4:29:22 PM [5236] Waypoints_Room_TRF sentinel activated
00000006 4:29:27 PM [5236] Room_DER sentinel activated
00000007 4:29:49 PM [5236] Waypoints_Room_DER sentinel activated
00000008 4:29:56 PM [5236] Room_QR2 sentinel activated
00000009 4:30:15 PM [5236] Waypoints_Room_QR2 sentinel activated
00000010 4:30:23 PM [5236] ********* Waypoint entry (SQ_COOK_B SQ_COOK_D no_loop SQ_COOK_B2D_Part02) end location was not found in Skeleton's bones *********
00000011 4:30:27 PM [5236] ********* Waypoint entry (SQ_COOK_B SQ_COOK_D no_loop SQ_COOK_B2D_Part02) end location was not found in Skeleton's bones *********
00000012 4:30:29 PM [5236] Room_QR1 sentinel activated
00000013 4:33:52 PM [5236] CRC-32 value reported in file corrected to actual CRC-32 value (0xA4AB8C27)
00000014 4:33:57 PM [5236] ********* Could not find Texture in list of Textures for Material *********
00000015 4:33:57 PM [5236] ********* Could not find Texture in list of Textures for Material *********
00000016 4:33:59 PM [5236] ********* Could not find Texture in list of Textures for Material *********
00000017 4:33:59 PM [5236] ********* Could not find Texture in list of Textures for Material *********
00000018 4:34:00 PM [5236] ********* Could not find Texture in list of Textures for Material *********
00000019 4:34:07 PM [5236] ********* Could not find material in list of materials *********

Last edited by THE_MASK; 03-12-12 at 01:36 AM.
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Old 03-12-12, 12:45 AM   #899
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Quote:
Originally Posted by Ekmek View Post
Can you see how the skeleton tree is structured? Sorry not clear in the picture.
Quote:
Originally Posted by TheDarkWraith View Post
Don't understand what you're asking

Something like this. So you can see how the bones work together

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Old 03-12-12, 05:32 AM   #900
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nice progress, tdw!!! so, let me know: when do we have the new boats? seems, as if we are not far from it...am i right? did you try to clone a vii boat 1:1 and add it to the game with a different type-name?

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