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View Full Version : [WIP] Proof of Concept - GR2 Import


Yosarian
11-30-10, 08:45 AM
I modified an 3DSMax9 exporter which I developed for my employer some month ago and yes it works. Here I used a modern cargo ship, created in 3DSMax9, exported to GR2 and replaced the Fletcher class model with it.

http://s1.directupload.net/images/101130/nwrhxxqs.png
http://s13.directupload.net/images/101130/9cnkr8db.png
http://s10.directupload.net/images/101130/tm77ivef.png

Disadvantage:
It needs alot of more modifications and because of licensing regulations by RAD Game Tools, our exporters don't export GR2 animations.

TheDarkWraith
11-30-10, 09:05 AM
are you going to share a link to this exporter?

marleymen
11-30-10, 01:18 PM
Can I write it?

OMG :o Silent Ship Simulator :rotfl2:

Jimbuna
11-30-10, 03:22 PM
Proof of concept indeed....and rather interesting to a few folk I should imagine.

BravoM5
11-30-10, 04:22 PM
So how long until we get new subs?:DL And does this mean we can make some of the current ships like the Bismarck player controlled? :D

Yosarian
12-02-10, 07:25 AM
And does this mean we can make some of the current ships like the Bismarck player controlled? :D
It is merely an exporter for 3dsmax9 to export to GR2 format.
We use a specialized GR2 format for industrial simulation in the company I work for. I'm just a programmer not a 3D designer, what modders can do with the GR2 format, except creating new ingame models, I do not know.

Sepp von Ch.
12-02-10, 07:35 AM
I do not need urgently a new submarine in SH5!

I need necessarily more different targets such as here:

http://www.subsim.com/radioroom/showthread.php?t=142285

I do not meet only Liberty cargo, Cimmaron class tanker and Hog Island...

PL_Andrev
12-02-10, 12:55 PM
I modified an 3DSMax9 exporter which I developed for my employer some month ago and yes it works.
Could you give more informations about this 3DSMax9 exporter?
I'm sure that with this exporter we will have many types of new ships in our game and the ship filter at TDC will be more usefull.

Disadvantage:
It needs alot of more modifications and because of licensing regulations by RAD Game Tools, our exporters don't export GR2 animations.
Animations are last think which we need.

PL_Andrev
12-02-10, 01:02 PM
And does this mean we can make some of the current ships like the Bismarck player controlled? :D
Yes!
With GR2 format modders can do... everything, especially that they have experience with SH3 & SH4...
:yeah:

But wait a moment...
If AI sub is changed to AI destroyer its mean, that 'modyfied DD' will shot the torpedoes to subs and other units!
:woot:

popol0011
01-03-11, 06:48 AM
bump

Sepp von Ch.
01-03-11, 07:52 AM
With GR2 format modders can do... everything, especially that they have experience with SH3 & SH4...
:yeah:

This is my giant dream - MERCHANT FLEET MOD for SH5!:yep:

http://www.subsim.com/radioroom/showthread.php?t=170741&page=29

PL_Andrev
01-03-11, 12:52 PM
This is my giant dream - MERCHANT FLEET MOD for SH5!:yep:

http://www.subsim.com/radioroom/showthread.php?t=170741&page=29

I have a better idea - with GR2 magic the navy fleet may shoot torpedoes (by import SUB to DD format).

TheDarkWraith
01-03-11, 12:55 PM
I have a better idea - with GR2 magic the navy fleet may shoot torpedoes (by import SUB to DD format).

trying to do that trick like was done in SH3/4 is going to be tricky if not very hard to do. Reason is if you make the DD into a sub (type is now sub and not ship) it's AI will change to sub AI. sub AI is nowhere near ship AI. So basically it will be a very dumb DD and probably won't be any fun (it will have all the problems the current sub AI does).

iambecomelife
01-03-11, 01:43 PM
This is my giant dream - MERCHANT FLEET MOD for SH5!:yep:

http://www.subsim.com/radioroom/showthread.php?t=170741&page=29

If a GR2 exporter is created then I will definitely modify the Merchant Fleet Mod ships for Silent Hunter 5. Then, once my World War I mod is well under way, I want to use the SH5 ships as the basis for more detailed freighters to replace the Merchant Fleet Mod - after several years, my ships are showing their age. :oops:

The modern cargo ship looks very nice. I agree that the lack of different merchant targets has been a serious problem for Silent Hunter 5 from the beginning. If SH5 is like SH4 then it can handle huge numbers of ships (unlike SH3, which begins to CTD once you have a roster of about 300 units). It's a shame that adding new ships has been so problematic for this game.

Sepp von Ch.
01-03-11, 02:02 PM
:yeah:

sandbag69
01-05-11, 12:26 PM
Does this mean we could finally have Hunt Class Destroyers in SH5 from SH3 as well as more merchants?

TheDarkWraith
01-05-11, 12:54 PM
the OP never responded to requests to share this exporter with the community :shifty:

Seeadler
01-05-11, 08:09 PM
the OP never responded to requests to share this exporter with the community :shifty:

Maybe he runs in the same issue as others who develop GR2 stuff on base of the Granny SDK, the license regulations by RAD Game Tools.

We use at the company also a GR2 Exporter for 3DSMax2010, extended by our MaxScript devs to the needs of our industrial simulations. This exporter I can use to export models for my own pleasure and include them in SH5, but a public release of this plugin or the content created with it is prohibited by the user license.

As far as I know, the same issue stops Obsidian Entertainment for further public releases of their Neverwinter Nights 2 GR2 exporter called Expotron plugin.

Hartmann
01-05-11, 10:59 PM
In other words, Ubi make a modable game , but closed to import/exports thinking in future DLC, but now , with the game death , this legal limitation is a big problem

gimpy117
01-06-11, 12:24 AM
what if we send our models to you for exportation?

KarlKoch
01-06-11, 02:54 AM
Seeadler wrote that, too:

[...] or the content created with it is prohibited by the user license.
[...]

Seeadler
01-06-11, 08:36 AM
what if we send our models to you for exportation?
The license we have is company- and product-related.
In the exported content, license information is embedded.

It can be that RAD Game Tools offers other licensing models, for example to allow public content with the GR2 tools. But that must be regulated by Ubisoft if they want to allow modding in this area.