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Madox58
08-01-10, 09:17 PM
Useing older programs to get around possible problems with RAD?
I have a solution that works to extract the 3D Models.
I also know what needs done to make it all work at the click of a button.
I used no code not already released by others.
I did figure out how to Hex edit the gr2 files to work with the older stuff.
:03:

Anvart
08-02-10, 12:30 PM
Make a simple step...
Describe and publish your stuffs. :haha:

Madox58
08-03-10, 12:19 AM
I used gr2meshconv1_3 which exports a .ms file.
I changed a few areas in the Header of the GR2 files with a hex editor
which allowed a perfect export as MaxScript.
But large script files will CTD 3D max.
So now I've converted the source files to export as an .obj file.
:)

A few more tweaks tomorrow should have it done.

Royale-Adio
08-03-10, 01:27 AM
You mean we could edit GR2 models with that?

Anvart
08-03-10, 05:19 AM
I used gr2meshconv1_3 ...
So now I've converted the source files to export as an .obj file.
:)

A few more tweaks tomorrow should have it done.
Limited solution... but is interesting to see your stuff in work...

Madox58
08-04-10, 03:40 PM
As a stress test I exported the meshes in Room_CR.GR2 today.

Here's the result.
http://i108.photobucket.com/albums/n12/privateer_2006/Tools/Exporter.jpg

Every mesh is exported to a seperate file for a very simple reason haveing to do with faces.
:03:
All meshes retain thier positions just as they are in the GR2 file.
So there's no need to worry about where things belong in 3D.

There's still some final work to polish things
but I'll try to get a teaser version out ASAP.
:arrgh!:

Anvart
08-04-10, 05:04 PM
Excellently... good luck.
What you can say about UV map and textures?

Madox58
08-04-10, 05:39 PM
Here's the Teaser version complete with a hex edited gr2 file.
http://www.mediafire.com/?b749r0za7t9ddxw

It's a command line program at this point so just click the run.bat file.

This version has all the UV mapping but the Materials library stuff is not finished in this version.

The top of the gr2 file has been edited and when compared to the SH5
original, is easy to spot.
I'll get some screenshots posted soon also.

I've still got alot to do on this yet but it works.

I am not the original author of the base program.
I just modified existing code.
:arrgh!:

SteelViking
08-04-10, 05:56 PM
Just downloaded it privateer. It sounds pretty promising, but I can't wait for the full version:yep:

Madox58
08-04-10, 06:16 PM
All the code is from programs released by others several years ago.
I've just refined and blended it for a better result.
There's alot of improvements in the works.

If the rest of the week and weekend goes as planned?
I'll have the next phase done.
No hexing of the GR2 files, (code completed, not implemented)
A browse and click interface, (code completed, not implemented)
and the Materials library stuff completed. (code incomplete)

rowi58
08-04-10, 11:54 PM
Absolutly GREAT :yeah::yeah:. Many thanks, privateer.

Greetings
rowi58

Royale-Adio
08-04-10, 11:54 PM
All the code is from programs released by others several years ago.
I've just refined and blended it for a better result.
There's alot of improvements in the works.

If the rest of the week and weekend goes as planned?
I'll have the next phase done.
No hexing of the GR2 files, (code completed, not implemented)
A browse and click interface, (code completed, not implemented)
and the Materials library stuff completed. (code incomplete)

Submarine folder in the future?

I'd love to see the Type II finally completed!

urfisch
08-05-10, 05:20 AM
sounds great!

Shiplord
08-05-10, 06:08 AM
Export yes, but can exported and possibly edited Obj models be again imported into a GR2 file or create a new GR2 file of it, a GR2 file which then also works correctly in SH5?

Madox58
08-05-10, 06:30 AM
Export yes, but can exported and possibly edited Obj models be again imported into a GR2 file or create a new GR2 file of it, a GR2 file which then also works correctly in SH5?


I don't know at this point in time about editing existing GR2 files.
New gr2's can be created with the proper tools.
If one were to build the 3D file structures,
maybe on of the Dev's could do the export to gr2.

Dats can be built with the exported models.
So there may be away to merge the two for SH5.
I can not run SH5 so I can't test ALL my thoughts.
:03:

Alex
08-05-10, 08:29 AM
Talk about bringing the unexpected to life !

:o

rowi58
08-05-10, 09:51 AM
Hi privateer,


i've checked your „Teaser_Exporter“ with the „Fairy_Fulmar.GR2“ instead of the Ju87. My OS is VISTA/32 with 4 GB RAM. Changed the “header” as you mentioned, exported all objects to OBJ files and assembled them with “wings3d_1.2rc3”. Without uv-mapping, but this would be very easy.


http://a.imageshack.us/img201/1329/sh5export.jpg



So this plane could be imported into a DAT file (for SH3/SH4). All I can say is – you did a wounderfull job. It's like Christmas. :salute:



Greetings
rowi58

urfisch
08-05-10, 10:42 AM
:yeah:

Anvart
08-05-10, 01:24 PM
...
The top of the gr2 file has been edited ...:arrgh!:
For using this old stuff (reworked code), you changed Magic Value, header size, file version and Type Tag as in old (6) version of gr2-file. Right?
...
But the same Magic Value (as in SH5) was used in 6 version of gr2-file.
Is it limitation (error) of old code (and old coder :D)? ... or we have initially different Magic Value in files... you and me?
I have Buka's version of game with patch 2...
**********************************
Stock Magic value for this file:
29 DE 6C C0 BA A4 53 2B 25 F5 B7 A5 F6 66 E2 EE

P.S. My conclusion... For work of your code (reworked old code) is enough to change Magic Value only.
And this limitation (error) must be corrected...
... and need to use game's granny2.dll ver. 2.8.30.0... :haha:
...
/////////////////////////////////////////////////////////////////
Example:
File CharacterBodyParts.GR2 with changed Magic Value only.
Using Privateer's exe-file characters body parts have been extracted.
Using DE textures (diffuse and normal) have been attached to body parts (material has been created).
You see D_Torso02 body-part:

http://a.imageshack.us/img210/381/dtorso02.jpg

Madox58
08-05-10, 04:17 PM
Hi rowi58,

The UV maps are there, I just did not add the usemtl command or
write out the mtl libraries yet.
The next release version will have them included.
:DL

Hi Anvart,

The old code needed the hex editing trick.
I have corrected that with code from a different exporter that
can use the SH5 granny2.dll file.
(not bad for an old coder right? :haha:)

The next release version will have a UI also.
So no bat file will be needed.
And if I have the time?
I'll add the ability to select a single Mesh for export.

Krauter
08-05-10, 05:05 PM
So does this mean things like playable subs (9, II, etc) will be a possibility?

Madox58
08-05-10, 06:19 PM
Other subs are possible now by useing the dat format.
But now we can take the interiors from the GR2 files and modify them for the new subs to come.


Just confirmed a new build that uses the SH5 granny2.dll is working.
:know:
No more Hex editing the GR2 files from SH5!!
:rock:

(And it also exports from older GR2 files just as well!)

SteelViking
08-05-10, 07:04 PM
Other subs are possible now by useing the dat format.
But now we can take the interiors from the GR2 files and modify them for the new subs to come.


Just confirmed a new build that uses the SH5 granny2.dll is working.
:know:
No more Hex editing the GR2 files from SH5!!
:rock:

(And it also exports from older GR2 files just as well!)

Awesome!:yeah:

Krauter
08-05-10, 07:09 PM
Excellent :)

Does this also add the possibility of cramping up the current interiors (more foodstuffs, crew members, etc?)

As well as changing them to (those unrealistic but fun) Modern Sub or different ship types (ala PT boat/Eboat, etc)

rowi58
08-05-10, 11:13 PM
Hi prtivateer,

thanks, i've got it. The uv-mapping is fine. Was my mistake: i forgot to zoom-out in wings3d (mapping section) to see the uv-mapping :oops:.

Once again: absolutly great work. :salute:

Greetings
rowi58

Madox58
08-05-10, 11:21 PM
@rowi58,

Good to know.
:up:

Some large meshes do not export correctly with current version.
They 'stack' meshes inside meshes so I need to write a sub-routine
to handle them.
It will be fixed soon.
Textures are now listed correctly and the mtl work is nearly completed.
Again, a few sub-routines to handle the work to finish yet.
Everything is ahead of my planned schedule so far.
:rock:

Anvart
08-06-10, 03:16 AM
The following Great Step of Privateer's program!
Now only one double click on *.bat file solve all modder's problems! (:03: almost).
What is it hex editing? We forgot about it, it's not necessary to us now.
And now we use game's dynamic library ver. 2.8.30.0!
Look new examples:

First pic. D_Torso06 + D_Pants06

http://a.imageshack.us/img576/5017/dtorsopant06.jpg

Second pic. UZO_Type2 + UZO_Type2_Soclu

http://a.imageshack.us/img576/6041/uzotype2soclu.jpg

P.S. UZO model (mesh) is wrong... Therefore any interested person can correct it.

rowi58
08-06-10, 05:39 AM
Hi privateer,

just a "small exercise" using your great tool "Teaser_Exporter". An in-game-screenshot of the "Fairy Fulmar", converted from SH5 to SH3 with your tool:

http://a.imageshack.us/img412/7495/fairyfulmarsh501.jpg

This plane ist not yet ready: still some work to do with the ZON file, the SIM file and the DSD file. But that is easy, because we got skwasjers "S3D".

ATM, the plane "runs", but the "rest" must be done, too.

Greetings
rowi58

reaper7
08-06-10, 08:56 AM
Amazing work your doing Privateer. It's the work your putting into your tools thats gonna keep SH5 alive. That and the update's skwasjers is applying to S3D will give huge potential to the modding scene. Graphics and scripting can only take us so far, these tools will take us the rest of the way.

PL_Andrev
08-06-10, 09:23 AM
We need only one more thing more...
Access to open code...
:rotfl2:

Anvart
08-06-10, 10:12 AM
Initial source code is known... :woot:
read threads with similar themes...

Madox58
08-06-10, 02:49 PM
We need only one more thing more...
Access to open code...
:rotfl2:


If you mean the source code for SH5?
I'd bet we'll see the Gulf of Mexico drained to fix the oil leak first.
:har:

If you mean the code I'm working with?
It was released in 2008.
Any C++ coder can download and work with it.
:03:

Madox58
08-06-10, 04:56 PM
Tests of the version that uses the SH5 granny2.dll are positive.
The materials commands to the exported objs and the creation of the .mtl file is nearly complete.
Error check for proper granny2.dll is completed.
A very basic UI is on track for a browse and select gr2 file.

So another, simpler version, should be completed by Monday latest.
Some people get advanced notice and downloads of versions for testing.
Other people grab ASAP releases elsewhere.
:03:

I'll only post Marked Goal releases here at SubSim.
Those Marked Goal versions are usually delayed for testing before release.

I'm pretty sure at this point in time that no one has found issues I am
not fully aware of.
Those issues are noted and on a scheduled fix list.

I also can advise 'work arounds' to current issues until I fix them in the code on an 'as needed' basis.

Anvart
08-07-10, 04:14 AM
...
A very basic UI is on track for a browse and select gr2 file.
...
Yes, simple GUI "for a browse and select gr2 file" ... and may be with possibility to specify (select) the path for each texture (if necessary)... for *.mtl ..? :hmmm:

P.S.

http://a.imageshack.us/img441/9716/conning7c01.jpg

urfisch
08-07-10, 05:09 AM
if you get the hack with exporting 3d data, what about importing?

Madox58
08-07-10, 02:00 PM
I'm only playing with exporting.

Madox58
08-08-10, 06:05 PM
I want to give great big THANKS to Anvart and rowi58

They are in no way involved with the codeing and only offer great suggestions.

Madox58
08-08-10, 06:42 PM
Smaller file size,
Checks for dll file and exits nicely if not found,
.mtl creation for most obj files,
new icon which salutes an old friend,
:03:
some internal fixes you won't notice.
Limited time offer here:
http://www.mediafire.com/?dz1g00kgao451wk

urfisch
08-09-10, 02:27 PM
:rock:

reaper7
08-09-10, 02:41 PM
Thank you Privateer :yeah:

Madox58
08-09-10, 04:50 PM
Yea I had a few Duh moments.
:nope:

Here's the quick fix.
http://www.mediafire.com/?7zaghic75aaxr96

Madox58
08-10-10, 06:51 PM
I figured out how the texture mapping is placed in the GR2 files for multi UV's.
I can now start writeing the code to break things apart for multi-textures
and the AO mapping.
:rock:

Madox58
08-11-10, 04:48 PM
Anyone want a Submarine Engine?
:haha:
http://i108.photobucket.com/albums/n12/privateer_2006/Tools/7CEngine.jpg

Corrected some code today and the Exporter now correctly reads the faces structure for large, multi-objects meshes.
This mesh exports at around 600+ megs!

reaper7
08-11-10, 05:15 PM
:o

:yeah: Nice work.

John Channing
08-11-10, 05:21 PM
WOW! This is amazing.








Wish I understood what it all means....

JCC

Madox58
08-11-10, 05:21 PM
Now I need to correct the reading of the texture coords.
The original source code did not work with the SH5 gr2 files
as it was coded several years ago.
By studying the gr2 files with Granny Viewer I've been able to make adjustments and correct the code.

It's getting there.
:rock:

Madox58
08-11-10, 09:35 PM
WOW! This is amazing.








Wish I understood what it all means....

JCC

It means we will soon be able to export all the 3D objects in GR2 files,
with all UV mapping in place.
Much like S3D does for SH3 and SH4.
How someone uses those exports remains to be seen.
:03:

TheDarkWraith
08-11-10, 10:04 PM
It means we will soon be able to export all the 3D objects in GR2 files,
with all UV mapping in place.
Much like S3D does for SH3 and SH4.
How someone uses those exports remains to be seen.
:03:

I got some ideas.....

Madox58
08-11-10, 10:09 PM
:haha:
I figured you would Mate.
:up:

Once all the hard work is done?
There's going to be alot of doors opened.
:rock:

TheDarkWraith
08-11-10, 10:11 PM
Once all the hard work is done?
There's going to be alot of doors opened.
:rock:

Yes sir! Great job :yeah:

Madox58
08-11-10, 10:29 PM
Yes sir! Great job :yeah:
Thank you.
:)

I haven't worked much in C++ for nearly 15 years.
So I had to do alot of 'catch up' and refresh my memory stuff.
:o

It's all falling into place now that I'm hitting it hard again.
:yep:

So I see the final texture coords fix in a few days.
Once that is done?
It's just a matter of doing the 'pretty' work.

Pretty work is just a UI that people can use
to extract as they wish.
It will no longer be a Console program then.

tonschk
08-11-10, 11:22 PM
:DL Absolutly GREAT :salute:

Madox58
08-11-10, 11:36 PM
I originally wanted to work on Tools for SH Games
after seeing TimeTravelers stuff.
Then ref's Tools with the GW's.
And then S3D.
Now I feel almost at home.
This is probably the best thing for the SH series I could ever hope to do.
It's backwards compatable,
can be used for SH5,
and allows understanding of many things if looked at correctly.
I'm a happy Camper right about now.
:rock:

THE_MASK
08-11-10, 11:45 PM
Quote '' First they will love us, then they will hate us (with reason) then after patches & mods it will be the only sub sim worth playing. ''

Krauter
08-12-10, 12:00 AM
Amazing privateer:salute:

I'm pretty sure you've just single handedly destroyed Ubisofts Combeback Strategy of letting the game go to the dumps and then releasing a Type 9 addon Mod to milk more money out of us :haha:

Cheers matey,

Krauter

Barso
08-12-10, 03:11 PM
I agree, if this was a console game it would have be sitting in second hand trade in trays the world over but because of its modability and the amazing modders of subsim this game could become the best subsim ever made.
I had this game relegated to my bottom shelf and had uninstalled it.
But I reinstalled to try TDW's IRAI mod and I am now really enjoying it.
I know it gets said all the time but the modders really are turning this game into something truly SPECIAL.
THANK YOU.
You are the all the diamonds in ubisofts rough.

Shiplord
08-12-10, 03:35 PM
How can all these exported stuff be re-used for SH5? Is it possible to create new playable subs from it?

Hartmann
08-12-10, 11:06 PM
How can all these exported stuff be re-used for SH5? Is it possible to create new playable subs from it?

Possible create new subs like IX-B/C boats ? could be ,but first of all you need find the way to import sh3/sh4 files to GR2 format.

If i understand well it only works for extract for now, but give time to the genious sumsim modders and be sure that SH5 will be unrecognizable and a lot better than now :up:

Madox58
08-13-10, 06:22 AM
Several fixes for today.
No more whacked objs!
Multi object meshes now export properly and texture coords are corrected.
:rock:

http://www.mediafire.com/?c7bdopd2h49anc7

Then next fixes will address the writing of the mtl files,
correctly add usemtl command in the obj for multi object meshes,
The UI to be activated,
create a sub directory for the exports,
and maybe a few others.

BIGREG
08-13-10, 06:36 AM
:salute: Hi , Privateer

Super ! :yeah:

rowi58
08-13-10, 09:37 AM
Thanks, privateer,

i'll test it this WE. The "bird" you can d/l is still made with your older version - didn't se your post. Sorry.:oops:

I'll have a look at the "Emden".

Greetings :salute:
rowi58

skwasjer
08-13-10, 11:05 AM
privateer, why not simply write to DAT-file? Much easier (memcpy arrays), no conversion issues (binary to binary is much easier/safer and no headaches for multi uv as data structures of game and GR2 are similar), conversion is done to a single DAT-file, matrices/bones can be converted too, and you can let S3D handle imports/exports to OBJ. I think it will save you from some problems to come.

urfisch
08-13-10, 11:51 AM
Anyone want a Submarine Engine?
:haha:
http://i108.photobucket.com/albums/n12/privateer_2006/Tools/7CEngine.jpg

Corrected some code today and the Exporter now correctly reads the faces structure for large, multi-objects meshes.
This mesh exports at around 600+ megs!

:yeah:

MLF
08-13-10, 01:30 PM
Hey Privateer

You're on a roll :yep:

Keep up the good work:up:

MLF

Anvart
08-13-10, 02:24 PM
Everyone goes by own way :haha:
*********************
You speak about *.dat & S3D?
Look example...
File - Room_CR.GR2
Using Privateer's GR2_Exporter.exe - 55 objects (*.obj) have been exported/created... during 3 minutes (on my not fast machine ).
Two objects have very big size of obj-file...
...

CR_BSide.obj - file size = 407 223 KB

http://a.imageshack.us/img819/3293/crbsideobj.jpg

CR_FSide_Stairs.obj - file size = 657 264 KB

http://a.imageshack.us/img819/465/crfsidestairsobj.jpg

May be, these objects can be divided into smaller with (on) corresponding single-materials...?
...
For those who has not understood...
For comparison: SH4, file NSS_Porpoise_CR.dat, exported object Tzevi01_03_LM2.obj - file-size 2 658 KB...
Whether S3D can process such big file... 657 264 KB...? simple experiment has shown cannot...

http://a.imageshack.us/img842/9614/s3dmsg.jpg

... and pressing of "Continue" button leads to S3D hanging.

...
and Look forward - multi-materials...

Madox58
08-13-10, 05:12 PM
I'll work on breaking the larger objs down to seperate files
after I finish a few other things.

Getting the routine finished for multi-textures will help in breaking those
larger meshes down into seperate files.

SteelViking
08-13-10, 05:44 PM
Yes, being able to break down those larger .objs would be incredible privateer. Many of the things that I would like to add more of or manipulate happen to be included in some of those huge room encompassing .obj files. It seems like that would be very difficult to include into the exporter though.

TheDarkWraith
08-13-10, 05:49 PM
Yes, being able to break down those larger .objs would be incredible privateer. Many of the things that I would like to add more of or manipulate happen to be included in some of those huge room encompassing .obj files. It seems like that would be very difficult to include into the exporter though.

not necessarily so. He says he is able to read multi-textures...therefore he has the 'breakdown' of the 3D model. In the .dat files you have numbers to represent each piece of a 3D model. Each piece is assigned a texture and texture coordinates. So if there are multiple textures for an object then that means they are subsets of the main object. In DirectX terms it would be DrawSubset(x)

SteelViking
08-13-10, 06:10 PM
not necessarily so. He says he is able to read multi-textures...therefore he has the 'breakdown' of the 3D model. In the .dat files you have numbers to represent each piece of a 3D model. Each piece is assigned a texture and texture coordinates. So if there are multiple textures for an object then that means they are subsets of the main object. In DirectX terms it would be DrawSubset(x)

Good point, and good to hear.:yep:

Madox58
08-13-10, 06:48 PM
Throw away the .bat file people.
:DL

Here's the basic UI version!
http://www.mediafire.com/?e48vl5q77fz8l6k

Just browse to the file you want and go!
:yeah:

SteelViking
08-13-10, 07:18 PM
Throw away the .bat file people.
:DL

Here's the basic UI version!
http://www.mediafire.com/?e48vl5q77fz8l6k

Just browse to the file you want and go!
:yeah:

Nice:up:

Anvart
08-13-10, 07:18 PM
Thanks, Jeff. :up:
we look forward multi-materials.

P.S. tested... only... visual control of program's work is necessary (for big files).

Madox58
08-13-10, 07:24 PM
Thanks, Jeff. :up:
we look forward multi-materials.

I'm working on it and several other things now.
;)

rowi58
08-14-10, 11:39 PM
Throw away the .bat file people.
:DL

...


And i thought "Good Old DOS Is Back" :haha:. OMG - i remeber those times with DR DOS 6.0 (not Microsoft), got 627 KB free RAM out of 640 KB.

It was realy good to see a BATCH file again - feeling 15 years younger :).

EOJ
(End Of Jokes): privateer - you made and you are making a wonderful job :yeah:.

Greetings
rowi58

tonschk
08-15-10, 03:54 AM
privateer - you made and you are making a wonderful job :yeah:.

Greetings
rowi58

:up: I Agree :yeah: , Well done :up: Privateer :up:

skwasjer
08-15-10, 06:19 PM
Everyone goes by own way :haha:
*********************
You speak about *.dat & S3D?
Look example...
File - Room_CR.GR2
Using Privateer's GR2_Exporter.exe - 55 objects (*.obj) have been exported/created... during 3 minutes (on my not fast machine ).
Two objects have very big size of obj-file...
...

CR_BSide.obj - file size = 407 223 KB



CR_FSide_Stairs.obj - file size = 657 264 KB



May be, these objects can be divided into smaller with (on) corresponding single-materials...?
...
For those who has not understood...
For comparison: SH4, file NSS_Porpoise_CR.dat, exported object Tzevi01_03_LM2.obj - file-size 2 658 KB...
Whether S3D can process such big file... 657 264 KB...? simple experiment has shown cannot...



... and pressing of "Continue" button leads to S3D hanging.

...
and Look forward - multi-materials...

Ok since you brought this up, I took a look, and I'm sorry to say that the OBJ-files exported are highly unoptimized. For every subobject, the entire vertex, normal and texture array is exported as a whole, each time, over and over.

The first subobject (on material) is:
- 7517 vertices
- 7517 vertex normals
- 7017 texture coordinates
- 5496 faces

In privateers export however it is:
- 351977 vertices
- 351977 vertex normals
- 351977 texture coordinates
- 5496 faces

What?? Why export a massive array of which you only use 2% of data?

For the next subobject, he exports the same vertices, the same texture coordinates, the same normals, only the face-assignment obviously differ... That's roughly 30MB of extra data, for each next subobject, data you don't need because it's already written once in the file. I don't want to stomp on privateer's work, but not reusing the vertex, normal and texture arrays is bad coding. No wonder the file is so big. It should be not much more than 1/9th that size for this entire OBJ-file (and that's just an estimate, it might be even smaller).

Here's an image:

http://s3d.skwas.com/downloads/gr2obj.jpg

To import this I cut off all subobjects trailing the first. The resulting OBJ-file was 30 MB. After import I got the above. Exporting it again from S3D resulted in an OBJ-file of 856KB !! That's 97% less bytes.

Then there's the subject of S3D failing on this file reporting 350K vertices, but that makes sense since DAT-files can't hold models larger than 65K vertex indices and 65K-texture indices. Splitting the object up removes the problem as an object of 7517 vertices as per example above clearly is not a problem for S3D/DAT.

Anyway, I've looked into GR2 files myself and have written code for it in april too (to analyze), so it was an honest suggestion that it can be done and is much easier. It doesn't matter in the end, it's privateer's project, and I appreciate his work (glad he does so), and if he continues on the OBJ-path I hope he can improve it further (also based on the above analysis) or perhaps he already knows. In the end it does not matter, even if he does not improve on the above, you can break the model up in a 3D studio, or by hand in notepad like I did, and after import in S3D it will drop any unused data (Pack3D won't).

Regards, skwas

Madox58
08-15-10, 07:22 PM
Nice post skwasjer,
:up:

Yes I am aware of the exporter doing that.
It's the old code I'm building off of that's looping garbage.
It will get corrected in a later release.
That's why I said this is only a teaser release.

I'm not a super programmer by any means.
I'm more a stumble through it and get lucky programmer.
:haha:

skwasjer
08-15-10, 08:16 PM
I didn't mean to put you down on the coding end, but as Anvart posted this info of an OBJ file of 600MB and S3D throwing an (obvious) error I scratched my head and had to take a look, because that big didnt make any sense. We'd be dealing with models of 50 to 100 million vertices.

You're doing ok sofar.:yeah:

Madox58
08-15-10, 09:42 PM
I didn't take it that way at all Mate.
:)

I did fix the bad loop and that 600 meg file comes out at
just over 51 megs now.

If I dropped the normals it would be smaller.
Around 38+ megs.

Anvart
08-16-10, 02:25 AM
I didn't mean to put you down on the coding end, but as Anvart posted this info of an OBJ file of 600MB and S3D throwing an (obvious) error I scratched my head and had to take a look, because that big didnt make any sense. We'd be dealing with models of 50 to 100 million vertices.

You're doing ok sofar.
Thanks for the situation analysis, Skwasjer. :yeah:
At last i have seen the constructive answer...
I suspected not optimised creation of obj-file too... but i wanted to see your answer. :up:
... :hmmm: or you have not understood my intentions...? with my english i cannot be assured...
...
and Granny Viewer's info about...

http://a.imageshack.us/img266/7893/crfsidestairsinfo.jpg

The General
08-16-10, 03:20 AM
I can't understand a word you guys are talking about in this thread, but it looks important :D. Am I to understand that you guys are working on 'Importing' ship models from previous Silent Hunter's into SH5?

skwasjer
08-16-10, 04:00 AM
I didn't take it that way at all Mate.
:)

I did fix the bad loop and that 600 meg file comes out at
just over 51 megs now.

If I dropped the normals it would be smaller.
Around 38+ megs.
That's great :yeah:


Thanks for the situation analysis, Skwasjer. :yeah:
At last i have seen the constructive answer...
I suspected not optimised creation of obj-file too (for this purpose i have written #65)... but i wanted to see your answer. :up:
... :hmmm: or you have not understood my intentions...? with my english i cannot be assured...
I just thought 600 MB for an OBJ-file was crazy (and total export > 1GB from a single 50 MB GR2-file)! So I had to look why... no ill intentions.

skwasjer
08-16-10, 04:13 AM
I can't understand a word you guys are talking about in this thread, but it looks important :D. Am I to understand that you guys are working on 'Importing' ship models from previous Silent Hunter's into SH5?
No, it's an attempt to work around GR2, export its assets and reuse them in DAT-files for SH5. What we don't know at this point if it is actually possible to replace GR2 completely (especially regarding animations and more complex models like interior that may have hardcoded stuff vs GR2), but who knows. It's a step in the right direction anyway. To import previous SH-units, that should technically already be possible from what I've read, although there are/were (?) issues with AO-maps. In the end, the conclusion may be drawn that we 'do' need GR2, and then you will see attempts to write GR2 importers for sure ;)

Anvart
08-16-10, 05:26 AM
...
to look why... no ill intentions.
Why you have supposed it? :haha:
...
My EN is difficultly understood (or not is understood completely)...?

Madox58
08-16-10, 06:06 AM
Dropping the loop puts all objects in one mesh again.
But I'm looking at a function to make the loop optional,
to break the objects up, then filter out the unused verts.
The VGC library is what I'm looking at to do the filtering.

I've found no good way yet to do it differently.
There's no pointer I have found to break them up without the extra garbage.
:hmmm:

skwasjer
08-16-10, 06:13 AM
You do not need to filter the vertex/uv/normal list yourself, just drop it in the first section of the file like you already have, and then you can break up the file in subobjects with an g-token... Then you can use the same vertex/uv/normal list, still all in one big file. This is equaly valid as putting shorter lists of vertex/uv/normals before each face list (although the latter would be a little better to read visually).

v x,y,z
..
..

vn x,y,z
..
..

vt u,v(,w)
..
..

g object1
(usemtl)
f vi/vti/vni etc...
..
..

g object2
(usemtl)
f vi/vti/vni etc...
..
..

Madox58
08-16-10, 06:22 AM
I understand the 'g object' command.
What I have not found is a way to break the list down in the GR2 files.
They are packed as one long list.
(That's why the loop)

I've not found a pointer as to where to break this list.
:hmmm:

skwasjer
08-16-10, 06:25 AM
You don't have to is what I am saying. You just write them all out only once at the top of the file, and then loop all subobjects and write them out. That should do, afaik. Did you already try this, and/or does this give specific problems?

skwasjer
08-16-10, 06:27 AM
Or do you mean there are no subobjects in that one big mesh? In that case you could do a split on material (I think Anvart suggested this too). This is also what I did in my example above.

Madox58
08-16-10, 07:05 AM
I can split the Tri-Groups as there are pointers as to where to break them.
The materials are then linked to those.
But I've found no link to the Verts, Normals, Textures listing.
It's one long chain.

So no sub objects.
If it's in the Extended Data?
I have not spotted it yet.

I've also not extracted any data from the extended section yet.
It's not placed in the GR2 like everything else.
:damn:

Now I have to go to my real job.
:haha:

That gives me all day to ponder on things.
:hmmm:

Anvart
08-16-10, 11:31 AM
Excellently, guys
It's pleasure to see/read your replies. :D

Tomi_099
08-16-10, 04:23 PM
Originally Posted by privateer
Anyone want a Submarine Engine?

http://a.imageshack.us/img819/3293/crbsideobj.jpg


:yeah:

:yep:
If you ask me! I need as much parts as you can give me for the VIIC - engine -
I replaced the evident from the work ... Very good work S + P ...:salute:

Anvart
08-16-10, 05:39 PM
Do not steal my pictures... http://a.imageshack.us/img172/4669/hahalz9.gif ... http://a.imageshack.us/img91/7582/crackpu1.gif

Turtle01
08-18-10, 10:43 AM
Hi everybody !

i am a little bit confused. What is the aim of your great, great work ?
So we can export thinks from SHV and can do what ? Reimport than in a
in a better new created way ?
Or would you export thinks and import that in SH IV and SH III ?

Sorry, if my questions are stupid but i have problems to understand whats going on. Maybe someone can help me.

Greets
Turtle

Madox58
08-18-10, 03:00 PM
Learning the things needed to export correctly will assist in any future importing to GR2 files.
What one does with the exports is anyones guess at this time.
But there's alot of potential!
:yep:

Madox58
08-20-10, 04:19 PM
This weekend will see an updated version sent to several testers.
The new mtl and multi-textureing code is nearly finished.
As a note to all.
The textures need flipped on the vertical plane to show correctly on exported models.
This is nothing new to modders from SH3/SH4.
So should not be anything new to them.

On a side note.
I did change a 3D model in a GR2 file yesterday.
Nothing major, just an edit of an existing mesh.
I did it by useing a hex editor to change all the verts, texture coords,
and faces.
If I can do it by hexing?
A program can be written to make it easier.
And you would need no Granny type stuff.

BIGREG
08-20-10, 04:38 PM
:yeah: Cool ,Privateer

I look forward, a way to change the texture coords :03:

Madox58
08-20-10, 04:47 PM
The texture coords can be changed by hexing the files right now.
It causes no more problems then changeing the textures by hexing.
You whack the CRC check Granny Viewer does.
It seems SH5 does not do a CRC check though.
So that's not an issue as far as we can determine at this time.

reaper7
08-21-10, 05:09 AM
Hi Privateer do you know if its possible to change the location of textures in GR2 files?
I have been doing some testing regards the clone ships in SH5. There proper info does not show in the Rec Man, so I converted them from clones to masters by copying the missing files from there master to the clones.
This works and now the correct info is displayed in the Rec Man, but because they all the same Ship Model, in game they all look identical (Same skin). So even though there may be three different skins in the folder the lod.gr2 file point only at the first one.
Is there anyway to edit the lod.gr2 file to point its texture at another file.
;)

Madox58
08-21-10, 08:57 AM
If it's only the LOD.gr2 doing this in the modded folders,
I'd think the same problem would be in stock Units?
Like the NAGC_C2Appalachian.

But you can change the texture used with a Hex Editor.
Search for .dds in the file and change the name.
Don't add or subtract any bytes though.
So if the name is ship_T02.dds
you can name it whatever you want as long as the length is the same.
So ship_T02.dds can become new_skin.dds

reaper7
08-21-10, 09:05 AM
If it's only the LOD.gr2 doing this in the modded folders,
I'd think the same problem would be in stock Units?
Like the NAGC_C2Appalachian.

But you can change the texture used with a Hex Editor.
Search for .dds in the file and change the name.
Don't add or subtract any bytes though.
So if the name is ship_T02.dds
you can name it whatever you want as long as the length is the same.
So ship_T02.dds can become new_skin.dds

Thanks Privateer.

Have you seen the NAGC_C2Appalachian using the 3 skins or just the first one :06:.
It may be just my tests that they happened to use the first one only.

I belive stock does it as well, the only reason we are seeing different skins is becase the clone ships work the old way and use the different skins.
I think Master ships are using the skin asigned by there LOD.gr2 :nope:.

Madox58
08-21-10, 09:14 AM
I can't see nothing.
:nope:
My system won't run SH5.

But Multi-skins usually work if more then 1 of the same Unit is in the render.

Create a mission with 5 of the same type Units and check them.

reaper7
08-21-10, 10:27 AM
I can't see nothing.
:nope:
My system won't run SH5.

But Multi-skins usually work if more then 1 of the same Unit is in the render.

Create a mission with 5 of the same type Units and check them.

Ah. ok will try placing a couple of each in the mission.
I had only one of each (The master and all the clones) maybe that will explain.
I have made diff skins for the clones, so will see if they use the skins from the folder or take them from the master folder due to copied lod.gr2 pointing to master folder. :up:




EDIT:
Ok created a mission with 5 Liberty Cargos, 5 Libert Cargo WarSupplies, 5 Large Steamer and 5 Large Steamer WarSupplies.
The Liberty Cargo is the Master the rest are the clones.

In game the Liberty Cargo used the skin as defined in the lod.gr2 "NLL_AO01.dds" while the rest all used the "NLL_AO03.dds" skin.
So no random assignment for skins, none appeard to use the "NLL_AO02.dds" (Camo skin). So it appears that made skins are assigned elsewhere, maybe by date and type ???.

vickers03
08-21-10, 03:00 PM
I did change a 3D model in a GR2 file yesterday.
Nothing major, just an edit of an existing mesh.
I did it by useing a hex editor to change all the verts, texture coords,
and faces.
would it be possible to separate the
objects that way?
take the atlas echolot for example,
it's all one mesh so we can't
access the dials and make it show
the depth.

Madox58
08-21-10, 04:37 PM
No.
You can not add to or remove from existing meshes.
Anything that would change the actual file size is a No No.
Granny has a table built in that I have not figured out yet.
That table tells Granny where everything is.
Change the file size and you've moved things.

What probably/maybe/hopefully can be done is a work around that I can not test.
Say you want to control a needle on a dial in a mesh.
You move the placement of that needle so it does not show.
Then add a new 3D needle in one of the other files.
Add the needed controllers to it.
Then test the theory.
:hmmm:

Not being able to run the durned Game?
All I can give you is ideas.
:know:

vickers03
08-21-10, 04:57 PM
All I can give you is ideas.
good idea,
thanks for all your help on this game

urfisch
09-04-10, 04:28 AM
:06:

Madox58
09-08-10, 07:47 PM
Not sure what your post means?
:hmmm:
Am I working on things?
Yep.
Are you going to see some really cool stuff?
Yep.
Are we going to be able to change things easily?
Yep.
Will we be able to import new stuff?
Sooner or later,
Yep.

The biggest issue is, and will remain, can RAD Games stop this work.
IF I continue to work around thier base code?
I have a chance.
The latest test version uses NO Granny code at all.
I do not use the granny2.dll any more for exporting.
It's not perfect yet but getting closer every day.

urfisch
09-09-10, 12:08 PM
:salute:

reaper7
09-09-10, 12:20 PM
Hi privateer, a question unrelated to thread - but you may know the answer :D.

My WIP for the shipskins has run into a problem, regarding the winter skins.
For normal skins I can redirect the GR2 files to the new textures for all the texture and bumpmap files, but there is no reference to the winter skins in the GR2 files :06:.

So for example the Liberty ship uses the following textures located in the Textures folder:
HUll = ship_hull_T02.dds
Deck = ship_T02.dds

The above I can change filename via Hex in the 3 GR2 files in the ship folder.

while the winter skin is:
HUll = ship_hull_T02_ice.dds
Deck = ship_T02_ice.dds

I cannot see any reference to where the game is calling for the winter skins in order to re-direct them to my new winter skins.

Have you see any reference to these anywhere :hmmm:.
Tks Privateer.

urfisch
09-09-10, 05:16 PM
Hi privateer, a question unrelated to thread - but you may know the answer :D.

My WIP for the shipskins has run into a problem, regarding the winter skins.
For normal skins I can redirect the GR2 files to the new textures for all the texture and bumpmap files, but there is no reference to the winter skins in the GR2 files :06:.

So for example the Liberty ship uses the following textures located in the Textures folder:
HUll = ship_hull_T02.dds
Deck = ship_T02.dds

The above I can change filename via Hex in the 3 GR2 files in the ship folder.

while the winter skin is:
HUll = ship_hull_T02_ice.dds
Deck = ship_T02_ice.dds

I cannot see any reference to where the game is calling for the winter skins in order to re-direct them to my new winter skins.

Have you see any reference to these anywhere :hmmm:.
Tks Privateer.

in sh3 there was some technique of statemachine controller and a texture changer...i dont know, how these controllers are called in sh5...maybe the same?

SteelViking
09-09-10, 05:59 PM
in sh3 there was some technique of statemachine controller and a texture changer...i dont know, how these controllers are called in sh5...maybe the same?

I know of those controllers, and I checked through all the files for the NLL(with a hex editor) hoping that I could help reaper out. I searched for "ice" in every file in the folder for NLL and did not turn up any .dds file with ice in it. Those controllers still require a reference to the texture or textures that they use right? Or, do those controllers not require the entire file name for the .dds, or something?

Now, since the ice on the ships has to do with what time of year it is, and the climate zone you are in, maybe W_clear has seen a reference to ship texture usage?

tonschk
10-09-10, 07:32 AM
I think he need to get a new PC

Madox58
10-14-10, 08:06 PM
Still working on GR2 issues at this time.
Also working to get a new system up and running.
Until the 3D issues with GR2 files is taken care of?
It's like haveing a new 4 cylinder Mustang.
You can paint it up all you want to look cool.
But until you drop in a V8?
It's still a 4 cylinder Mustang.

iambecomelife
10-15-10, 08:13 PM
Still working on GR2 issues at this time.
Also working to get a new system up and running.
Until the 3D issues with GR2 files is taken care of?
It's like haveing a new 4 cylinder Mustang.
You can paint it up all you want to look cool.
But until you drop in a V8?
It's still a 4 cylinder Mustang.


Thanks for your efforts; I wish I could help. Not being able to add new ships has been very frustrating for me - once this is possible, I will probably take SH5 off the shelf.

Madox58
10-16-10, 08:35 PM
The Tools I'm working on now will allow replaceing any object in a GR2 file.
It also allows implanting new objects or removeing old objects and such.

I'm working on the viewer part now.
That will allow you to import new stuff and place them where you want.
Just drag and drop where you want the part.
What I'm working on now is the ability to drag a part out of the viewing area, thus removeing it.
Then drag a new part in.

The Nodes we all know and love, like Gun placement,
are also drag and drop.

nozaurio
10-16-10, 10:57 PM
Hey Amigo, those are very, very good news.:yeah:

:up::up::up::up:

iambecomelife
10-17-10, 01:05 PM
The Tools I'm working on now will allow replaceing any object in a GR2 file.
It also allows implanting new objects or removeing old objects and such.

I'm working on the viewer part now.
That will allow you to import new stuff and place them where you want.
Just drag and drop where you want the part.
What I'm working on now is the ability to drag a part out of the viewing area, thus removeing it.
Then drag a new part in.

The Nodes we all know and love, like Gun placement,
are also drag and drop.

[DROOL] - You've got to finish this ! Ohpleaseohplease...!!!:D

sentenc3
10-17-10, 02:30 PM
The Tools I'm working on now will allow replaceing any object in a GR2 file.
It also allows implanting new objects or removeing old objects and such.

I'm working on the viewer part now.
That will allow you to import new stuff and place them where you want.
Just drag and drop where you want the part.
What I'm working on now is the ability to drag a part out of the viewing area, thus removeing it.
Then drag a new part in.

The Nodes we all know and love, like Gun placement,
are also drag and drop.
One of the best news I've read in these forums:rock: ... we look forward its progress ... thank you very much for your work.:up:

AidenPryde
10-17-10, 09:03 PM
This is a nice tool.

One thing I've noticed though.

All the guns of the different surface ships are stored in a file called "guns_radars_01.GR2" (I can view them all in the Goblin Editor - file is located in the Library folder -> ShipParts).

When I go to extract that file it only gives me some six inch guns from a British cruiser and none of the other .obj files of the other guns are present.

I'm trying to "add" a new model of the Scharnhorst to the game. This new model would represent the intended refit that that ship class were to receive. The Germans were planning to replace the 11" guns with the same 15" inch guns of the Bismarck-class. But I need to modify the barbettes and some other things to get those guns to fit and can't do that effectively without those guns.

Anyone know of another place those guns are stored? Or how to get them?

Update: Looks like it's only giving me the "6in_MkXXII_double_turret_GB" and "6in_MkXXII_double_barrels_GB" as .obj files. Those are on the top of the list as shown in the Goblin Editor so maybe the exporter is only exporting the model at the top of the list.

If I could delete all the models I don't want in that list (and save a backup of course!) maybe I could get to the guns I want? Is there a way to do that?

Madox58
10-17-10, 10:23 PM
This is a nice tool.

One thing I've noticed though.

All the guns of the different surface ships are stored in a file called "guns_radars_01.GR2" (I can view them all in the Goblin Editor - file is located in the Library folder -> ShipParts).

When I go to extract that file it only gives me some six inch guns from a British cruiser and none of the other .obj files of the other guns are present.

I'm trying to "add" a new model of the Scharnhorst to the game. This new model would represent the intended refit that that ship class were to receive. The Germans were planning to replace the 11" guns with the same 15" inch guns of the Bismarck-class. But I need to modify the barbettes and some other things to get those guns to fit and can't do that effectively without those guns.

Anyone know of another place those guns are stored? Or how to get them?

Update: Looks like it's only giving me the "6in_MkXXII_double_turret_GB" and "6in_MkXXII_double_barrels_GB" as .obj files. Those are on the top of the list as shown in the Goblin Editor so maybe the exporter is only exporting the model at the top of the list.

If I could delete all the models I don't want in that list (and save a backup of course!) maybe I could get to the guns I want? Is there a way to do that?

Useing the version you have to extract all meshes:

Make a copy of the GR2 file.
Useing a Hex editor, search for
Trento/Zara
Change all of them to
Trento1Zara
(there are 4 references)
and save.
Now you can extract everything.
:03:
http://i108.photobucket.com/albums/n12/privateer_2006/Capture009.jpg

AidenPryde
10-18-10, 08:16 AM
Thanks.

Tomi_099
10-18-10, 09:39 AM
http://i26.photobucket.com/albums/c143/sixteenbitlegend/Photo528.jpg

Madox58
10-18-10, 04:35 PM
Thanks.
Your Welcome.
:yep:

If any file contains a control character in it's 3D object name?
Just change it to a number or letter with a Hex editor.
I don't do a CRC check on the GR2 files for this reason.

The unreleased versions don't suffer from this problem obviously.
:DL

von faust
10-19-10, 02:09 PM
Great work !!!! :yeah:
Excuse me but with my bad English I don't undestand one think.
It will be possible in the future export the obj file modified in gr2 file ?

Thanks !!!!!

Madox58
10-19-10, 06:25 PM
It will be possible in the future export the obj file modified in gr2 file ?


I believe you mean 'Import' new obj file to GR2.

In the not to far future , Yes.
I can replace 3D meshes now.
It's not perfect yet but it can be done.
:)

urfisch
10-21-10, 06:39 AM
great!!!

:up:

Oby
11-06-10, 04:33 AM
Hi Privateer!

I saw your Type XIV from SH3 imported in SH5 and I think it's great.I pressume that the same conversion procedure also works for torpedo models.Correct?

I'm not a big modder like some people outhere,including you.But I would like to change some things in SH5 that bother me.I just need someone who know how thigs work, to focus me in the correct way and I'll do my best...

You saw my problem with SH3 torpedoes I want to import in SH5...Could you please explain to me what I must do to correctly resolve that issue?

Thank you and best regards!:salute:

Madox58
11-08-10, 08:21 PM
Hi oby,

The dats don't allow us to control that blur effect as far as I could test.
I can not run SH5 on my current system and was useing my Stepsons
system for awhile while doing the Type XIV.
This was done just before, and adjusted, for the last patch.
I pretty much can not do anything for SH5 at this time.
If I can't see it?
I can't fix it.
:nope:

Madox58
11-12-10, 08:39 PM
Due to a Morals issue no future releases are planned.

iambecomelife
11-12-10, 08:42 PM
What's going on?! :06:

Anvart
11-13-10, 04:42 AM
Due to a Morals issue no future releases are planned.
I hope you have read my p. message...

KarlKoch
11-13-10, 05:09 AM
Due to a Morals issue no future releases are planned.
What? Does that mean we have to get along with only 4 shipmodels for the game? :(

vickers03
11-13-10, 08:10 AM
this is the end of sh5:cry:

BigBANGtheory
11-13-10, 10:59 AM
:o
Can someone get the Privateer Enigma decoder out....

TheDarkWraith
11-13-10, 04:27 PM
Will you release the source code of your exporter and everything else you've been working on for this then? I'd like to pick up where you are stopping and also want to convert it into either C++ or C# :06:

Madox58
11-13-10, 07:33 PM
It's done in C++ already.
And no I'll not release the source code as yet.
I said no future releases are planned.
I did not say I was dropping the whole project.

Should I abandon the whole project?
I may release the source code then.
But I highly doubt I ever will.
(Maybe if you figure out what the interiorfore cam actually is?)
You also have a lot of nerve to ask this in the open forum.
My PM works just fine.
But it seems you want to play the Hero yet again?
All the clues have been exposed.
Follow those.
The only person that actually followed what is going on is Anvart.

Being a God is a tough business.
Allowing the praises here at SubSim to define you?
That becomes Narcissistic.

Madox58
11-13-10, 07:35 PM
:o
Can someone get the Privateer Enigma decoder out....

If you find one?
The Wife wants a copy.
:har:

Turtle01
11-14-10, 02:40 AM
Due to a Morals issue no future releases are planned.

Sad to hear that !
I want to say thanks Privateer and I hope you will come back.
I thought we can lift up Sh5 to the "Game-Level" of Sh3

Anyway, thank you very much for your great great work.



Greets
Turtle

BigBANGtheory
11-14-10, 04:18 AM
There aren't many threads on any forums across the whole Internet I check on a regular basis but this is one of them becuase of its pivotal nature with SH5.

Most players get to benefit from the efforts or end product of modders, but you are the modder for modders dare I say bridging the gap with development. Its difficult to put a value on that, but its big I think most will acknowledge that. :up:

At the risk of telling someone how to suck eggs have you asked RAD? I mean its not like you are profiting from their IC or 'taking something off their dinner plate' that I can see.

(good to see you have ur sense of humour back btw)

Jimbuna
11-14-10, 01:56 PM
I thought we can lift up Sh5 to the "Game-Level" of Sh3



Oh you just never know....I feel a presence in the force over at The Lair.

Right now.....new, talented modders are making positive inroads.

I for one am looking forward to what will be released in the near future.

nozaurio
11-14-10, 06:28 PM
Hey Folks, I do not know anything about that, but exploring the Internet I found this:

http://gr2decode.altervista.org/download.html

I hope it is useful...

Greetings...

Anvart
11-15-10, 03:10 PM
Look: http://www.subsim.com/radioroom/showthread.php?t=162702
and: http://www.subsim.com/radioroom/showthread.php?t=166641&highlight=GR2+import+export

nozaurio
11-15-10, 04:40 PM
:up:Thanks for the info Anvart...

Madox58
11-16-10, 06:40 PM
Yep.
Saw every bit of code at that site.
I can explain exactly why none of it works for SH5 and probably have somewhere.

It's all based on extracting a single mesh.
Where SH5 is Multi-meshed.
It's also based on older/different structures.
It also exports as a script file for 3D Max.
The problem with the script files is that it crashes 3D Max if the
script it produces is to large.
(Older versions of Max allowed settings to fix this, newer versions don't)

You also can not see what your going to export before you export.
I no longer have any of those problems.

Another thing you can not do with that code?
Import!
The Holy Grail!
I know how to complete the Quest.
I just do not have the system to do it at this time.
:nope:

LordNeuro"Serbia"
11-18-10, 07:38 AM
Another thing you can not do with that code?
Import!
The Holy Grail!
I know how to complete the Quest.
I just do not have the system to do it at this time.
:nope:[/QUOTE]


Isnt theat a bitch.:damn: Damn 1 man theat kann make it work cann do it. I hope u will manege too get the new sistem soon.
And most important is not too lose will.
Keep up the gr8 work

mookiemookie
11-18-10, 07:49 AM
Ok so who's got the cash to buy privateer a new system for Christmas? http://www.diyaudio.com/forums/images/smilies/santa_smiley2.gif

Heck, I'd be willing to send a few bucks his way in a collection effort if it means when can get SH5 up to snuff.

Jimbuna
11-18-10, 08:17 AM
Ok so who's got the cash to buy privateer a new system for Christmas? http://www.diyaudio.com/forums/images/smilies/santa_smiley2.gif

Heck, I'd be willing to send a few bucks his way in a collection effort if it means when can get SH5 up to snuff.

Keep the faith Mark http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

Madox58
11-18-10, 05:47 PM
The Type XIV testing import to a GR2 file.
This is GrannyViewer showing it.
:rock:
http://i108.photobucket.com/albums/n12/privateer_2006/SH5%20Stuff/Type-14.jpg

Not perfect yet and I've no Idea how it would work in Game.
Yet.
:03:

Oby
11-18-10, 05:57 PM
:yeah:That's one small step for a man, one giant leap for (mankind) SH community...

Thank you P.

Madox58
11-18-10, 06:15 PM
I fix Friends systems so I sometimes run a few tests on those.
Then uninstall all the software I installed on it.
This is one of those tests.
I have a few parts laying around that I will put into a newer system sooner or later.
DVD burner, 160 gig SATA drive, and an AMD Athlon 64 X2.
The AMD is only rated at 2 ghz so I may get a newer version
and sell this one.
The faster ones run about $50 bucks now.
I don't need the greatest system.
Just one good enuff to run SH5 even if it's a bit slow.
My current system won't even run SH3 now.
:nope:

nozaurio
11-21-10, 12:36 PM
Regards privateer...

What video card do you have?

Madox58
11-22-10, 11:06 PM
My NoteBook can not be upgraded for a Video Card.
So it does not matter.

But Thanks for asking.
:yeah:

nozaurio
11-23-10, 12:01 AM
My NoteBook can not be upgraded for a Video Card.
So it does not matter.

But Thanks for asking.
:yeah:

:oAhh, Ok...

:DJE...JE...

:salute:

Madox58
11-23-10, 08:04 PM
Don't worry Mate.
I found out there is a Santa Claus after all!
:o
And he is a member here at SubSim.
:yeah:

His donation will allow me to do some killer things!
When I think about them all and look at the code?
I nearly wet my shorts!
:har:

If you think the Teaser Exporter releases were something?
Strap in and get ready for a ride!
:rock:

UberTorpedo
11-23-10, 11:25 PM
Excellent news :up::up::up:

SteelViking
11-24-10, 10:19 AM
Good to hear comrade!

LordNeuro"Serbia"
11-24-10, 03:36 PM
I relly look forward too see u work , and i hope santa will bring u nice new sistem so u cann play and make gr8 stuff for sh5. I hope santa wisit me too. I cann not play sh5. I have 7 fps in game on low setings. But i m still happy too see gr8 stuff peapol r making for thise game.
Keep up the gr8 work.:yeah:

Weather-guesser
11-24-10, 06:11 PM
Don't worry Mate.
I found out there is a Santa Claus after all!
:o

Outstanding! Can't wait :ping:

nozaurio
11-24-10, 06:38 PM
:up:That's really good news Privateer.

You're going to repower the notebook or you buy a new pc?

Obelix
11-25-10, 09:54 PM
Sorry, did not quite understand the topic: I need to export out of GR2 in DAT. GR2_Exporter exports to OBJ. Q: is now a convert to DAT?
Judging from these things that I missed something.

BigBANGtheory
11-26-10, 01:14 PM
3 cheers for Privateer :sunny: maybe we open the secret case of port in Donitz secret bunker

Jimbuna
11-26-10, 05:18 PM
3 cheers for Privateer :sunny: maybe we open the secret case of port in Donitz secret bunker

Pretty pointless, he's a shandy drinker :DL

THE_MASK
11-26-10, 07:00 PM
3 cheers for the donator , whoever that might be .

tonschk
11-27-10, 09:58 AM
3 cheers for the donator , whoever that might be .

:DL:woot::rock:

marleymen
11-27-10, 12:59 PM
3 cheers for the donator , whoever that might be .

This world has good people who do things for others. And people who receive it do things for others. That´s the spirit.

Not only in Christmas.

Subsim community is the spirit.

:arrgh!: Ahead Full Privateer :arrgh!:

Madox58
11-27-10, 09:08 PM
Sorry, did not quite understand the topic: I need to export out of GR2 in DAT. GR2_Exporter exports to OBJ. Q: is now a convert to DAT?
Judging from these things that I missed something.


Exporting directly to a dat would ruin nearly all the fun of Modding.
So I won't do that.
Mass export or single export to obj files is all I'll program in.
To build dats use S3D and the changed files for SH5.
The goal is to IMPORT to GR2 files new models.

Obelix
11-28-10, 12:55 AM
Exporting directly to a dat would ruin nearly all the fun of Modding.
So I won't do that.
Mass export or single export to obj files is all I'll program in.
To build dats use S3D and the changed files for SH5.
The goal is to IMPORT to GR2 files new models.

Thank you privateer, I understand.

urfisch
11-28-10, 10:08 AM
Exporting directly to a dat would ruin nearly all the fun of Modding.
So I won't do that.
Mass export or single export to obj files is all I'll program in.
To build dats use S3D and the changed files for SH5.
The goal is to IMPORT to GR2 files new models.

yeahman, this would be great!

Madox58
11-29-10, 07:22 PM
If I spent the time to program a direct export to a dat file?
In about 5 minutes the job is done.
All Units are exported to dats.
There would be no further need for that part of the program.
(SH5 does not have a wealth of stuff to bother exporting)
So why waste days and days programming it?

Obelix
11-29-10, 09:15 PM
If I spent the time to program a direct export to a dat file?
In about 5 minutes the job is done.
All Units are exported to dats.
There would be no further need for that part of the program.
(SH5 does not have a wealth of stuff to bother exporting)
So why waste days and days programming it?

Well fine! Although my level of programming does not reach the specialist, I find it interesting to deal with modding. But play was once also needed. So for me the program of direct exports will be happy.

TheDarkWraith
11-29-10, 09:24 PM
Well fine! Although my level of programming does not reach the specialist, I find it interesting to deal with modding. But play was once also needed. So for me the program of direct exports will be happy.

the program pack3D (version 2 is best) will do it for you. No use in re-inventing the wheel. It's a tool from SH3 days.

Obelix
11-29-10, 09:31 PM
the program pack3D (version 2 is best) will do it for you. No use in re-inventing the wheel. It's a tool from SH3 days.
Thank you for info.:yeah:

BravoM5
11-29-10, 11:00 PM
Yay for privateer! And the donator(s)... :woot:

urfisch
12-01-10, 04:29 PM
:yeah:

Jimbuna
12-01-10, 05:10 PM
Yay for privateer! And the donator(s)... :woot:

Rgr that http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

Madox58
12-01-10, 08:48 PM
The system is a week away.
:o
I'm moveing critical files to a ready external HD now.
This system will go to render/build/server mode then.
As that will not require graphics abilities.
I'll control it through a remote desktop system I created.
It will save all the hard work for an off Dev system that is not mission/time critical.
And it will not be connected to the 'Net.
:hmph:

Most of what I have been able to build was done on a system that
never was connected to the 'Net during builds.
Those files are safe.
:DL

rowi58
12-02-10, 01:20 PM
If I spent the time to program a direct export to a dat file?
In about 5 minutes the job is done.
All Units are exported to dats.
There would be no further need for that part of the program.
(SH5 does not have a wealth of stuff to bother exporting)
So why waste days and days programming it?

Hi privateer,

wonderful :yeah::yeah:

:salute:
rowi58

mookiemookie
12-02-10, 01:23 PM
The system is a week away.
:o
I'm moveing critical files to a ready external HD now.
This system will go to render/build/server mode then.
As that will not require graphics abilities.
I'll control it through a remote desktop system I created.
It will save all the hard work for an off Dev system that is not mission/time critical.
And it will not be connected to the 'Net.
:hmph:

Most of what I have been able to build was done on a system that
never was connected to the 'Net during builds.
Those files are safe.
:DL

I don;t know what you just said, but all of this sounds positive. Can't wait, buddy!

nozaurio
12-04-10, 10:53 PM
:up:Privateer Hello, I hope that your new acquisition and we can see finished his great work.
:)It will be a great achievement to modify these files 3D, to see some good work on submarines.
:yeah:Again congratulations on your work and the help she gave that great person (Santa Claus) ...

:wah:Unfortunately I have a month without being able to play SH5, my Asus EAH5870 died, apparently is one of the memory modules.
I contacted Asus support and they tell me I have to return the product for exchange new one, that's interesting, but my problem is that I live in Venezuela, and here there is no support or RMA to Asus, I have to send it to the U.S., wait for change and then return to my country.

:DSo I decided to get a Christmas present and buy a video card EVGA GeForce GTX 580, I hope that my country comes before christmas
Privateer Now, I asked if you are switching to a PC, or is repairing your laptop.

:salute:Greetings

PD. Again I apologize for my poor English

tonschk
12-05-10, 04:58 AM
:up:

:wah:Unfortunately I have a month without being able to play SH5, my Asus EAH5870 died, apparently is one of the memory modules.
I contacted Asus support and they tell me I have to return the product for exchange new one, that's interesting, but my problem is that I live in Venezuela, and here there is no support or RMA to Asus, I have to send it to the U.S., wait for change and then return to my country.

:DSo I decided to get a Christmas present and buy a video card EVGA GeForce GTX 580, I hope that my country comes before christmas
Privateer Now, I asked if you are switching to a PC, or is repairing your laptop.

:salute:Greetings


Un gran Saludo para VENEZUELA desde Londres :salute: ,afortunadamente my ASUS EAH5870 V2 esta todavia funcionando perfectamente

nozaurio
12-05-10, 08:21 AM
Un gran Saludo para VENEZUELA desde Londres :salute: ,afortunadamente my ASUS EAH5870 V2 esta todavia funcionando perfectamente

Gracias por sus saludos tonschk, tambien le envio saludos y que pase una Feliz Navidad...

Ati has always been my choice to install video card in my computer, :damn:but my ASUS EAH5870 apparently came with a manufacturing defect.

:hmmm:I also put on the market that Asus version 2 (V2), the one I have was the first version and I see with concern that Asus soon brought to market the ASUS EAH5870 V2, the first versions will come with some type of defect and they chose to change either version 2 ????.
:-?The ASUS EAH5870 EAH5870 ASUS V2 and, I think they have the same characteristics, so my suspicion that brought a defect.

Asus told me immediately, I must return the product for evaluation and then the change (if it is a manufacturing defect).
As it always involves a timeout and I live in Venezuela, I have to wait much longer, opt for a different brand, seeing the great features of your new NVIDIA GeForce GTX 580 (Fermi), I wanted to test how it goes with it.

:03:If Asus sent me the replacement of the EAH5870, I sell at an attractive price!!

:oops:Privateer Excuse me if I take your thread to discuss this matter...

I hope you understand my limited English...

:salute:

TheBeast
12-05-10, 03:47 PM
I have been using NVidia cards for a long time but thinking of switching to ATI. Here is a list of my last 5 Video Cards in order.
NVidia G-Force 7600 GS 512 - replaced, gave to to a friend:up:
NVidia G-Force 7800 GTX 512 - Buned up, replaced:damn:
NVidia G-Force 7800 GTX 1.5 - Fan stopped, replaced:damn:, GF installed new aftermarket fan in and is currently using it.:up:
NVidia G-Force 9800 GTX X2 2.0 - burned up - replaced:damn:
NVidia G-Force 465 GTX 1.5 - currently in use but running very hot:timeout:
I didn't even overclock any of the GPU's and NVidia just seem to burn up rather fast.:hmmm: I don't feel I can trust NVidia QC anymore.:nope: Time to switch to new Mfg like ATI.:oops:

Any Recommendations?:06:

nozaurio
12-05-10, 10:45 PM
Regards TheBeast.

:-?It happens the same, but with ATI video cards.
I had installed an ATI Radeon HD 2900XT, :damn:death, failure of memory modules of the video card ...
Earlier this year, buy the Asus EAH5870, :damn:death, coincidentally the same mistake that the ATI HD 2900XT, memory modules.

Today I see that with NVidia GTX 580, have managed to lower the temperature of your cards and power consumption compared with previous models, this is positive because we can see that the processor and memory, have a higher frequency than the GTX 480, we can also see that NVidia finally decided to use the cooling system such as those using the ATI card.
I have seen several review and speak highly of the G-Force GTX 580, in terms of temperatures, my EAH 5870 is also hot, full load temperature reaches 75 to 80 degrees Celsius, we will be clear today These video card manufacturers speculating in both processor frequency and the memory modules.

It is obvious, wait the answer from ATI, in the first quarter of 2011, which with its new line 6000, and a processor, manufacturing smaller 32 nanometers, that means less power consumption and therefore less temperature.

:nope:I do not want to wait until next year and apart from the disappointment I've had with ATI, I now venture to NVidia, :owith a high cost of $ 530, I hope to work better ...

:hmmm:As a recommendation, it is difficult because you have to get lucky with the products they buy today. Many manufacturers trick consumers with ads and the end is we who lose, it's like my case, :cry:living in a country which limit us many things, it becomes harder to buy goods abroad and when damaged some of them is a real headache, make a refund to the manufacturer or RMA for the cost that this entails.

:-?EAH5870 my return to the U.S., it costs me $ 60 and then to bring it back to my country, are another $ 60, must add another $ 60 you spend when they buy earlier this year, that totals $ 180 and if we add the cost of the video card, which was $ 300, giving a total of $ 480.
In a way it's worth spending $ 180, but if the manufacturer, in this case Asus, I recognize the damage produced and replaced by a new one, :wah:but if you do not replace it, I lose money shipping...

Madox58
12-06-10, 06:24 PM
Now, I asked if you are switching to a PC, or is repairing your laptop.



It's a DeskTop PC this time Mate.
It arrived today.
:up:

And your English is fine.

Also, I don't mind off topic stuff in this thread.
Sometimes off topic is useful for many reasons.
:yep:

nozaurio
12-06-10, 07:14 PM
:yeah:I'm glad you get your computer privateer.

;)I hope to soon see the results in the work you been done with the files. gr2 ...

:DLI did my part and buy the video card, in the U.S.. I'm looking forward to my locker in Miami to then send it to my country.

I believe that before the new year have my computer working again.

:-?Sorry for my insistence privateer, but that video card has a new computer?

Madox58
12-06-10, 07:44 PM
but that video card has a new computer?


NVidia G-Force 7600 GS 512
:03:

iambecomelife
12-06-10, 08:01 PM
It's a DeskTop PC this time Mate.
It arrived today.
:up:

And your English is fine.

Also, I don't mind off topic stuff in this thread.
Sometimes off topic is useful for many reasons.
:yep:

Woohoo! I've never been so happy to have someone else's computer arrive.

Madox58
12-06-10, 08:45 PM
It will take a few days to get everything set up and get to work.
But I'm useing it 'as is' right now.
:yeah:
Even the 'Net is like 5 times faster!

May just have to call in sick for a day or so.
:haha:

Madox58
12-06-10, 08:53 PM
I figured it out after reading it a few times.
:up:

My mind is raceing so I may be a bit slow to grasp things.

nozaurio
12-06-10, 09:30 PM
NVidia G-Force 7600 GS 512
:03:

:up:Very good Friend, I hope you enjoy your desktop PC ...

:salute:

Madox58
12-06-10, 09:57 PM
I'm sure We will all enjoy it.
:03:

I found several things with some Shaders in SH4 that I'm
chomping at the bit to see in SH5.

THE_MASK
12-07-10, 12:28 AM
Speaking of shaders , what would be good is an in game contrast adjustment . I would like to be able to adjust the contrast on the fly like the gamma .

LordNeuro"Serbia"
12-07-10, 01:06 PM
:up:Very good Friend, I hope you enjoy your desktop PC ...

:salute:

But if it is realy a NVidia G-Force 7600 GS 512 then i dont think u well manige too run sh5. I hav a nvidia 8600 gts and my frame on lowest setings r 6-7.
Well maybe there is good thing in it. The time i manige too gate money for new game card u will alredy make a game much beter privateer:up:

Keep up the good job and i hope ur new comp will make u happy and work allu needs.

TheBeast
12-07-10, 01:46 PM
But if it is realy a NVidia G-Force 7600 GS 512 then i dont think u well manige too run sh5. I hav a nvidia 8600 gts and my frame on lowest setings r 6-7.
Well maybe there is good thing in it. The time i manige too gate money for new game card u will alredy make a game much beter privateer:up:

Keep up the good job and i hope ur new comp will make u happy and work allu needs.
He can run SH5 for Dev purposes but not a good card for SH5 game play.

Madox58
12-07-10, 06:25 PM
He can run SH5 for Dev purposes but not a good card for SH5 game play.
As TheBeast said?
All I need at this time is the ability to 'see' what I'm doing.
I rarely play any version of SH except for test missions and Test Campaign starts.
The old system would not run SH5 in any manor and some of the new things for the GR2 Tool depend on the ability to run SH5 good enuff to 'see' results.

One of the new Libraries I am switching to for visualizations is quite nice.
It's small, fast, and will allow a view much like you get in any good 3D Modeling program.
After all.
Once I get the import process perfected?
It will be handy to assist you to move things where you want them.
It also allows the ability to write good Shaders.
So we can get VERY close to what you would see in Game.
:rock:

Anvart
12-08-10, 03:53 AM
Thermal mode of the system block of the computer - complex challenge.
Therefore it is not correct talking about video as about independent component of the computer.
For high-efficiency computers (with ATI 4870, 5870 or NV GTX 480, 580) it is necessary to have the big case of the computer with good ventilation and the good power unit with capacity of 850 watt and more.
For a long time i used video from NV and from ATI and i preferred ATI video since the initial picture of these video cards was better, but ATI technologies are badly supported by some manufacturers of games.
Today's video cards are not familiar to me.

TheBeast
12-11-10, 12:04 PM
Maybe we can get SNK nodes added to the SH5 Sub models so we can have functional Sniffer's(Snorkel).:hmmm:

TheDarkWraith
12-11-10, 12:07 PM
Maybe we can get SNK nodes added to the SH5 Sub models so we can have functional Sniffer's(Snorkel).:hmmm:

I tried adding them to the .FX files, a .dat file, and the .sim and .val files but didn't do anything :down:

TheBeast
12-11-10, 02:04 PM
I tried adding them to the .FX files, a .dat file, and the .sim and .val files but didn't do anything :down:
After adding the SNK Node to the Conning Tower GR2 you still need to add the SNK and Snorkel models (2) to the Equipment.UPC, UpgradePacks.UPC, Submarine UPC (same location) and UPCGE files in order for it to be installed

The SNK can be available NULL, NULL
The Snorkel themselfs will need availabilty dates depending on Sub Type(s).




This can be done three ways:
Installed by default right away. (Requires Entry for the two different Snorkel Types, Telescoping/Rotating)
Automatic install of Snorkel on/after specified date. (Requires Snorkel entry in Equipment.UPC for each Sub Type)
Optional Upgrade Pack available on/after a specified date that cost Renown Points. (Requires Snorkel entry in Equipment.UPC and UpgradePacks.UPC for each Sub Type)
I've been playing with this in SH4 because in loads 10x faster the SH5 and have had good success.
The Native boats in SH5 all use the Rotating Snorkel but may as well make both types available for when new boats are able to be imported into game.
From what I have read and seen on the History Channel. Germany started using Snorkel's (Sniffer) in 1938/39 time period. They got the concept idea from another country (Noreway or Denmark?).

-=[EDIT]=-
The Rotating Snorkel Animation is located @ "~\Silent Hunter 5\data\Submarine\NSS_Uboat7c\Submarine Parts\Room_EXT - Snorkle + Anim.GR2"
After looking at this in Goblin Editor, I don't think we need a SNK node entry. When loading this animation it is already orientated propperly. Maybe all that is needed is a couple UPC entries telling the game to load it...

GerritJ9
12-11-10, 04:32 PM
The world's first operational submarines with Schnorchels were the Dutch "O.19" and "O.20" (commissioned in 1939), though some sources state that "O.16" was the first. I have seen a drawing for an experimental installation to be fitted to the "O.8" (formerly the Royal Navy's "H.6") but this modification was never carried out- no doubt due to severe budget restrictions the Royal Netherlands Navy had to work with during the Depression. The succeeding "O.21" class were also to be equipped with Schnorchels- indeed, the four that reached the UK in May 1940 were so equipped. The RN, however, did not see the value of the installation and ordered the Schnorchels to be removed forthwith- and, sadly, removed they were.
Similarly, the three "O.21s" captured by the Germans were completed without the Schnorchels as the Germans did not see the value either. Not until 1943 did the Germans revive the idea (NOT 1939!!!!).
Oh, since the Schnorchel was a Dutch invention and not German, I submit that in future the device be referred to by its Dutch name, "Snuiver" and no longer be called "Schnorchel"!:up:

TheBeast
12-11-10, 09:24 PM
The History Channel BBC documentary on U-Boat's was wrong then. They stated that German U-Boats started using Schorchel's in 1938/39. And "No", I didn't stay in a Holliday Inn any time recently.

Madox58
12-12-10, 04:19 PM
The New System is doing great so far.
Replaced a few Fans and installed a temporary PSU to stop random Shut downs.
Did a complete teardown and cleaning job to get rid of the 'Army of Dust Bunnies' that were heavily entrenched also.
:haha:
SH5 is laggy but I can now view things that I have needed to view for quite sometime.
I ran a the latest test build of the GR2 Tool and results were better then I expected.
:yep:
This week I'll start moveing my programming stuff to this system and start the work with some new Libraries to get a new version released.

nozaurio
12-12-10, 06:39 PM
:yeah:I like knowing that all is well.

:up::salute:

Jimbuna
12-12-10, 08:53 PM
The New System is doing great so far.
Replaced a few Fans and installed a temporary PSU to stop random Shut downs.
Did a complete teardown and cleaning job to get rid of the 'Army of Dust Bunnies' that were heavily entrenched also.
:haha:
SH5 is laggy but I can now view things that I have needed to view for quite sometime.
I ran a the latest test build of the GR2 Tool and results were better then I expected.
:yep:
This week I'll start moveing my programming stuff to this system and start the work with some new Libraries to get a new version released.

About bloody time!!...Grey Wolves onward http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

PL_Andrev
12-13-10, 02:10 AM
Good news!
:yeah:

Obelix
12-13-10, 11:16 PM
Ok, we imported GR2 to OBJ, edited in 3DMax or in another program. How do you plan to return the edited file back into the GR2?

Madox58
12-14-10, 04:14 PM
No, We EXPORT to Obj format, then edit in a 3D program.
Placeing the edited obj back in the GR2 is the IMPORT part.
I already understand the structure of the GR2 file format.
So it's not as hard as was thought before.
1st I wave a Magic Wand over the file and mumble a few secret words........
Then POOF!
It's done.
:haha:

Have a little faith Mate.
Even S3D took more then a few months!

nozaurio
12-14-10, 09:54 PM
:haha:I like to have that Magic Wand and the Words in Secret ...

:salute: Greetings ...

Tomi_099
12-15-10, 05:43 AM
:haha:I like to have that Magic Wand and the Words in Secret ...

:salute: Greetings ...



.......
Whats about Import ??
I am DarkWait it !!! (TheDarkWraith) it !!!

However wary impressive RedBulls are hire .:Dhttp://bp3.blogger.com/_NRwMjhWeVPc/SEHz7eB7DRI/AAAAAAAAACM/S_rhETmezLw/S220/TheRussianHammer.jpg

Great Work !! :up:

Karle94
12-20-10, 05:11 PM
Hey Privateer I was wondering if you could do me a favor. Could you export the Bismarck and her textures and e-mail it to me. I think it`s time to update my H-39 mod for SH4 and I want to use the Bismarck from SH5 cause it`s better than the one I used.

Madox58
12-20-10, 07:14 PM
PM sent.
:yeah:

nozaurio
12-21-10, 12:01 AM
Hello privateer.

You have some information about your job?

Has made some progress in exporting 3D?

:salute:

Karle94
12-21-10, 05:14 AM
PM sent.
:yeah:

Thanks, much appreciated.

Vanilla
12-21-10, 06:25 AM
Does anybody know if crew models and dolls are in GR2 as well? I wonder if modding the crew so they look like crew in Das Boot is possible. The other thing is modding new crew members in.

TheBeast
12-21-10, 12:18 PM
Does anybody know if crew models and dolls are in GR2 as well? I wonder if modding the crew so they look like crew in Das Boot is possible. The other thing is modding new crew members in.

Yes, the crew models are in GR2 and you can use GoblinEditorApp to view how the clothes will look on the models.

Pascal and a few others have made Dos Boot Uniforms.

Example Thread (http://www.subsim.com/radioroom/showthread.php?t=163975&highlight=uniform)

Vanilla
12-21-10, 04:37 PM
Yes, the crew models are in GR2 and you can use GoblinEditorApp to view how the clothes will look on the models.

Pascal and a few others have made Dos Boot Uniforms.

Example Thread (http://www.subsim.com/radioroom/showthread.php?t=163975&highlight=uniform)

I want to add not only uniforms but faces and body compositions as well. So just wondered if those will be changeable when privateer releases his amazing tool.

Madox58
12-23-10, 02:20 PM
I want to add not only uniforms but faces and body compositions as well. So just wondered if those will be changeable when privateer releases his amazing tool.

Yes.
You'll be able to change many things in 3D.
And adjust the textures without hex editing things.

Because of potential problems with RAD Games?
I've coded it so it will only work for SH5 files.
The basic code allows many Game files to be edited.
That could lead to RAD shutting me down.

Stiefel1976
12-26-10, 01:45 PM
Hi
I have a question about the textures of the battleship Bismarck.
Where can I find the black and white camouflage paint and the deck wood texture :hmmm:

stiefel

sandbag69
12-27-10, 01:15 PM
What is GR2?

Jimbuna
12-27-10, 01:27 PM
What is GR2?

Read the first dozen or so posts.

Also:

http://www.google.co.uk/#hl=en&expIds=17259,18167,23756,24878,27400&xhr=t&q=gr2+files&cp=9&pf=p&sclient=psy&aq=0&aqi=&aql=&oq=gr2+files&gs_rfai=&pbx=1&fp=d2392c0f61e1d755

sandbag69
12-27-10, 02:48 PM
so is this mod only good for converting files from Sh5 to Sh3? Can other models be imported from SH4 to Sh5?

TheBeast
12-27-10, 03:30 PM
so is this mod only good for converting files from Sh5 to Sh3? Can other models be imported from SH4 to Sh5?

From what I understand after reading the thread from the start. That the main goal was to import new ship and sub models in to SH5.

Madox58
12-27-10, 06:58 PM
Yep, that is the over all Goal.
First perfect the export.
Then the ability to manipulate the objects in the file.
Then work towards saveing manipulations.
Then start the import stuff.

Tomi_099
01-03-11, 06:54 PM
Yep, that is the over all Goal.
First perfect the export.
Then the ability to manipulate the objects in the file.
Then work towards saveing manipulations.
Then start the import stuff.

-----------------------



Hello my friend I wanted to try your dolphins, but I think I am too stupid to start this great work from you! :06:

Are there some images from Silent Hunter 5 dolphins in action ..to see this grat work ? :up:

.

urfisch
01-04-11, 05:30 AM
Yep, that is the over all Goal.
First perfect the export.
Then the ability to manipulate the objects in the file.
Then work towards saveing manipulations.
Then start the import stuff.

i am (and many others too!) very pleased reading this and looking forward to this development! it simply will sweep the whole game to a new level.

Tomi_099
01-07-11, 10:09 PM
Yep, that is the over all Goal.
First perfect the export.
Then the ability to manipulate the objects in the file.
Then work towards saveing manipulations.
Then start the import stuff.
----------------------------------------------

Yeessss !!! ... Baby Privateers Whale in SH5 !!!

Great !!! :up:


http://img808.imageshack.us/img808/9440/picture0001j.jpg


http://img526.imageshack.us/img526/9615/picture0002dt.jpg


http://img254.imageshack.us/img254/2465/picture0003i.jpg


http://img525.imageshack.us/img525/3792/picture0004d.jpg


http://img526.imageshack.us/img526/3115/picture0005v.jpg


http://img401.imageshack.us/img401/3346/picture0006w.jpg


http://img810.imageshack.us/img810/2488/picture0007p.jpg


http://img524.imageshack.us/img524/9572/picture0008j.jpg


http://img529.imageshack.us/img529/2/picture0009n.jpg

Sepp von Ch.
01-08-11, 05:32 AM
Greaaaat!!!!:o:yeah::yeah:

LordNeuro"Serbia"
01-08-11, 06:26 AM
Thas theat mean the Privateer made it. IS it there a new era in sh5. U manege too import stuff in sh5. O my theat is a fantastic news, and hell of a good job. Kongratuletions for hard and amezing work.:yeah::rotfl2:

EgoApocalypse
01-08-11, 02:02 PM
:o:o:o Whats going on? Are we gonna get good news???:06::06::06:

Great work all around guys.

Looking forward to whats ahead.

:salute:

urfisch
01-08-11, 03:44 PM
do we have working new units ingame???

:timeout:

TheDarkWraith
01-08-11, 03:53 PM
you can use .dat files to display new 'items' in game no problem. The problem arises when .dat files are made into units (they become transparent and they have no collision model)

Madox58
01-10-11, 09:02 PM
The problem arises when .dat files are made into units (they become transparent and they have no collision model)
Only if they are not done right.
Just planting Units from SH3 or SH4 won't work.
There's more involved.
I'm not sure the Dev's even know what needs to be done.
You first need to forget the way zones were done for SH3/4
It don't fly.

It also involves some 3D work to get a better grasp of things.
:03:

Madox58
01-14-11, 08:12 PM
Going back through some posts at the GWX Lair?
I did send a test version of the Type 14 Sub out that took damages from Deck Guns.
It was done with a dat, So I do have the answer to that problem.
(This statement can be verified by any GWX Dev)
On recent tests? I also saw damages of a sort.
Not correct damages, but a clue to follow.
The one thing I have not seen yet is the bottom of a Unit when viewed above water.
They look like SH3 Units.

Madox58
01-23-11, 12:18 AM
A new version of the Exporter will be sent out to Testers Monday or Tuesday.

This is still a pre-Alpha build.
I need some information on the install path in the registry for different
operating systems before I release an Alpha version of the Main interface.

What does the Main interface do?
It allows a 3D view of the GR2 files meshes.
From there you can select one object to export or all objects.
You can also explode the view to make selecting objects easier.

The reason I need info on the install path as placed in the registry
is for the textures.
The 3D view will render them if you wish.
It also controls the commands in the exported mtl file.
You won't have to move textures any longer.


As a side project, a plug in for 3D Max users is nearly done.
It allows a direct import to 3D Max.
It's only for the 2008 version right now.

The import to GR2 files Tool is also nearly ready for testing.

nozaurio
01-23-11, 12:28 AM
A new version of the Exporter will be sent out to Testers Monday or Tuesday.

This is still a pre-Alpha build.
I need some information on the install path in the registry for different
operating systems before I release an Alpha version of the Main interface.

What does the Main interface do?
It allows a 3D view of the GR2 files meshes.
From there you can select one object to export or all objects.
You can also explode the view to make selecting objects easier.

The reason I need info on the install path as placed in the registry
is for the textures.
The 3D view will render them if you wish.
It also controls the commands in the exported mtl file.
You won't have to move textures any longer.


As a side project, a plug in for 3D Max users is nearly done.
It allows a direct import to 3D Max.
It's only for the 2008 version right now.

The import to GR2 files Tool is also nearly ready for testing.

:yeah::yeah:That is good news privateer.

:up:Greetings...

urfisch
01-24-11, 04:47 AM
A new version of the Exporter will be sent out to Testers Monday or Tuesday.

This is still a pre-Alpha build.
I need some information on the install path in the registry for different
operating systems before I release an Alpha version of the Main interface.

What does the Main interface do?
It allows a 3D view of the GR2 files meshes.
From there you can select one object to export or all objects.
You can also explode the view to make selecting objects easier.

The reason I need info on the install path as placed in the registry
is for the textures.
The 3D view will render them if you wish.
It also controls the commands in the exported mtl file.
You won't have to move textures any longer.


As a side project, a plug in for 3D Max users is nearly done.
It allows a direct import to 3D Max.
It's only for the 2008 version right now.

The import to GR2 files Tool is also nearly ready for testing.

great stuff! really...

:salute:

Anvart
01-27-11, 02:46 AM
A new version of the Exporter will be sent out to Testers Monday or Tuesday.
...
I need some information on the install path in the registry for different
operating systems before I release an Alpha version of the Main interface.
...

Thanks, Privateer.
...
I have not understood what you mean... :hmmm:
I use WinXP Pro SP3...
and i want to have possibility to instal the program on any logic disk.

Good luck.

Madox58
01-27-11, 08:18 AM
Thanks, Privateer.
...
I have not understood what you mean... :hmmm:
I use WinXP Pro SP3...
and i want to have possibility to instal the program on any logic disk.

Good luck.

No problem Anvart.
A solution is in the works for placeing the files where you wish.
The registry thing is to be used as a default location of files.


To the Testers:
Yesterday a Test version went out to you.
Please let me know when you have downloaded the files.
Also, a fix went out this Morning.
Anvart pointed out that the Characters did not export.
That is fixed as of today.
:salute:

Budds
01-27-11, 05:55 PM
While this work may not appear "Glamorous" to many Sh 5 users.......

I offer my Humble THANKS to all involved, and a special "Shout-Out" to Privateer.
This will be the Back Bone of MANY Mods to come if, or should I say when, this work is completed.
The help of Tools like this will open doors that will breath LONG life into Sh 5, with many scenerios and diversity that cannot be accomplished today.

Thank You Kind Sirs !
:salute:
Be Well.............

EgoApocalypse
01-27-11, 06:35 PM
While this work may not appear "Glamorous" to many Sh 5 users.......

I offer my Humble THANKS to all involved, and a special "Shout-Out" to Privateer.
This will be the Back Bone of MANY Mods to come if, or should I say when, this work is completed.
The help of Tools like this will open doors that will breath LONG life into Sh 5, with many scenerios and diversity that cannot be accomplished today.

Thank You Kind Sirs !
:salute:
Be Well.............

Secondeded..............:rock:

Madox58
01-27-11, 06:51 PM
While working on the code today, I managed to adjust all the settings for the textures.
As an example?
Try changeing the Glass in an AirCraft.
There is no texture file for it.
The GR2 file controls what is rendered and I can now access/change those settings.
This also leads the way to many other settings that can be adjusted in the near future.

mookiemookie
01-27-11, 08:24 PM
You deserve a beer, Jeff. If you're ever in Houston again, they're on me. :()1:

TheBeast
01-28-11, 04:12 AM
I exported the Typ-VIIC from SH5 and Imported to Silent 3ditor DAT file.

After editing the headers of the exported MTL and OBJ files, I was able to import the Models to Silent 3ditor.
There is a problem, no AO UV Maps so textures do not render correctly as shown in image below.
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=3601
So far from what little testing I have done this tool has some real potential. I do not have Modeling software but I am assuming that if someone with a little modeling experiance could easily complete the AO UV Maps.

Not sure if file headers are wrong but the files can not be imported into SKWAS S3D without some minor manual edits.

I also encountered a problem when trying to animate Torpedo Doors open/close. Granted, I am new to attempting this but the Torpedo Door Root location is 0, 0, 0. This is causing problems for me when trying to animate the doors.

Madox58
01-29-11, 03:31 PM
The AO UV's will be exportable in the not to distant future.
:03:
I spent this past week getting a lot of error checking in place.
Stripped the bogus path statement for textures from the mtl file output.
Stripped the characters that cause crashes on several GR2 files.
(No need to hex those out any longer)
Flipped the UV mapping so you no longer need to flip the dds texture files.
Cleaned alot of un-used code from the source.
(Like the test statments in the output files you might have seen)

The newest version has been posted for Testers.
:salute:

Madox58
01-30-11, 02:24 PM
For those interested,
http://www.mediafire.com/?7bhb47n22w6u5cx

TheBeast
01-31-11, 02:38 AM
Build 13011 is much better.
I can Export then import to SKWAS S3D without editing headers now.
Side tructure texture above waterline is almost perfect.
Deck texture is almost perfect.
Hull and Saddle Tank Textures still hosed after import.
Model for NSS_Uboat7c_det01.obj had some errors. Used a freeware UVMapper to attempt fix but unable to import to S3D because vertices do not match NSS_Uboat7c_det02.obj. Not sure what is going on here.
The NSS_Uboat7c_det01/02.obj's are details such as railing, torpedo tubes and visual partition block to simulate Pressure Hull structure.

Madox58
01-31-11, 07:10 AM
det01.obj and det02.obj are different objects.
Do not try to import them as an animation sequence.
What texture are you trying to use on the Hull?
Mine renders fine.

urfisch
01-31-11, 12:02 PM
great stuff, privateer! i see new, playable units on the horizont...

:know:

did you try to import a new boat, by just cloning the existing? or is this method no longer possible in sh5...?

TheBeast
01-31-11, 12:04 PM
I didn't try to import as animation. S3D made that assumption for reasons I don't understand as yet.

I am using the textures from the SH5 Tarnmatte (Weathered) Skin linked in my Sig below.