View Full Version : Exporting 3D models from GR2
Version 13011.7z.
Body parts are exported from CharacterBodyParts.GR2 ...
In 3ds Max, DExpl, S3D and in game (SH3) UV maps looks normally...
Look 3-d picture (in SH3):
Specular (a-channel) as is ...
Bump as is ...
not adjusted.
http://img201.imageshack.us/img201/7609/decrew.jpg
Magic1111
01-31-11, 01:41 PM
Version 13011.7z.
Body parts are exported from CharacterBodyParts.GR2 ...
In 3ds Max, DE, S3D and in game (SH3) UV maps looks normally...
Look 3-d picture:
Specular (a-channel) as is ...
Bump as is ...
not adjusted.
******Off-Topic on:*****
Hi Anvart my Friend, it´s good to hear from you ! :salute::salute::salute:
Best regards to you ! :D
*****Off-Topic off *************
Madox58
01-31-11, 02:17 PM
OK, I looked at the Sub Hull.
The problem is not the export.
It's the fact that SH3/4 need a square image for textures.
512 x 512 for example.
Look at the Uboat 7 hull textures from SH5.
(And the Ship hulls stuff for that matter)
1024 x 512
The UV's are being squashed in S3D (and in Game most likely also).
I'll do some testing to see if there's an easy way to at lest partially fix
the problem when exporting.
:hmmm:
urfisch
01-31-11, 04:19 PM
Version 13011.7z.
Body parts are exported from CharacterBodyParts.GR2 ...
In 3ds Max, DE, S3D and in game (SH3) UV maps looks normally...
Look 3-d picture:
Specular (a-channel) as is ...
Bump as is ...
not adjusted.
http://img201.imageshack.us/img201/7609/decrew.jpg
hey anvart. great work! seems, as if we might finally get new crew models in sh3?
Madox58
01-31-11, 05:16 PM
Here's a quick fix of the type 7C exported.
http://i108.photobucket.com/albums/n12/privateer_2006/Fixed_Sub_Hull.jpg
Never mind the secret stuff in the dat.
It's a test dat where I dump a lot of tests of the exporter.
:03:
I took the UV's for the bottom Hull, shrunk them and positioned them.
took the 1024 x 512 texture and made a 1024 x 1024 texture.
placed them in the dump dat and got what you see above.
hey anvart. great work! seems, as if we might finally get new crew models in sh3?
May be... but after degradation of meshes and textures... i think :D
and creation of all vertixes animations too...
urfisch
02-01-11, 09:35 AM
k...
lets get the export/import thing in sh5 done first...i think
:up:
rocker_lx
02-02-11, 06:51 AM
This looks really good, thanks privateer.
So it will soon be possible to add new 3D data to the game, will it also be possible to add new equipment to the sub later on? Does the game logic allow for such changes? I wonder this, as I have seen that there is progress done in extending the campaign after 43. It would be cool to upgrade your sub with post 43 tech, or even new classes as IX, or XI boats.
Madox58
02-02-11, 01:56 PM
Version 13011.7z.
Body parts are exported from CharacterBodyParts.GR2 ...
In 3ds Max, DE, S3D and in game (SH3) UV maps looks normally...
Look 3-d picture:
Specular (a-channel) as is ...
Bump as is ...
not adjusted.
@Anvart,
Can you give me a link to the imported Man you created?
I'd like to see why one side is faded like the last image.
skwasjer
02-03-11, 08:24 PM
Nice work!! Good progress here!
Here's a quick fix of the type 7C exported.
Never mind the secret stuff in the dat.
It's a test dat where I dump a lot of tests of the exporter.
:03:
I took the UV's for the bottom Hull, shrunk them and positioned them.
took the 1024 x 512 texture and made a 1024 x 1024 texture.
placed them in the dump dat and got what you see above.
Well, I can tell you, S3D definately does not care. All that S3D does is push the raw (directly from DAT) vertex data, uv data and textures to the DirectX-device. If textures are warped or squashed, then the data is incorrect. Plain and simple ;)
As such, remember that UV's are normalized [0-1], so a value of 0,0 or 0,1 or 1,0 or 1,1, they all represent the same corner on any texture, whether it is 1024x512, 1024x1024, or 123x873945 pixels.
Therefor, the problem is more likely a UV-scaling matrix you are 'missing' to multiply with the UV's, which probably is stored in some global variable section in the GR2 and granny IS handling when rendering. This may explain the difference. I have no other explanation for it.
In 3dsMax there's similar options in the materials-section for flipping UV's or even multiplying them by some arbitrary value. So perhaps you should hunt for that value in the GR2 file for a more stable and future proof export. My guess is it's there somewhere ;)
Now if I'm told I'm wrong, well... ok then I guess :]
Note: I do not claim either SH3 or SH4 itself has no issues with non-square textures though.
Madox58
02-03-11, 09:30 PM
Hi Skwasjer,
Found the problem.
The Hull UV's are mapped above the usual plane.
So they are not tileing as they should.
Once I place them in the correct plane all is well.
(At lest as seen in S3D. Don't know about in Game.)
I could just check for anything over 1 and subtract 1 to drop them in place.
So far (That I've found) only the ship Hulls and Sub Hulls are Mapped like this.
Guess it'll be another round of extracting every GR2 file in SH5 to be sure
there's not something else that may get whacked.
:haha:
skwasjer
02-04-11, 05:19 AM
I could just check for anything over 1 and subtract 1 to drop them in place.
This seems rather dangerous, because you can have stretched textures with values that exceed >2, or <1, <2 etc. In more advanced 3D computing the uvmap data can be offset using a premultiplied value (for U, V, W seperately), which is defined at the material. (as I said this is also possible in Max). SH3/4 do not have this ability, but SH5 may (because obviously GR2 is way more advanced). The benefit is obvious, less uv data needs stored, only when rendering is the uv data correctly calculated. If this is the case for SH5/GR2, you will have to facilitate this in your export code and transform the uv map data correctly by these offsets (which again, may be material specific), since OBJ/DAT, and thus, S3D and SH3/4 do not support this. You would do nothing more than store incorrect data in OBJ from the start, which is why S3D and other OBJ-viewers would not show correctly.
toniloCoyote
02-04-11, 10:12 AM
Hello Privateer
Please forgive me if what I say below had nothing to do with the UVs problem you are discussing here. I've only taken a quick look at the above posts and I have only quickly tested the first version of your program (although I have recommended your work in a job that I posted in the forum recently).
I noticed the shifting of UVs, but, If I'd want to let OK the UVs produced by your program (the first version, remember) in 3DS Max, I would not flip the UVs and then would displace them, but instead, for each UV vertex I would change the sign of its Y coordinate.
As an example, if I select the ship's hull and then run this script, all the UVs left OK, without having to flip and move them.
oMesh=selection[1]
for idx = 1 to oMesh.numTVerts do (
oTVert = getTVert oMesh idx
setTVert oMesh idx [oTVert.x, -oTVert.y, 0]
)
update oMesh
##### EDITED/ADDED ##########
What I mean is that in this way the UVs don't become shifted. I don't know if you have already noticed and fixed it in the last version. I believe it also makes sense that when you export them, for SH5, you only must change again the sign of the UV's Y coordinate.
##########################
Please again, excuse me if this had nothing to do with the problem discussed above.
(sorry too for my insufficient English)
toniloCoyote
skwasjer
02-04-11, 03:43 PM
Spot on, exactly what I was talking about! But the inversion of the sign must be defined somewhere in GR2, instead of assuming by default, unless this can be tested/verified for all models, because it 'can' be different on a per model basis...
toniloCoyote
02-04-11, 05:25 PM
Well, I think this is a specification of GR2 format and is not a per Ship issue. It depends on what the renderer engine understands by up and down.
As I said, I believe you must do this inversion for every GR2 model, and not only for SH5's ones (at least if you want 3DS Max to understand them), but I'm not completely sure of it. I agree with you that It's better to test all the ships.
Regards.
skwasjer
02-04-11, 08:00 PM
Ok, to prove the point further...
I don't have 3dsmax so I looked online for an example, but see here:
http://graphicstutorials.org/wp-content/uploads/2009/09/3ds-max-uv-mapping-Tutorial3.jpg
Notice the U/V offset and tiling values, and the mirror and tile checkboxes (and even a rotation option). These are uv transform settings, defined 'per material'. If you flip a 'sign' like you have, you essentially tick the mirror checkbox iirc (or whatever, too long ago). Since GR2 is a fairly advanced format, I wouldn't be amazed if it supports similar functionality. I don't say it does, but if it does, it can be different per model (and per material even) and depends more on how consistent the devs have been, so it's worth checking out. If GR2 isn't that sofisticated, then yes, flipping the sign is an easy fix.
Madox58
02-04-11, 08:21 PM
Tiling in the GR2s in SH5 is set at 3.
But in 3DS Max, Deep X, and several other Viewers?
Everything shows fine for the textures and UV stuff.
I exported the exact settings as can be seen in the Granny Viewer.
Flipped the dds texture as the GR2 files are set to invert things to SH3/4 standards.
I'm workikng up images and the pack of files I worked with to
explain what is going on better.
I'll have screen shots of Deep X, 3DS Max 2008, S3D, and in Game SH4.
All will use the same files as exported exactly as the GR2 is listed in the GrannyViewer.
toniloCoyote
02-05-11, 08:41 AM
@skwasjer:
Excuse me if I have not expressed myself correctly in my previous posts. I do not know what is causing the problem you are discussing here. I only know which is the cause of an issue that is happening when importing into 3DS Max from the first version of Privateer GR2Exporter. Due that this defect looked like the problem that you are discussing here, I mentioned it just in case it could be the same issue.
People who work with 3DS max we are used to suffer these problems due to the differences in the coordinates between other packages and 3DS Max. Because the origin of 3DS Max as a CAD application, these differences occur with many other packages and, for us, it is normal to have to reverse or to exchange coordinates. Very rarely it does not happen.
However, this also happens between GR2 and 3DS Max; GR2 uses by default a coordinates system in which, to import its models into 3DS Max, you must swap the YZ coordinates of geometry, and must reverse the Y coordinates of UVs, and Privateer did not do any of those things (at least in the first version of GR2Exporter). Because he is developing an importer / exporter for 3DS Max, I remembered this to him.
As an example you can see the source code of "GR2 Decoder" converter (from its web), which converts files into scripts for 3DS Max. There, the developer reverses the sign of the Y coordinates of the UVs, and this converter is not made for SH5.
As for the "Mirror" checkbox in the material editor of 3DS Max, all who use this program we know it and use it often, but this is not the problem nor the solution. You must not reverse the UVs as a whole (flip it around its local center), which is what this checbox does, what you need to do is to reverse the sign of the UVs Y coordinates (flip it around global 0). If you do otherwise (for example, if you use the checkbox) the textures will appear displaced.
This checkbox is not the only place where you can change the orientation of the UVs; even the original SDK exporter of Rad Game Tools gives you the option of reversing the UVs.
The effect of both options is reflected in the final structure of the GR2 file, in the per material struct fields:
UVWTransform (granny_real32)
mirrorU (granny_int32)
mirrorV (granny_int32)
These are the places where, as you well say, one should look to see if there has been a change in the UVs, made by using the methods described above. But if you look at these fields (i.e. in Granny Viewer) you will see that SH5 vessels show no change in these fields and, even then, the Y coordinates of their UVs should be reversed (changed in sign) for 3DS Max understands it.
I'm just saying what needs to be done in order to successfully import a SH5 ship into 3DS Max, I do not know if this has anything to do with the problem you are discussing here. Forgive me if this has nothing to do. I never wanted to say you're wrong, indeed I agree with you. I only say that GR2 uses a different UVs coordinate system than 3DS Max.
Best regards.
Jimbuna
02-05-11, 02:32 PM
@Privateer
You have a couple of outstanding PM's
Madox58
02-05-11, 02:43 PM
Here's the start of the TexCoords Chain.
The Export is a direct write of the Values in the file NBB_QE.GR2
This shot shows the values in GRViewer, the matching values in the obj file, and how they look in 3DS Max 2008.
http://i108.photobucket.com/albums/n12/privateer_2006/SH5%20Stuff/TexCoords_Chain.jpg
The only thing done was to flip the dds files so the Textures would render in place in all shots to follow.
First is Goblin with the original GR2 file.http://i108.photobucket.com/albums/n12/privateer_2006/SH5%20Stuff/NBB_QE_Hull_SH5.jpg
Now Rendered in Deep X useing the Exported Hull obj file.
http://i108.photobucket.com/albums/n12/privateer_2006/SH5%20Stuff/NBB_QE_Hull_DX.jpg
So a direct export seems to be working so far.
Madox58
02-05-11, 02:49 PM
Now I render in 3DS Max 2008
http://i108.photobucket.com/albums/n12/privateer_2006/SH5%20Stuff/NBB_QE_Hull_MAX.jpg
Then after placeing in a dat I view it in SH4 Museum.
http://i108.photobucket.com/albums/n12/privateer_2006/SH5%20Stuff/NBB_QE_Hull_SH4_In_Game.jpg
Madox58
02-05-11, 03:00 PM
But here is that same dat in S3D
http://i108.photobucket.com/albums/n12/privateer_2006/SH5%20Stuff/NBB_QE_Hull_S3D.jpg
Now this may not bother some, but as not all Modders may be aware of the issue, they may think something is wrong with the GR2 Export or the Import to S3D.
My Goal is to insure that all the Tools are compatable with each other.
If I can adjust something in the Exporter to fix what is seen in S3D?
That's what I want to do.
Not just say
"they aren't perfect together, get on with it."
As Skwasjer wrote S3D, I know it will be Expert advice on things involveing S3D.
This is by no means a slam or attack on anything!
It's a quest to resolve any issue no matter where the problem is.
Madox58
02-05-11, 03:08 PM
@Privateer
You have a couple of outstanding PM's
Thanks for the heads up.
I haven't been watching them lately.
I'll reply by PM.
Jimbuna
02-05-11, 03:58 PM
Thanks for the heads up.
I haven't been watching them lately.
I'll reply by PM.
Danke mate http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
urfisch
02-05-11, 05:00 PM
you are doing really great stuff, privateer!!!
:yeah:
Madox58
02-05-11, 05:20 PM
Well, I want to resolve the views stuff in S3D right now.
SH4 does use a 1024 x 512 Image to render in the Museum anyway.
I have not tested in SH3 yet.
The only issue seems to be the view in S3D when woking with the dat file.
Skwasjer is the only one that can answer this issue.
He wrote S3D.
I have the files I used ready to send.
urfisch
02-06-11, 10:20 AM
skwasjer also is a genius. i believe he knows what to do...
skwasjer
02-06-11, 12:19 PM
First time, I've seen this kind of inconsistency. So the museum shot and S3D shot are the same DAT, and the OBJ is imported with S3D? What happens if you reexport with S3D and view externally? Same warp? Or back to normal?
I can't explain tbh. This is my shader code, no rocket science:
float4 BaseColor = tex2D(DiffuseMap, In.Texs.xy);
No UV data, texture data or whatever is modified in any way when sending to d3device, and my shader is a direct descendant of unifiedrender-shader. So it is a very odd problem to me.
I be happy to look at OBJ and texture, but I have no further reference material (no other 3D apps, no SH3/4/5 installed) so it may be hard for me to find out. An additional stock ship-DAT(with texture) would be helpful.
Madox58
02-06-11, 11:33 PM
My first thought is D3DTADDRESS_WRAP
I have no idea how most of this works.
The 3D Engines I've been testing handle this aspect.
I noticed that some dats from GWX do not render in S3D also.
I never thought much about them till now.
The Whale from GWX renders black in S3D.
I saw that the UV stuff is displaced from standard.
But it renders fine in all versions of SH.
So if I go with the idea I need to center all Texcoords so S3D will render correctly,
I need to have a fuction that tests for conditions outside of the base TexCoords
as S3D understands them.
Now as I am only concerned with SH5 files?
I can pre scan them and code the functions to them.
The numbers of GR2 files with Meshes is limited in SH5.
Those are the only files I'm interested in right now.
It may be possible to filter the files by who created them.
Then apply checking functions and adjusting functions.
That leaves an exported obj file that shows properly in S3D and all other areas.
There may be some meshes that fall outside some speculated matrix though.
I noticed that some dats from GWX do not render in S3D also.
I never thought much about them till now.
Some dats from the SH4 do not render in S3D also. For example NDD_J and many others. I noticed that their UV coordinates outside the blue box in 3d max
Madox58
02-08-11, 02:19 PM
Yes, your right.
That Blue box is the base area 0,0 to 1,1
Any UV mapping that is beyond that area is not wrapped in S3D
as it is in Max or DeepX and some other programs.
It is much easier to do UV work by takeing advantage of wrapping.
But if a program is not setup to use wrapping?
We see the results in S3D.
I don't expect Skwasjer to release a fix.
Lord knows he's done enuff!
:salute:
And We can write filters that will adjust things to a more S3D friendly obj file.
In some cases we may still need to do a physical UV adjustment.
But that's what Modding is all about anyway!
You take what you have to work with and figure out ways to do what you want.
I could have the Exporter do a complete transfer to a dat file structure
so it would be ready to just dump into SH3/4
But where is the fun in that?
What kind of Modder would that create?
NONE!
If the tool does all the work?
Your not a modder in any shape, way, or form.
Tomi_099
02-11-11, 06:31 PM
:hmmm:
With all Textures !!
http://img9.imageshack.us/img9/1663/23142913.jpg
.
.
http://img832.imageshack.us/img832/6314/14559949.jpg
.
http://img694.imageshack.us/img694/518/30487815.jpg
.
.
http://img11.imageshack.us/img11/6388/20648807.jpg
Madox58
02-11-11, 06:47 PM
The Code I'm working on currently does several new things.
It calculates the Normals based on how you export.
Normals should always be correct no matter the orientation of the mesh,
or the faces.
Flip things, rotate things, Normals are calculated on the fly.
UV preview is possible. (Still finishing up work on this)
With a goal to allow adjusting UV's before exporting.
Now my head hurts cause I hate Math!
:nope:
Last time I had to do stuff like this was a long range shot in high winds!
:haha:
Tomi_099
02-11-11, 07:06 PM
The Code I'm working on currently does several new things.
It calculates the Normals based on how you export.
Normals should always be correct no matter the orientation of the mesh,
or the faces.
Flip things, rotate things, Normals are calculated on the fly.
UV preview is possible. (Still finishing up work on this)
With a goal to allow adjusting UV's before exporting.
Now my head hurts cause I hate Math!
:nope:
Last time I had to do stuff like this was a long range shot in high winds!
:haha:
------------------------------------------
Like this !!! :haha:
http://www.myvideo.de/watch/200265/Kopf_platzt
Madox58
02-11-11, 07:11 PM
:har:
:up:
iambecomelife
03-01-11, 02:51 PM
...so any news??
I really want to transfer the Merchant Fleet Mod to SH5. Maybe even my World War I mod.
As soon as we get more character models, ships, & harbor fixtures it'll be bye-bye SH3!
:D
Sepp von Ch.
03-01-11, 04:55 PM
...so any news??
I really want to transfer the Merchant Fleet Mod to SH5. Maybe even my World War I mod.
As soon as we get more character models, ships, & harbor fixtures it'll be bye-bye SH3!
:D
This year I dream about two modes:
1) Your merchant Fleet Mod for SH5
2) Wolves of the Kaiser
I wish to meet at least one!:yep:
charognard
03-01-11, 05:31 PM
i m just dreaming about having SH3 GWX and SH4 ships in SH5... Features we d must have at the release.... :( Don t find any merchant with more than 10.000t desesperate me.... One day, you ll make it, in you we trust :D
Madox58
03-01-11, 07:26 PM
There's still a few details to figure out in the import to GR2 process at this point.
It is very close for the most part and I'm looking for a good example to do a proof of concept release GR2.
That would be a modified GR2 file that shows the extent of the work so far,
and solve a basic issue with SH5.
I'm open to suggestions.
mobucks
03-01-11, 10:45 PM
not sure if this is a valid suggestion but:
AI sub with crew on bridge?
urfisch
03-02-11, 05:37 AM
There's still a few details to figure out in the import to GR2 process at this point.
It is very close for the most part and I'm looking for a good example to do a proof of concept release GR2.
That would be a modified GR2 file that shows the extent of the work so far,
and solve a basic issue with SH5.
I'm open to suggestions.
this guy needs help, as it seems!!!
"Alle Mann auf Gefechtsstation!"
Madox58
03-02-11, 09:17 PM
Crew on AI U-Boats is an idea.
But I'd tend to think that can be done without editing a GR2 file.
Minor corrections to interior stuff is also pretty low key and many may not see the over all picture.
Throwing in a new Sub is to much work for me to do just now.
Unless it's a new AI Sub.
Maybe the Type 14 in a GR2 file?
:hmmm:
Some new AI stuff might be needed for it, but that is do able right now.
And the Type 14 3D work is ready.
Or a Type IXC AI Sub.
I could do another AI_Sensors GR2.
No meshes involved, quick and clean for the most part.
mikaelanderlund
03-03-11, 01:49 AM
Yes please! Crew on AI U-Boats would be very nice:salute:
Can you post the problems you're still having ? Maybe someone can help.
Madox58
03-04-11, 06:01 PM
The files built are missing some information and I'm not sure what at this time.
Goblin opens them and they render fine in Goblin.
So it may be nothing important to SH5.
Not everything in the SH5 GR2 files is looked at as far as I can detect,
so it may be just extra stuff not removed from the files after exporting from Max.
I'll see what I can do about getting the Type 14 converted to GR2 this weekend.
As business is picking up real fast right now,
(THANK HEAVENS!)
I'm working alot more hours and days right now at my Real Job.
urfisch
03-05-11, 02:50 PM
thanks for the update, privateer! as much as i am happy to see your biz increasing...as much i am disappointed to expect we wont see a release here soon.
anyway. i think you are doing a great job!
:yeah:
Madox58
03-05-11, 11:51 PM
The biggest problem right now is most of the working files are on the old NoteBook.
That system has no screen as that is what went POOF.
I have to crawl under the workstation, disconnect the new system monitor, and attach it to the NoteBook.
Do a transfer of files which means detaching other systems hookups and re-attaching to the NoteBook.
It's something I totally dread doing right now.
I spend most of my working hours crawling into/out of tight spots and I hate doing that at home.
Here's an example of places I go.
http://i108.photobucket.com/albums/n12/privateer_2006/Tunnel.jpg
Roughly a mile later
http://i108.photobucket.com/albums/n12/privateer_2006/Tunnel2.jpg
Mind you I have to drag equipment behind me on a crawl like this!
Then I have to back out!
This job took 8 hours to go just over a mile in and out.
You should see some of the Towers I've ascended locally.
Hours up, seconds down.
:haha:
TheBeast
03-06-11, 02:27 AM
I told you I had a 15" LCD ViewSonic VP150 Flat Panel Monitor or a 19" ADI Monitor if you wanted one and you said "No Thanks".:timeout:
urfisch
03-07-11, 04:36 AM
tight job, dude ;)
but i know your problem with doing daily duties at home too. as i spend most of my worktime in front of this screen here, i hate to spend my free time at the pc. but often i love to have some intense shootout in bfbc2, so i just cant refuse it.
:salute:
welcome to the new world.
Madox58
03-07-11, 09:35 PM
I told you I had a 15" LCD ViewSonic VP150 Flat Panel Monitor or a 19" ADI Monitor if you wanted one and you said "No Thanks".:timeout:
I owe you enuff Mate.
It was not easy for me to accept what I did.
And I still feel obligated.
But grateful in a way I can't express.
TheBeast
03-09-11, 12:55 PM
You don't owe me anything. The stuff I sent to you was collecting dust out in my carport for almost a year. I was just about to take it to the dump. I was glad someone was able to put it to use.
chrysanthos
03-13-11, 05:43 AM
you mean that is ready to import sh4 ships into 5?
Madox58
03-14-11, 05:51 PM
A direct conversion from SH3/4 dats to GR2 is not going to be done.
Not by me anytime soon any way.
A way to put Units in Game, in GR2 format, is about to be put to the test.
I finally have a very, VERY nice little Unit that will be the first one done.
It meets every specification I could ask for.
It's visual construction is outstanding,
It's textures are quality work,
It has a number of features that test areas I want tested.
And it requires some extra work to get it's Depth Charges to work properly.
(There are no DC racks 'released' in any version of SH that work as these do!)
It's also not in any other version of SH yet.
(The SH3 version is being released soon, I'm sure!)
James Cook
03-15-11, 01:32 AM
I finally have a very, VERY nice little Unit that will be the first one done.
yeehaaa!!!:yeah:
mobucks
03-15-11, 10:36 AM
Oh privateer you torture me. I want screens!
urfisch
03-15-11, 04:00 PM
YES, cant wait for screens...
great
:up:
Sepp von Ch.
03-15-11, 04:50 PM
Little unit?:o I wish it was a new (little) merchant ship, new (little) merchant ship, new (little) merchant ship....
Madox58
03-15-11, 06:00 PM
The first Unit is NOT a Merchant.
I wanted a smaller Unit as the things needing to be done would be easier to work with.
Thus easier to trace any problems on conversion.
The builder of the original Unit knows who he is.
If he wants to show you his work?
I'll leave that to him.
I will say that if he continues to build Units at the level of skill he shows now?
You will get Units that only a select few have ever built for the SH series of Games!
That is why of all the candidates I looked at, I chose his latest work.
Aller Adrian!
:salute:
Are you talking about U-BOOT HAHD developed for SH3?
urfisch
03-16-11, 08:58 AM
yes, that would be great. even i dont like the type II, the work hans did on the 3d model with its texturing is extraordinary! really grrrreat stuffff!
mookiemookie
03-16-11, 09:24 AM
http://www.myfacewhen.com/images/244.jpg
Madox58
03-17-11, 07:55 PM
Are you talking about U-BOOT HAHD developed for SH3?
Uh, No.
I have the Model I want.
I have no models from HAHD.
Oh.
It's indeed quite pleasant to read this, Privateer.
Let's see what you're going to come up with. :ping:
Whoever this guy called Adrian may be I'm sure he'll give you the opportunity to show an ingame shot of this new unit first ;
after all, WHO's the technomage in here ?! :D
I'm glad to know that the model suits your tastes. http://img25.imageshack.us/img25/2871/demons069.gif
Uh, No.
I have the Model I want.
I have no models from HAHD.
:D
Is it?
http://img408.imageshack.us/img408/8356/udf7x50.jpg
:har: lol.
Sbygneus
03-18-11, 08:43 AM
Do you speak about the binoculars or bad weather clothing?
I hope the latter. I am fed up watching bare-headed crew on the conning tower during heaviest storms.
Sepp von Ch.
03-18-11, 09:05 AM
Do you speak about the binoculars or bad weather clothing?
I think neither one. He talks about the UZO.
Madox58
03-18-11, 05:40 PM
:D
Is it?
http://img408.imageshack.us/img408/8356/udf7x50.jpg
:har: lol.
Send me the Model and texture?
I'll import it.
:DL
Do you speak about the binoculars or bad weather clothing?
I hope the latter. I am fed up watching bare-headed crew on the conning tower during heaviest storms.
:DL
Sailors... it's photo... UZO... it's model.
Send me the Model and texture?
I'll import it.
:DL
:hmmm:
I wrote already... my disks (RAID 0) and my works are not available within more then 1.5 months.
I thought you know... :woot:
Madox58
03-18-11, 07:31 PM
I know Mate.
And am sorry to hear.
:nope:
It is all good though!
I am about to get nasty!
:har:
...
I have the Model I want.
...
Oh.
It's indeed quite pleasant to read this, Privateer.
... WHO's the technomage in here ?! :D
...
:up:
Very nice "thing" ...
I really liked it. :rock:
oscar19681
03-31-11, 10:02 PM
any newflashes sofar?
urfisch
04-01-11, 02:06 AM
yep, would be interesting!
:salute:
Madox58
04-01-11, 06:18 PM
Looks something like this.
;)
http://i108.photobucket.com/albums/n12/privateer_2006/earlywar.jpg
TheBeast
04-01-11, 06:39 PM
Is that a Harbor/Coastal Patrol Craft?:06:
James Cook
04-02-11, 12:51 AM
:o wow! looks like teak on the deck!
... and metal sheets... :woot:
:o wow! looks like teak on the deck!
Softwood it is. ;)
Is that a Harbor/Coastal Patrol Craft?:06:
This small motor vessel is the British harbour defence motor launch, also called « HDML », constructed in the United Kingdom and some other allied countries later in the war.
@ you harbour raiders : your new very own worst enemy. http://i9.photobucket.com/albums/a75/Panzer_Kamerad/smileys/de.gif http://i9.photobucket.com/albums/a75/Panzer_Kamerad/smileys/mdr.gif
TheBeast
04-02-11, 08:48 AM
Softwood it is. ;)
This small motor vessel is the British harbour defence motor launch, also called « HDML », constructed in the United Kingdom and some other allied countries later in the war.
@ you harbour raiders : your new very own worst enemy. http://i9.photobucket.com/albums/a75/Panzer_Kamerad/smileys/de.gif http://i9.photobucket.com/albums/a75/Panzer_Kamerad/smileys/mdr.gif
I take it that you made the Model and Privateer is working to import it to SK5?:06:
What do the spec's look like? (Draft, Speed, etc.):06:
I take it that you made the Model and Privateer is working to import it to SH5?:06:
;)
What do the spec's look like? (Draft, Speed, etc.):06:
http://en.wikipedia.org/wiki/Harbour_Defence_Motor_Launch
TheBeast
04-02-11, 09:27 AM
;)
http://en.wikipedia.org/wiki/Harbour_Defence_Motor_Launch
Wow, this thing isn't to fast but looks like it can turn on a dime.:timeout: Good thing it only carries 6 DC.
yourgi952
04-18-11, 08:10 AM
Hi, awesome job woth this, just a question, how do you convert the file back to gr2?
Madox58
04-30-11, 04:15 PM
I do it with Tools I created.
I have decided not to release them for one simple reason.
I will not be involved with what I see going on in SH5 Modding.
:nope:
I do it with Tools I created.
I have decided not to release them for one simple reason.
I will not be involved with what I see going on in SH5 Modding.
:nope:
loll
James Cook
05-01-11, 02:43 AM
I do it with Tools I created.
I have decided not to release them for one simple reason.
I will not be involved with what I see going on in SH5 Modding.
:nope::-?
wohw. that would be a real pitty! :cry: if the tools youve created really work out well, that would be a big step within sh5. what is the problem with sh5 modding, then? :06:
regards...
:-?
...what is the problem with sh5 modding, then? :06:
regards...
I also, frankly, did not understand what the problem is? In a game full of challenges, but with mods ...?
privateer?
I do it with Tools I created.
I have decided not to release them for one simple reason.
I will not be involved with what I see going on in SH5 Modding.
:nope:
:D
your right, my friend... but you can do a lot of own mods... and not necessarily for SH5.
:salute:
I do it with Tools I created.
I have decided not to release them for one simple reason.
I will not be involved with what I see going on in SH5 Modding.
:nope:
I must have missed something. What exactly is going on???
regards
MiTon
I do it with Tools I created.
I have decided not to release them for one simple reason.
I will not be involved with what I see going on in SH5 Modding.
:nope:
There's always more than one way to skin a cat, they say...
And there's nothing wrong with this modding community, I think. On the contrary, I haven't seen a flame war in the SH5 forums in ages, which speaks volumes:up:
Modders are working, overcoming the limits of the game each day. New ships, new AI, new environments, helpful subsimmers teaching newbies how to mod and play the game...
This is what defines a nice and friendly community. IMHO. And we should do everything to keep it this way!!!:yep:
There's always more than one way to skin a cat, they say...
And there's nothing wrong with this modding community, I think. On the contrary, I haven't seen a flame war in the SH5 forums in ages, which speaks volumes:up:
Modders are working, overcoming the limits of the game each day. New ships, new AI, new environments, helpful subsimmers teaching newbies how to mod and play the game...
This is what defines a nice and friendly community. IMHO. And we should do everything to keep it this way!!!:yep:
I guess his comment was made to get attention, as most of his posts seem to be for....
I guess his comment was made to get attention, as most of his posts seem to be for....
Please everyone remind me of what this guy did so far for SH3, 4 and 5 that allows him to speak in such a peremptory manner actually.
http://img263.imageshack.us/img263/2875/trollfacedm.jpg
Then please remind him of what Privateer did so far.
http://img263.imageshack.us/img263/2875/trollfacedm.jpg
stoianm
05-01-11, 01:54 PM
Please everyone remind me of what this guy did so far for SH3, 4 and 5 that allows him to speak in such a peremptory manner actually.
http://img263.imageshack.us/img263/2875/trollfacedm.jpg
Then please remind him of what Privateer did so far.
http://img263.imageshack.us/img263/2875/trollfacedm.jpg
this guy made an esential mod for SH5 ... but i supouse you do not care about sh5 and because of that you do not know ''this guy''
http://www.subsim.com/radioroom/downloads.php?do=file&id=1775
but maybe we are to small... maybe like some bugs compared with you ... and i feel sorry that if maybe i was impolite to you
respect
You've not been impolite, stoianm, don't worry so much.
Respect, mate.
And all due respect to Privateer.... but his comment sounded like he called out SH5 modding and the modders.... he didn't elaborate and left the comment for speculation on what it could mean.... from a much respected and loved community member it was shocking to read...
TheDarkWraith
05-01-11, 02:25 PM
Someone correct me if I'm wrong here but I think SH5 modding is going great. We are making great progress everyday. This community gets along with each other very well. I don't see any problems....or is there :06:
@ ddrgn : Ah, I see.
Well, I suppose you'll get some explanation from him some time soon in this thread.
Need to mention that there is exactly 1 year since the famous tools for importing ships was announced? Or the legendary milcow that we were able to see only in Kylania's videos on YT about 10 months ago. Anybody was able to use that tool or see the milcow in the game? Weird that just now when we finally broke some barriers down we get bashed in such a manner.
7thSeal
05-01-11, 03:07 PM
Someone correct me if I'm wrong here but I think SH5 modding is going great. We are making great progress everyday. This community gets along with each other very well. I don't see any problems....or is there :06:
Not enough drama I reckon... a freight train gets rolling and some don't jump on because they didn't start the train....:timeout::06:
wamphyri
05-01-11, 03:19 PM
My problem with the modding community here is that dark wraith is too good. I want his brain and spare time.
:woot:
7thSeal
05-01-11, 03:29 PM
My problem with the modding community here is that dark wraith is too good. I want his brain and spare time.
:woot:
He takes alot of others ideas and makes it happen though... I think that goes along ways as he doesn't claim full credit and often points to others ideas and techniques. Team is still in mind I reckon. :salute:
As for getting his brain... well you must accept silicone and small transistors. :haha:
:hmmm:
What's the buzz?
Oh, i see gambols of playful sprat...
:gulp:
P.S.
Every person has the right to express their opinions ...
and do not need splutter in this occasion.
James Cook
05-02-11, 01:24 AM
a freight train gets rolling and some don't jump on because they didn't start the train...
:o whoaatt?! .. ifso, then :cry:!!
Need to mention that there is exactly 1 year since the famous tools for importing ships was announced? Or the legendary milcow that we were able to see only in Kylania's videos on YT about 10 months ago. Anybody was able to use that tool or see the milcow in the game? Weird that just now when we finally broke some barriers down we get bashed in such a manner.
Believe I downloaded the Type XIV around 22nd June 2010 21:49 BST :up:
I don't think its right to criticise anyone who has been working on trying to improve SH5 almost from day one.:nope:
Not sure I understand Privateer's comments re what is going on, though..........
regards
MLF
7thSeal
05-06-11, 01:28 PM
:o whoaatt?! .. ifso, then :cry:!!
Ok list an info of ships being imported and the author and pics for SH5...?
Who's responsible in your list?
If some have been drinking I would certainly understand as I often been there... but if not then post up. :DL
@7thSeal
About Privateer all is known and clearly... what do you can show as own stuff in SH5? :06:
************************************************** *****************
I think not difficult to understand what Privateer wanted say...
Privateer didn't like that he doesn't get real assistance in programming exporter/importer ... i think.
Privateer don't like that imported models (via dat-files) are not correspond to level of the game... that for easy fame, modders imports the models and their graphic design without the necessary reworking... i think.
... and so on, i think. :woot:
TheDarkWraith
05-07-11, 09:33 PM
About Privateer didn't like that he doesn't get real assistance in programming exporter/importer ... i think.
If so that's incorrect. I asked him for the source code so I could work on it also. He said no :shifty: So I went on my own and figured out how to make DAT files work for new units in SH5 :DL
If so that's incorrect. I asked him for the source code so I could work on it also. He said no :shifty: So I went on my own and figured out how to make DAT files work for new units in SH5 :DL
I think you are wrong here... He studied all my links to interesting stuff...
Source code is the author's property ... interesting thoughts this public sphere ...
... and, i think, everything you use is not unknown... may be i'm wrong? :confused:
Yes, you were the first in this case...
but not everyone wants to do what you did, because the best option is to use a full-featured graphical engine of game... to do this need for a long time and a lot of work... i think :D
TheDarkWraith
05-07-11, 11:23 PM
I would much rather use GR2 files :yep: From viewing the vertex and pixel shaders for Granny they do things that we can't do with the vertex and pixel shaders for the unified render controller. When a unit is rendered via Granny, a depth map is updated with the depths of all the unit's vertices (that are underwater). This depth map is then used to control the opacity of the water. A DAT rendered unit does not update the depth map and thus is why it's portion that is underwater isn't shown. I made it show underwater by some clever coding but it isn't perfect.
The community needs an open-source GR2 importer/exporter. I say open-source because the more eyes on the source the more rapid the development will be. Plus those looking over the source will probably find new/better ways or stumble upon other discoveries while interpreting the source and viewing a GR2 file at the same time.
Agree.
... therefore knowing and understanding the structure of all files is the first important task, i guess...
Happy to see someone that understands that stuff :)
Also, being that .dat models don't update the depth map, the underwater .dat models will look very blurry because of the depth of field effect not working properly. This is already visible in some of the MODs and is visually unappealing.
I haven't looked in this thread for a while, is there any progress on the gr2 exporter ? And if so, what are the problems you guys are encountering ?
I would much rather use GR2 files :yep: From viewing the vertex and pixel shaders for Granny they do things that we can't do with the vertex and pixel shaders for the unified render controller. When a unit is rendered via Granny, a depth map is updated with the depths of all the unit's vertices (that are underwater). This depth map is then used to control the opacity of the water. A DAT rendered unit does not update the depth map and thus is why it's portion that is underwater isn't shown. I made it show underwater by some clever coding but it isn't perfect.
The community needs an open-source GR2 importer/exporter. I say open-source because the more eyes on the source the more rapid the development will be. Plus those looking over the source will probably find new/better ways or stumble upon other discoveries while interpreting the source and viewing a GR2 file at the same time.
...
I haven't looked in this thread for a while, is there any progress on the gr2 exporter ? And if so, what are the problems you guys are encountering ?
A LOT. See the import topic here (http://www.subsim.com/radioroom//showthread.php?t=182667). Any help is welcome!
A LOT. See the import topic here (http://www.subsim.com/radioroom//showthread.php?t=182667). Any help is welcome!
Just to clarify thats not the GR2 exporter. its using DATs. :03:
Maybe Im wrong, but as far as I know its the only tool we have. Privateer said that he will not release his tool, so we work with what we have.
... not sure about this...
Just, he needs of real help for full decoding of gr2-files structure, i think ...
7thSeal
05-14-11, 01:28 PM
@7thSeal
About Privateer all is known and clearly... what do you can show as own stuff in SH5? :06:
Nothing really except for my smaller water drops when others and myself asked for it. I didn't lead anyone on as to whether it would be released if that's what you're asking. :DL
By the way, Privateer said that he deleted his legendary tool and everything related to sh5.. go figure. But now that we can do almost anything with the game.. who cares.
mookiemookie
05-16-11, 07:33 AM
By the way, Privateer said that he deleted his legendary tool and everything related to sh5.. go figure. But now that we can do almost anything with the game.. who cares.
This sort of pot-stirring is not necessary and only reflects poorly on you.
Surely on this topic can be closed?:x:wah:
urfisch
05-16-11, 10:38 AM
By the way, Privateer said that he deleted his legendary tool and everything related to sh5.. go figure. But now that we can do almost anything with the game.. who cares.
WHAT?! why did he do that? did he, really?
WHAT?! why did he do that? did he, really?
Best to let it go, else we'll just end up with another flame war or something. :cry:
For now - its down to TDW to perfect his dat exporter method... unless someone has a spare $12500 (edited*) for a Granny 3d Licence? (yes thats actually what it costs to play with GR2) :x
Shiplord
05-16-11, 12:36 PM
unless someone has a spare $125000 for a Granny 3d Licence?
it's only $12500:03:
mookiemookie
05-16-11, 12:53 PM
it's only $12500:03:
Oh well in that case let's buy 2 or 3. :D
Oh well in that case let's buy 2 or 3. :D
^ this :D
urfisch
05-16-11, 02:21 PM
Best to let it go, else we'll just end up with another flame war or something. :cry:
For now - its down to TDW to perfect his dat exporter method... unless someone has a spare $12500 (edited*) for a Granny 3d Licence? (yes thats actually what it costs to play with GR2) :x
let what go? i surely must have missed something...read all the post back and cant find nothing, just when he says hes gonna not want to be involved in sh5 modding. but why? already pmed him.
any one else got the key "M" for decrypting this? would be great. i love all the work privateer made. and especially his help with soft skills for all modders here.
:-?
Jimbuna
05-16-11, 03:44 PM
All points taken...sadly.
Yosarian
05-16-11, 04:14 PM
any one else got the key "M" for decrypting this?
I started something similar, see here
http://www.subsim.com/radioroom/showthread.php?t=177558
but was prevented from licensing matters to complete it :timeout:
I started something similar, see here
http://www.subsim.com/radioroom/showthread.php?t=177558
but was prevented from licensing matters to complete it :timeout:
Yeah looks like you did very well too - Sadly it seems no one can touch GR2 in fear of RadgamesTools taking legal action? :cry:
TheDarkWraith
05-16-11, 04:31 PM
I started something similar, see here
http://www.subsim.com/radioroom/showthread.php?t=177558
but was prevented from licensing matters to complete it :timeout:
This I don't understand. You wrote a 3DS max exporter on your own and you can't release it? That's bogus. If you wrote it then YOU have the right to distribute it or not. The only hitch I see is if you are linking to some libraries that are licensed. Is that the case?
Let me rant a little on this also: I'm sick and tired of people dangling carrots in front of everyone. If you can't release your work or won't then don't post about it.
This I don't understand. You wrote a 3DS max exporter on your own and you can't release it? That's bogus. If you wrote it then YOU have the right to distribute it or not. The only hitch I see is if you are linking to some libraries that are licensed. Is that the case?
Let me rant a little on this also: I'm sick and tired of people dangling carrots in front of everyone. If you can't release your work or won't then don't post about it.
Not sure, but I was under the impression that the issue was that GR2 is Rads own copywrited format, therefore any third party tool that can export to that format would get in to trouble with Rad? but you probably know more about it that me.
Hey no need to bite his head off! Maybe he came accross the licensing issues after he posted about the tool. Its only his second post on the subject.
TheDarkWraith
05-16-11, 04:59 PM
Hey no need to bite his head off! Maybe he came accross the licensing issues after he posted about the tool. Its only his second post on the subject.
Wasn't targeted at him. I was just ranting in general.
I started something similar, see here
http://www.subsim.com/radioroom/showthread.php?t=177558
but was prevented from licensing matters to complete it :timeout:
In internet is native exporter for 3ds Max 2008... but law is law.
TheDarkWraith
05-16-11, 06:05 PM
In internet is native exporter for 3ds Max 2008...
Good point :up:
Maybe he can explain what these 'licensing matters' are that prevented him from further development.
urfisch
05-17-11, 04:37 AM
would be interesting...
Good point :up:
Maybe he can explain what these 'licensing matters' are that prevented him from further development.
Might be worth Contacting Rad directly to hear it from the horses mouth so to speak.
urfisch
05-17-11, 05:16 AM
The topic privateer needs one thing beeing clearly pointed out:
WE need men like him here - WE do NOT need any personal conflicts here, which makes people leave the boat!
This only is selfish and in the end destructive for ALL of us. This game is an uncut diamond, which needs skilled handcrafters to cut it. So i dont understand, what is so difficult about just beeing nice and helpin each other here the best we can. We all benefit from work these people do.
REMEMBER: All the talented and hard working modders here do it just for FREE!!! No money, just hands clapping. So, calm down and show your respect by clapping your hands for these people!
http://m.UploadEdit.com/b93/61601068.gif
THE_MASK
05-17-11, 06:00 AM
The topic privateer needs one thing beeing clearly pointed out:
WE need men like him here - WE do NOT need any personal conflicts here, which makes people leave the boat!
This only is selfish and in the end destructive for ALL of us. This game is an uncut diamond, which needs skilled handcrafters to cut it. So i dont understand, what is so difficult about just beeing nice and helpin each other here the best we can. We all benefit from work these people do.
REMEMBER: All the talented and hard working modders here do it just for FREE!!! No money, just hands clapping. So, calm down and show your respect by clapping your hands for these people!
http://m.UploadEdit.com/b93/61601068.gifPost of the year .
And why did he Privateer do not want to clarify the situation? For 17 days there is a debate "on what and why " and he does not shed light on the situation. After he visited the forum.:06::hmmm:
skwasjer
05-17-11, 05:44 PM
He is not obliged to anything...
TheDarkWraith
05-17-11, 06:31 PM
He is not obliged to anything...
Correct, he is not :yep: But to put your moral character in question is something that most people don't do.
SteelViking
05-17-11, 06:38 PM
Correct, he is not :yep: But to put your moral character in question is something that most people don't do.
Aye, but Privateer is not most people.:O:
He is not obliged to anything...
Aye, but Privateer is not most people.:O:
Correct, he is not, and Privateer is not most people. But whether making people guessing... Even if it is his right.:-?
tonschk
05-18-11, 09:07 AM
. This game is an uncut diamond, which needs skilled handcrafters to cut it.
:rock: :yeah: :woot::up:
This game is an uncut diamond, which needs skilled handcrafters to cut it. http://m.UploadEdit.com/b93/61601068.gif
Hey until I can sail my IXC in '44, attacking non Liberty merchents, while getting hunted down by REAL U.S built ASW aircraft.......
for me, this uncut diamond is still burried deeply in the rock!:rotfl2:
I guess we were spoiled in SH3....
Seriously though, SHV in its first modding year is already slightly ahead of where SH3 was in the same 1 year period.
So I am optimistic - maybe this time next year SHV will be a dream come true. :yep:
Oh just as a reminder, there is an IXD2 in SH4 that is begging to be ported over (if it hasnt already happened.)
Sbygneus
05-19-11, 05:59 AM
Importing IXD2 from SH4? I asume for AI purposes only? One wasn't able to walk freely through any submarines in SH4 like you can in SH5's type VII. I am not a modder but I believe designing whole type IX interior in SH5 fashion would be TITANIC work :o
Importing IXD2 from SH4? I asume for AI purposes only? One wasn't able to walk freely through any submarines in SH4 like you can in SH5's type VII. I am not a modder but I believe designing whole type IX interior in SH5 fashion would be TITANIC work :o
I meant as a player sub - but we'd have to live with the type 7 interior for certain.
Doing a full 3d sub interior is so much work its not even funny.
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