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Old 07-07-2016, 07:01 PM   #16
Jeff-Groves
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PM received.
Give me a day or so to gather some info for you.
To put it in it's most basic? You create things pretty much as you do now.
A few extra steps place all nodes and such right in your 3D model.
(No need to use another program to add gun nodes and such)
Then you export a completed unit GR2 file.
Goblin is then used to do any other files needed such as Zones/sim.
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Old 07-07-2016, 07:53 PM   #17
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Quote:
Originally Posted by Mikemike47 View Post
What does an exporter actually do? How can we believe that this exporter can do great things? Are we being told that the exporter product from RAD games will work with SH5, at what guarantee?
Being as SH5 was done with RAD Games tools and they are offering the exact same version?
I've no doubts it will work to create the needed GR2 files.
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Old 07-08-2016, 05:01 PM   #18
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I'm thinking of doing a raffle for a poster I have from the Dev's.






This was sent to me all the way from Ubi Romania.
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Old 07-11-2016, 02:18 PM   #19
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Hey Alex

It's the exporter used to export from 3D Max, Maya, and XSI.
I know not everyone understands what this would allow.
So I'll try to put this $8000 into perspective.

I've spent 100's of hours learning and testing on the GR2 file format.
TDW has spent Lord knows how many hours working on his GR2 Exporter/Importer.

I'll low ball this and say combined? Several Modders have 1000 hours involved.

Working at $8.00 per hour we've hit the $8000 mark with limited success.
And that does not include Hardware and Software.

Add in the time spent by other Modders trying to use the available Tools to create/edit GR2 files.
We are way beyond $8000!!

And still limited in what can actually be done.
No new playable Subs, Dat format Units that just don't measure up to the stock GR2 Units, and it's nearly impossible for potential new Modders to come aboard.

You've got 2 people right now contemplating putting $5000 up.
One is convinced the other needs more info and maybe some proof.
Both are long time Modders with visions.
Both may be a bit crazy.


OK. One is crazy.
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Old 07-11-2016, 03:54 PM   #20
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I know your position Old Friend.
Can not say I fault you for your stand.
If I reach the Goal your still welcome to utilize the opportunity.
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Old 07-12-2016, 12:48 PM   #21
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Alex,

You make some good points and I always listen to you.
I look at the issues and think we could just replace with new files rather then try to fix the old files.

A lot of that would depend on who steps in and helps with the work.

Example:
After Animations were figured out for SH3?
VERY few people did anything with that ability!
I think the exact count is 4 Modders?

Animations for SH4 are understood and editable now to a small degree.
Only 1 Modder has attempted to come up with an easy Tool to work with them.
Given some new Software he found? That may change soon.
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Old 07-12-2016, 05:05 PM   #22
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Quote:
Originally Posted by Jeff-Groves View Post
It's the exporter used to export from 3D Max, Maya, and XSI.
I know not everyone understands what this would allow.
........
TDW has spent Lord knows how many hours working on his GR2 Exporter/Importer.
..........
I'll low ball this and say combined? Several Modders have 1000 hours involved.
...............
Working at $8.00 per hour we've hit the $8000 mark with limited success.
And that does not include Hardware and Software.
......................
Add in the time spent by other Modders trying to use the available Tools to create/edit GR2 files.

And still limited in what can actually be done.
No new playable Subs, Dat format Units that just don't measure up to the stock GR2 Units, and it's nearly impossible for potential new Modders to come aboard.
Gap,
Have you seen this thread? PMing him, too.

Update:
sent a PM to Gap and got this:
"The following errors occurred with your submission:
  1. gap has exceeded their stored private messages quota and cannot accept further messages until they clear some space."
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Old 07-13-2016, 11:06 AM   #23
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smallboy10!
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Old 07-13-2016, 06:27 PM   #24
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Would a crowd raising, such as kickstarter still be applicable?

As far as I understood, this deal would basically allow to place new playable units, correct? Would it do anything to improve the playability of the game, get rid of any existing limitations/bugs and/or allow good multiplayer?

Sorry if I ask, I am not an expert.
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Old 07-13-2016, 06:41 PM   #25
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New Playable Units yes.
Type II's and Type IX's would be nice.
The Type VIIA could be properly modeled also.

Correction of some bugged issues yes.
A correct Schnorkel animation for one thing.

Playable Surface Ships could also be done!!

I'm working on some ways to raise the last bit of funding.
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Old 07-13-2016, 11:54 PM   #26
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Very interesting news, as someone who hasn't posted here in a long while i am finding myself coming back to this post specifically every few hours.
Finally the chance to open it p and get a type 9.

Awesome job, following keenly.
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Old 07-14-2016, 02:01 PM   #27
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Quote:
Originally Posted by Jeff-Groves View Post
New Playable Units yes.
Type II's and Type IX's would be nice.
The Type VIIA could be properly modeled also.

Correction of some bugged issues yes.
A correct Schnorkel animation for one thing.

Playable Surface Ships could also be done!!

I'm working on some ways to raise the last bit of funding.
Great news, the biggest things I guess would be fixing all of the bugs and improving gameplay first then everything else.

If the crowdfunding goes through, I'll do my best to spread the word.
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Old 07-15-2016, 06:52 PM   #28
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Jeff, you have a PM. Thanks.
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Old 07-15-2016, 08:07 PM   #29
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Reply sent.
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Old 07-17-2016, 06:49 PM   #30
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Wow this is great news! If there is a fundraiser for this i will definitely couch up some money!!!
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