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Open both of them up with the app at the same time. The app does allow you to open multiple GR2 files at once.
Thank you! I had never realized that before LOL :88) :up:
tonschk
02-22-14, 04:46 AM
Hello thank you very much for your help :yeah:, I hope you don't mind I paste here you advice about the shadows bone settings of PM message, can you tell me please where is the " ExtendedData" "MaxProperties" header and CastShadows/ReceiveShadows when using your GR2 Editor/Viewer for the UZO Binoculars of the conning tower ?, as we can see in the screen below, the dynamic shadows of the binoculars are " apparently missing" I need to find why the UZO is not casting shadows simultaneously with the other shadows on the conning tower, thank you for the help
It's a setting for the item's bone. You'll need to edit the ExtendedData of the bone using my GR2 Editor/Viewer. You're looking for the MaxProperties header and the entries CastShadows and ReceiveShadows. Those should both be set to 1http://www.subsim.com/radioroom/smartdark/user_offline.gif.
http://i60.tinypic.com/6dxpic.jpg
I cannot find where is the UZO within the submarine files
http://i58.tinypic.com/125qgat.jpg
Vanilla
02-22-14, 02:56 PM
@ tonschk,
Subs (and many units) are 'constructed' from many parts in-game. That is the main 'sub' GR2 holds only the basic hull of the sub, then different parts (like interiors of the rooms) are taken from other files/folders. The folder on your screenshot holds interiors of the rooms.
UZO (and other sensors): ../SH5/data/Objects/Sensors/UBoot_Sensors.GR2
General crew binoculars (and other things they can have like rifles, oxy masks, helmets etc.) are in: ../SH5/data/Characters/CharacterBodyParts.GR2
Conning towers: ../SH5/data/Submarine/<SUB_YOU_NEED>/Submarine Parts/Conning_7<SUB_LETTER>_01.GR2
tonschk
02-22-14, 03:15 PM
Amazing :yeah:, Thank you a Lot Vanilla :salute:
Hi there, I try to open SH5/data/Objects/Sensors/UBoot_Sensors.GR2 and the application give me an error :hmmm:
http://i59.tinypic.com/wi3jeu.jpg
Amazing :yeah:, Thank you a Lot Vanilla :salute:
Hi there, I try to open SH5/data/Objects/Sensors/UBoot_Sensors.GR2 and the application give me an error :hmmm:
This must be because you have New UI's/IRAI enabled. Their copy of UBoot_Sensors.GR2 has a CRC error which prevents GR2 Editor from opening it. I think TDW hex-edited the name of one of its bones the hard way (It is a radar cfg bone placed on the snorkel IIRC), way before he started working on GR2 Editor. :yep:
TheDarkWraith
02-23-14, 12:30 AM
This must be because you have New UI's/IRAI enabled. Their copy of UBoot_Sensors.GR2 has a CRC error which prevents GR2 Editor from opening it. I think TDW hex-edited the name of one of its bones the hard way (It is a radar cfg bone placed on the snorkel IIRC), way before he started working on GR2 Editor. :yep:
Incorrect. That's one of the beautiful things about the app - it doesn't care what the CRC value is when it reads in the file. When it goes to write the file it will write the correct CRC value thus correcting any problems with the CRC value.
The error(s) he's getting is due to mixed values being found in Section 0. I haven't figured out exactly what they are for yet.
Incorrect. That's one of the beautiful things about the app - it doesn't care what the CRC value is when it reads in the file. When it goes to write the file it will write the correct CRC value thus correcting any problems with the CRC value.
Sorry, my mistake. For some reason I was convinced that GR2 Editor would open the stock UBoot_Sensors.GR2 :doh:
This means that no complex fixes/changes can be performed on that file. The good news is that not only the latest version of your editor is safer than ever: it is also able to detect and fix some minor bugs :up:
The error(s) he's getting is due to mixed values being found in Section 0. I haven't figured out exactly what they are for yet.
Thinking out loud, I wonder if GR2 Editor could still extract and export vertices and texture/material data from GR2 files with unknown format. This way we could grab their meshes, and import them in a second file :hmm2:
TheDarkWraith
02-23-14, 02:33 PM
Sorry, my mistake. For some reason I was convinced that GR2 Editor would open the stock UBoot_Sensors.GR2 :doh:
This means that no complex fixes/changes can be performed on that file. The good news is that not only the latest version of your editor is safer than ever: it is also able to detect and fix some minor bugs :up:
Thinking out loud, I wonder if GR2 Editor could still extract and export vertices and texture/material data from GR2 files with unknown format. This way we could grab their meshes, and import them in a second file :hmm2:
It used to be able to open the UBoot_Sensors.GR2 file. That was before I gave it some new 'rules' it has to follow. These new 'rules' are looking for things I a) haven't seen before or b) don't know what they are.
The current version is much more safer due to the new 'rules' it has to follow. The Sentinel for each file is doing it's job very well :up:
It's a crapshoot as to whether the app can open non-SH5 files. If the non-SH5 files follow the 'rules' I have defined for the app then it will open them. If not then it will tell you why it can't open the file. Let me know when you get these so I can see what's going on and improve the app.
v1.1.442.1 released. See post #1
Major change in this version is I finally made the reader multi-threaded. Loading times are greatly decreased now :yeah:
Junkers_Ju-87B_Stuka_LOD.GR2
I don't know if it is me, but when I look at the stock Stuka in game (from some distance), her rudder is always rendered several meters to the back of plane's tail. When I move the camera closer to the bomber, the problem disappears though. I was sure that the problem was due to a misplacement of the rudder in the LOD model, but neither GR2 Editor, nor Goblin Editor, nor Granny Viewer show anything wrong with it...
Bristol_Beaufort.GR2
The other day I was looking into why Beaufort's rear gun fires as if it was a front gun, as reported by Serge. I was conviced that rotating gun's bone by 180 deg, would have solved the problem but I then realized that it might be more complex than I thought at first.
A foreword:
both for the main and for the LOD GR2 files, the gun is composed by a turret model, and by a barrel model. Their bones have position data but not rotation data and, as expected, barrels' bone is child of turret node.
What I have discovered:
When opened in GR2 Editor and in Goblin Editor, Bristol_Beaufort.GR2 looks perfectly normal. I have exported its meshes, and imported them in Wings3d and, again, every part is in its own place. Open the same file in Goblin Editor though, and the gun barrels are out of place and pointing to the wrong direction.
The next step was looking into Beaufort's LOD model. Gun barrel position settings were identical to the ones of the main model (checked in GR2 Editor), but this time everything looked normal in Goblin.
Using GR2 Edtor I then changed x, y and z position and rotation data of main model's barrel bone, saved, and loaded the file in Goblin. Nothing changed. Position/rotation data do nothing apparently.
Did the same as before with the turret bone. As before, I expected my changes to do nothing but, to my surprise, the turret had changed position in Goblin. :doh: :hmm2:
TheDarkWraith
02-23-14, 06:05 PM
Junkers_Ju-87B_Stuka_LOD.GR2
I don't know if it is me, but when I look at the stock Stuka in game (from some distance), her rudder is always rendered several meters to the back of plane's tail. When I move the camera closer to the bomber, the problem disappears though. I was sure that the problem was due to a misplacement of the rudder in the LOD model, but neither GR2 Editor, nor Goblin Editor, nor Granny Viewer show anything wrong with it...
Bristol_Beaufort.GR2
The other day I was looking into why Beaufort's rear gun fires as if it was a front gun, as reported by Serge. I was conviced that rotating gun's bone by 180 deg, would have solved the problem but I then realized that it might be more complex than I thought at first.
A foreword:
both for the main and for the LOD GR2 files, the gun is composed by a turret model, and by a barrel model. Their bones have position data but not rotation data and, as expected, barrels' bone is child of turret node.
What I have discovered:
When opened in GR2 Editor and in Goblin Editor, Bristol_Beaufort.GR2 looks perfectly normal. I have exported its meshes, and imported them in Wings3d and, again, every part is in its own place. Open the same file in Goblin Editor though, and the gun barrels are out of place and pointing to the wrong direction.
The next step was looking into Beaufort's LOD model. Gun barrel position settings were identical to the ones of the main model (checked in GR2 Editor), but this time everything looked normal in Goblin.
Using GR2 Edtor I then changed x, y and z position and rotation data of main model's barrel bone, saved, and loaded the file in Goblin. Nothing changed. Position/rotation data do nothing apparently.
Did the same as before with the turret bone. As before, I expected my changes to do nothing but, to my surprise, the turret had changed position in Goblin. :doh: :hmm2:
The value of the flags determines whether the app/game/goblin uses any of the position, rotation, and/or scaling values. It's a bit-array value. Thus:
- 0x1 = position data
- 0x2 = rotation data
- 0x4 = scale/shear data
If you want the bone to have position and rotation then the flags value needs to be 0x3 (0x1 position + 0x2 rotation)
The value of the flags determines whether the app/game/goblin uses any of the position, rotation, and/or scaling values. It's a bit-array value. Thus:
- 0x1 = position data
- 0x2 = rotation data
- 0x4 = scale/shear data
If you want the bone to have position and rotation then the flags value needs to be 0x3 (0x1 position + 0x2 rotation)
Sure:
both for the main and for the LOD GR2 files, the gun is composed by a turret model, and by a barrel model. Their bones have position data but not rotation data.
Turret and gun barrel bones for both main and LOD models have a 0x1 flag (position data) by stock settings. When I altered their position/rotation, I made sure to change it to 0x3 (position and rotation data). Position/rotation data were applied by Goblin editor for all the bones, except for main model's gun barrels (the misplaced ones) :hmmm:
It used to be able to open the UBoot_Sensors.GR2 file.
Okay, so we can open the "unk" files using an old version of your editor. If it isn't too much work for you, it would be nice if your next release was able again to open them, but with a warning message, and the "save" option disabled. :)
v1.1.442.1 released. See post #1
Major change in this version is I finally made the reader multi-threaded. Loading times are greatly decreased now :yeah:
:yeah:
@ TDW
(yet) another question. :D
Do you happen to know what file(s) are character parts (head, torso, legs, hat, etc.) stored in? Should be CharacterBodyParts.GR2, I suppose, but I wasn't able to open that file with the latest version of GR2 Editor. :hmm2:
I ask because I have noticed that one of the parts (the low poly rifle carried on character's shoulders, unused in stock game) is rendered white in Goblin Editor. It was the same with the Willys Jeep cargo model, and it turned out that though being UV-mapped and having a texture/material assigned in its GR2 file, devs had forgot to add the texture in game (which I did ;)). If I could figure out texture name and UV mapping of that rifle, I could fix it for future usage in game (I wanted to use it on the lookout character I need for my pillbox unit).
TheDarkWraith
02-23-14, 09:52 PM
@ TDW
(yet) another question. :D
Do you happen to know what file(s) are character parts (head, torso, legs, hat, etc.) stored in? Should be CharacterBodyParts.GR2, I suppose, but I wasn't able to open that file with the latest version of GR2 Editor. :hmm2:
Opens just fine in current version. In fact it opens incredibly faster than other versions :D Just click OK to the image error boxes.
Hi TDW,
with the latest version of your editor I get the following unmanaged exception whenever I maximize its window:
Le informazioni su come richiamare il debug JIT (Just-In-Time) anziché questa finestra
sono riportate in fondo al messaggio.
************** Testo dell'eccezione **************
System.NullReferenceException: Riferimento a un oggetto non impostato su un'istanza di oggetto.
in Microsoft.DirectX.Direct3D.Font.OnLostDevice()
in Microsoft.DirectX.Direct3D.Font.OnParentLost(Objec t sender, EventArgs e)
in System.EventHandler.Invoke(Object sender, EventArgs e)
in Microsoft.DirectX.Direct3D.Device.raise_DeviceLost (Object i1, EventArgs i2)
in Microsoft.DirectX.Direct3D.Device.Reset(PresentPar ameters[] presentationParameters)
in Microsoft.DirectX.Direct3D.Device.OnParentResized( Object sender, EventArgs e)
in System.EventHandler.Invoke(Object sender, EventArgs e)
in System.Windows.Forms.Control.OnResize(EventArgs e)
in System.Windows.Forms.Panel.OnResize(EventArgs eventargs)
in System.Windows.Forms.Control.OnSizeChanged(EventAr gs e)
in System.Windows.Forms.Control.UpdateBounds(Int32 x, Int32 y, Int32 width, Int32 height, Int32 clientWidth, Int32 clientHeight)
in System.Windows.Forms.Control.UpdateBounds()
in System.Windows.Forms.Control.WmWindowPosChanged(Me ssage& m)
in System.Windows.Forms.Control.WndProc(Message& m)
in System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
in System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
in System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
in System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Assembly caricati **************
mscorlib
Versione assembly: 2.0.0.0
Versione Win32: 2.0.50727.5477 (Win7SP1GDR.050727-5400)
Base di codice: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
GR2EditorViewer
Versione assembly: 1.1.442.1
Versione Win32: 1.1.442.1
Base di codice: file:///C:/Ubisoft/Silent%20Hunter%205/GR2EditorViewer_v_1_1_442_1-2/GR2EditorViewer.exe
----------------------------------------
System.Windows.Forms
Versione assembly: 2.0.0.0
Versione Win32: 2.0.50727.5468 (Win7SP1GDR.050727-5400)
Base di codice: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Versione assembly: 2.0.0.0
Versione Win32: 2.0.50727.5467 (Win7SP1GDR.050727-5400)
Base di codice: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Versione assembly: 2.0.0.0
Versione Win32: 2.0.50727.5467 (Win7SP1GDR.050727-5400)
Base di codice: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Microsoft.DirectX.Direct3D
Versione assembly: 1.0.2902.0
Versione Win32: 9.05.132.0000
Base di codice: file:///C:/Windows/assembly/GAC/Microsoft.DirectX.Direct3D/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.Direct3D.dll
----------------------------------------
Microsoft.DirectX
Versione assembly: 1.0.2902.0
Versione Win32: 5.04.00.2904
Base di codice: file:///C:/Windows/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll
----------------------------------------
Microsoft.DirectX.DirectInput
Versione assembly: 1.0.2902.0
Versione Win32: 5.04.00.2904
Base di codice: file:///C:/Windows/assembly/GAC/Microsoft.DirectX.DirectInput/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.DirectInput.dll
----------------------------------------
Microsoft.VisualC
Versione assembly: 8.0.0.0
Versione Win32: 8.00.50727.4927
Base di codice: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualC/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualC.dll
----------------------------------------
System.Xml
Versione assembly: 2.0.0.0
Versione Win32: 2.0.50727.5476 (Win7SP1GDR.050727-5400)
Base di codice: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
mscorlib.resources
Versione assembly: 2.0.0.0
Versione Win32: 2.0.50727.5477 (Win7SP1GDR.050727-5400)
Base di codice: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
System.Core
Versione assembly: 3.5.0.0
Versione Win32: 3.5.30729.5420 built by: Win7SP1
Base di codice: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Configuration
Versione assembly: 2.0.0.0
Versione Win32: 2.0.50727.5476 (Win7SP1GDR.050727-5400)
Base di codice: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
Microsoft.DirectX.Direct3DX
Versione assembly: 1.0.2902.0
Versione Win32: 5.04.00.3900
Base di codice: file:///C:/Windows/assembly/GAC/Microsoft.DirectX.Direct3DX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.Direct3DX.dll
----------------------------------------
System.Windows.Forms.resources
Versione assembly: 2.0.0.0
Versione Win32: 2.0.50727.5420 (Win7SP1.050727-5400)
Base di codice: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms.resources/2.0.0.0_it_b77a5c561934e089/System.Windows.Forms.resources.dll
----------------------------------------
************** Debug JIT **************
Per attivare il debug JIT, è necessario impostare il valore
jitDebugging nella sezione system.windows.forms del file di configurazione
dell'applicazione o del computer (machine.config).
L'applicazione inoltre deve essere compilata con il debug
attivato.
Ad esempio:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
Quando il debug JIT è attivato, tutte le eccezioni non gestite
vengono inviate al debugger JIT registrato nel computer,
anziché essere gestite da questa finestra di dialogo.
TheDarkWraith
02-24-14, 08:35 PM
Hi TDW,
with the latest version of your editor I get the following unmanaged exception whenever I maximize its window:
v1.1.443.1 released. See post #1
This fixes the bug gap reported above :up:
v1.1.443.1 released. See post #1
This fixes the bug gap reported above :up:
Thank you TDW, it works :up:
Opens just fine in current version. In fact it opens incredibly faster than other versions :D Just click OK to the image error boxes.
I finally managed to open that file and correctly export the gun mesh that I wanted to texturize. It resulted that the mesh is already UV mapped. On the con side, it appears that the material mapped on the model has no texture assigned though (double checked it with an hex editor). Assigning a texture with a "regular" GR2 file would be very easy using your application, but the file that we are talking about would be probably corrupt on saving it :hmm2:
TheDarkWraith
02-25-14, 10:39 AM
I finally managed to open that file and correctly export the gun mesh that I wanted to texturize. It resulted that the mesh is already UV mapped. On the con side, it appears that the material mapped on the model has no texture assigned though (double checked it with an hex editor). Assigning a texture with a "regular" GR2 file would be very easy using your application, but the file that we are talking about would be probably corrupt on saving it :hmm2:
Why would it be corrupt on saving it? Why not just update the texture in the original GR2 file? Or maybe add a new texture and material just for this to the original GR2 file?
Why would it be corrupt on saving it?
When I open that file, GR2 Editor reports several image error messages, and your file verification thing tells me that the file is possibly corrupt. Moreover, many parts whose materials have textures (I know it from hex editor, and because they are rendered with their textures in Goblin), are shown as having no texture in mesh/material project tree :hmm2:
Why not just update the texture in the original GR2 file?
Which texture? object1_C_Gun01 (this is the name of the part I want to fix) is among those meshes whose materials are shown in GR2 Editor as having no texture assigned, and in hex editor I couldn't find any texture file name which might apply to it. Either it really has no texture assigned, or I missed it.
Or maybe add a new texture and material just for this to the original GR2 file?
yep, this one would be the best solution, if I was sure that GR2 editor won't mess things up :yep:
Two more questions:
starting with one of the last versions of your Editor, I get a "Select location to save GetChainForSection 0 dump" message whenever I rename a model/skeleton/bone. This has to be some new feature, because I didn't get this message before. What is its use, and where should I save that file?
while setting a new character (cloned one of the stock character patches and remapped the id's of its Sapiens and SapiensManager controllers), Goblin gives me a division by zero error whenever I try to point the SapiensManager controller to the waypoint_info.txt in the new path. Is this normal? I have noticed that it also happens with the characters you have assembled for OH's PT boat, when their GR2 file is merged to the chr file.
related to the previous question: in its most basic version, characters' waypoint_info.txt looks like this:
start
1x1_version02_WPS01 offset 0 0 0 actions PATCH_1x1_V02_WPS01 end_actions
end
The first name declared (marked in orange above) obviously points to the name of the bone that the character gets attached to into the GR2 file, but what about the "action" name (in green)? I couldn't locate any softcoded file where character actions are set/listed :hmmm:
TheDarkWraith
02-25-14, 05:36 PM
Which texture? object1_C_Gun01 (this is the name of the part I want to fix) is among those meshes whose materials are shown in GR2 Editor as having no texture assigned, and in hex editor I couldn't find any texture file name which might apply to it. Either it really has no texture assigned, or I missed it.
Two more questions:
starting with one of the last versions of your Editor, I get a "Select location to save GetChainForSection 0 dump" message whenever I rename a model/skeleton/bone. This has to be some new feature, because I didn't get this message before. What is its use, and where should I save that file?
while setting a new character (cloned one of the stock character patches and remapped the id's of its Sapiens and SapiensManager controllers), Goblin gives me a division by zero error whenever I try to point the SapiensManager controller to the waypoint_info.txt in the new path. Is this normal? I have noticed that it also happens with the characters you have assembled for OH's PT boat, when their GR2 file is merged to the chr file.
related to the previous question: in its most basic version, characters' waypoint_info.txt looks like this:
start
1x1_version02_WPS01 offset 0 0 0 actions PATCH_1x1_V02_WPS01 end_actions
endThe first name declared (marked in orange above) obviously points to the name of the bone that the character gets attached to into the GR2 file, but what about the "action" name (in green)? I couldn't locate any softcoded file where character actions are set/listed :hmmm:
The material for the gun has two maps defined. Those two maps have no texture defined and thus is why you see no texture. I verified this with Granny Viewer and my app is correct in what it is telling you.
What you think is a new feature asking you where to save the file is actually some debug code I added that I forgot to turn off. It has been turned off in next version.
The 'actions' for what you posted can be found in \data\Scripts\AI\Crew\Secondary_Characters_Idle_Ac tions.aix
TheDarkWraith
02-25-14, 06:43 PM
Starting with one of the last versions of your Editor, I get a "Select location to save GetChainForSection 0 dump" message whenever I rename a model/skeleton/bone. This has to be some new feature, because I didn't get this message before. What is its use, and where should I save that file?
v1.1.444.1 released. See post #1
This fixes the bug above. It also fixes some bugs I found in the Materials tab and the Meshes tab (the Materials node of each mesh's subset).
The material for the gun has two maps defined. Those two maps have no texture defined and thus is why you see no texture. I verified this with Granny Viewer and my app is correct in what it is telling you.
Sure! Silly me, I dunno why I bothered to look for texture names with hex editor when I could have double checked the file with Granny Viewer :doh::88)
What do you think? can I set a new texture and save the file as normally, or GR2 editor would screw it, due to the image errors?
What you think is a new feature asking you where to save the file is actually some debug code I added that I forgot to turn off. It has been turned off in next version.
v1.1.444.1 released. See post #1
This fixes the bug above. It also fixes some bugs I found in the Materials tab and the Meshes tab (the Materials node of each mesh's subset).
:up:
The 'actions' for what you posted can be found in \data\Scripts\AI\Crew\Secondary_Characters_Idle_Ac tions.aix
Awesome, you are disclosing a new world to me! I also start understanding why your custom characters crashed Goblin: pointing to a action absent from the game folder (I was opening your files from the MODS folder with OH disabled), the editor probably encountered an unexpected exception :hmm2:
TheDarkWraith
02-25-14, 09:49 PM
What do you think? can I set a new texture and save the file as normally, or GR2 editor would screw it, due to the image errors?
Awesome, you are disclosing a new world to me! I also start understanding why your custom characters crashed Goblin: pointing to a action absent from the game folder (I was opening your files from the MODS folder with OH disabled), the editor probably encountered an unexpected exception :hmm2:
I wouldn't set a new texture for two reasons:
1) my app will more than likely corrupt the file due to not reading the image data and the images themselves from the file (thus it will not write them back to a new file)
2) I'm pretty sure that there are no textures for a certain reason. That reason being the game 'fills' them in as needed. Think about it like this: if material has no texture defined then game is free to substitute whatever it needs but if material has texture defined game uses what is defined. So I'm fairly certain that if you set a texture then that is the only texture that will ever be used - i.e. there will be no variety.
Yes, Goblin was more than likely crashing because it couldn't find the 'actions' I defined for my characters on the PT boat.
I wouldn't set a new texture for two reasons:
1) my app will more than likely corrupt the file due to not reading the image data and the images themselves from the file (thus it will not write them back to a new file)
Yes, I was guessing the same
2) I'm pretty sure that there are no textures for a certain reason. That reason being the game 'fills' them in as needed. Think about it like this: if material has no texture defined then game is free to substitute whatever it needs but if material has texture defined game uses what is defined. So I'm fairly certain that if you set a texture then that is the only texture that will ever be used - i.e. there will be no variety.
I wish I could believe that, but I have my doubts about it; mostly for three reasons:
- the Willys Jeep model was also missing its texture: it was set in the shipcargo GR2 file, but devs forgot to put it in the tex folder. The rifle gun having no texture assigned at all might be (yet) another blunder of the kind
- the rifle model looks quite basic, and its UV map covers only a little part of the UV space. It is as well possible that devs purposedly decided to give it up before finishing it.
- all the other character parts are rendered with their textures by Goblin. I don't see why only the low poly rifle model should have configurable textures when no one would notice them anyway.
Yes, Goblin was more than likely crashing because it couldn't find the 'actions' I defined for my characters on the PT boat.
yep, not only the actions must be in the scripts folder: waypoint_info.txt must also be located within the game folder. :up:
TheDarkWraith
02-26-14, 08:46 PM
Working on making a new GR2 file for the sub loops patch for testing and noticed that I forgot to code in the ability to edit the model's transform data in the GR2 file. I added the code so that this can now be edited and is available starting in v1.1.446.1.
Why did I need to be able to edit the model's transform data? The coastal guns are located off center. Whoever made them had their meshes located at a point away from the origin of the model's world. Thus I needed to get them centered again. To edit a model's transform data go to the Bones tab and right click on the model interested in and select Edit (ensure Bones show is checked and the model interested in is checked also).
The model's transform effects where all the bones for each skeleton of the model are located in 3D space. The bones for the coastal gun were off-center also. When I looked at the model's transform data it's position was off center and thus the reason why the bone's were offcenter:
http://www.subsim.com/radioroom/picture.php?albumid=642&pictureid=7348
Notice the model's position data in the screenshot above. I set the model's X and Z position to 0 to get the bones located back at the origin. When I did this the meshes were still located off center. Thus I coded in a very powerful new feature :D If you edit the model's transform it will ask you if you want to update all the meshes defined for the model with the new transform data from the model. By saying yes to this the app updated all the meshes with the change in position of the model's position data thus moving them back to center :rock: If I had changed the scale or rotation data of the model the app would've updated all the meshes with those changes also. To make the changes permanent for the meshes you have to go to each mesh and press the Update button followed by the Store button. Why did I do this? Well say there is one or more meshes you didn't want updated with the new delta transform data from the model. By clicking the Reset button for each of those meshes you will remove the delta transform update from them :up:
Here is the model's position data updated so that X and Z are 0:
http://www.subsim.com/radioroom/picture.php?albumid=642&pictureid=7349
And after saying yes to update all meshes they are now rendered where I wanted them to be (right at world origin):
http://www.subsim.com/radioroom/picture.php?albumid=642&pictureid=7350
v1.1.446.1 released. See post #1
:|\\
tonschk
02-27-14, 03:36 AM
:yeah::up::sunny:
v1.1.446.1 released. See post #1
:|\\
Working on making a new GR2 file for the sub loops patch for testing...
Sorry, during the last few days I had problems with my web connection and little time for modding; I have nonetheless cleaned up my lookout bunker model (which we can also use a magnetic loop station until we get a proper model) and started importing it :up:
On a side note, while working with GR2 Editor I have met the following bugs:
starting with v 1_1_442_1, your editor resets the parent bones of all the bones to -1 (world);
do the following:
open a GR2 file;
edit the file;
click on Window's close button (top right 'x' icon)
click on the 'cancel' button
the viewport stops working. If you close the model currently in memory (menu 'file', close 'all', and try opening a gr2 file again, you will get a "reference to an object not set to an object instance" exception. Reproduced this bug many times with different versions of your editor
...noticed that I forgot to code in the ability to edit the model's transform data in the GR2 file. I added the code so that this can now be edited and is available starting in v1.1.446.1...
Nice!
By the way, have you by any chance looked into why Beaufort's rear turret is affected by trasform data, but not its barrels, and why Granny Viewwer and GR2 editor show them in a different position than Goblin? :hmm2:
http://www.subsim.com/radioroom/showpost.php?p=2178003&postcount=2259
...I coded in a very powerful new feature :D If you edit the model's transform it will ask you if you want to update all the meshes defined for the model with the new transform data from the model. By saying yes to this the app updated all the meshes with the change in position of the model's position data thus moving them back to center :rock:
Awesome, thank you! :sunny:
TheDarkWraith
02-28-14, 03:30 PM
On a side note, while working with GR2 Editor I have met the following bugs:
starting with v 1_1_442_1, your editor resets the parent bones of all the bones to -1 (world);
do the following:
open a GR2 file;
edit the file;
click on Window's close button (top right 'x' icon)
click on the 'cancel' button
the viewport stops working. If you close the model currently in memory (menu 'file', close 'all', and try opening a gr2 file again, you will get a "reference to an object not set to an object instance" exception. Reproduced this bug many times with different versions of your editor
v1.1.447.1 released. See post #1
This version fixes the bugs reported above
As far as the parent indexes being reset to -1 in v1.1.446.1 that was throwing me for a loop for the past day. I changed the model's position data to 0 for X and Z thus moving the coastal defense's meshes to the origin. I would save the file and then view it in Granny Viewer - all was well. I would view it in Goblin - only the barrel would show! Couldn't figure out what the hell was going on. Then I finally remembered an option I had in the app to render the bones as a hierarchy. I set that option on and loaded my new coastal defenses loop GR2 file and noticed that all the bones' parents were world. I loaded up the original coastal defense GR2 file and it had the proper hierarchy. It was then that I investigated my app to see why the bones were all getting their parent set to World. I found the error and corrected it (error was introduced when I used multiple threads to read in all the bones). Now looking at my updated coastal defense loop GR2 file it's correct (and renders correctly in Goblin):
http://www.subsim.com/radioroom/picture.php?albumid=642&pictureid=7363
v1.1.447.1 released. See post #1
This version fixes the bugs reported above
:up:
Two little requests for making the editing of large files easier:
could you add a "global tree" tab (or whatever you want to call it). It should be an improved version of the bone tree view, with meshes, subsets, materials and textures sorted hierarchically under each bone according to their usage. This way one could spot at first glance stuff which gets used on each mesh/bone.
What about implementing the "search item by name" function which I had suggested a while back? :)
...and since we are at it: is there a way that we can preview equipments and linked objects (as characters) on the model currently previewed?
Hi TDW, please see the image attached below.
I have again the same problem I had with the diffuse UV map getting messed up, this time with the AO one, and though wrapping the model correctly, the diffuse map is previewed is a 2 x 2 matrix, as it was with the balloon model (handn't you fixed that? :hmm2:)
If it can help, I am ready to send you my files (obj files, textures, and GR2 file I am currently working on). :salute:
http://i519.photobucket.com/albums/u359/taneshikimano/bunker.jpg
TheDarkWraith
02-28-14, 10:27 PM
Hi TDW, please see the image attached below.
I have again the same problem I had with the diffuse UV map getting messed up, this time with the AO one, and though wrapping the model correctly, the diffuse map is previewed is a 2 x 2 matrix, as it was with the balloon model (handn't you fixed that? :hmm2:)
That tells me that I possibly didn't check to see if vertice cloning was needed for the AO vertices...I'll look over the code but have a feeling that's the problem as evidenced by the scrambled AO texture coordinate rendering.
On another note I'm making another new patch. It deals with the sonar sensor of units. Basically what I'm doing is if the attacker is using sonar and the attackee is moving slow and is within a small distance of the bottom (1.0m?) then the attacker's sonar signal strength will be reduced by some random amount (say 25-50%?). This will account for ground clutter 'masking' the attackee and the attacker unable to discern where the attackee is due to it being near the bottom and moving slow.
From what I've researched subs were able to sit on the bottom to hide from enemy sonar.
I'm going to put a depth limitation on this also. If the max depth is < 40m? then this doesn't apply. Did this tactic work in shallow depths (< 40m)?
That tells me that I possibly didn't check to see if vertice cloning was needed for the AO vertices...I'll look over the code but have a feeling that's the problem as evidenced by the scrambled AO texture coordinate rendering.
yep, looks exactly the same to me :up:
As an aside, I am going to give the model winter textures, for better mimetism against snowy landscapes. Do you know if the _winter suffix works on land units the same way it does with ships and terrain locations? The same could be done with aircraft, for giving them winter camo schemes.
On another note I'm making another new patch. It deals with the sonar sensor of units. Basically what I'm doing is if the attacker is using sonar and the attackee is moving slow and is within a small distance of the bottom (1.0m?) then the attacker's sonar signal strength will be reduced by some random amount (say 25-50%?). This will account for ground clutter 'masking' the attackee and the attacker unable to discern where the attackee is due to it being near the bottom and moving slow.
From what I've researched subs were able to sit on the bottom to hide from enemy sonar.
:yeah:
I'm going to put a depth limitation on this also. If the max depth is < 40m? then this doesn't apply. Did this tactic work in shallow depths (< 40m)?
I have no direct information about that, but your assumption about depth limit looks plausible: shallow depth would have meant lesser distance between the emitter and the target = higher frequencies impacting on the target (short waves don't travel as far as long ones) = better pinging resolution. It would be nice if you modelled a gradual reduction of the ground effect at shallow depths, rather than ending it abrouptly at 40 m. gap out :salute:
TheDarkWraith
02-28-14, 11:22 PM
yep, looks exactly the same to me :up:
I see only two ways you could get scrambled AO coordinates:
1) you imported the AO texture coordinates separately (only had import AO checked - basically you were only importing AO texture coordinates) or
2) you imported the AO texture coordinates and AO vertex data and the number of AO vertices == number of non-AO vertices BUT the face definitions were different between AO and non-AO
I adjusted the code for 1 above. For 2 above I can't fix that - you need to ensure you are generating AO texture coordinates on the same object you generated the non-AO texture coordinates so that the face definitions will be the same for non-AO and AO.
Give me a link to the files you were using that gave the scrambled AO texture coordinates so I can view them in Debugger.
Stormfly
03-01-14, 06:20 AM
...and what about active sonars limited down angle (Sonar Shadow), not shure if that is moddeled allready, the problem they had was, if distance was close enough and sub was deep enough, the active contact boke up...
...i know that pretty good, it was moddeled in Destroyer Command, as we hunted sub`s in mp, we could estimate targets dept while comparing the active ping`s distance with a value in a table as the active contact broke up while closing in, giving the sub not to much time changing it, by executing the bombing run after the dept for the trash cans was set.
urfisch
03-01-14, 06:42 AM
i followed this project a few years ago. so, im out of info on it. short question: is it now possible to add new units? as far as i can see, its only possible to edit units, but not to import new ones in sh5. right?
I see only two ways you could get scrambled AO coordinates:
1) you imported the AO texture coordinates separately (only had import AO checked - basically you were only importing AO texture coordinates)
nope, the two coordinate sets were imported at the same moment
or
2) you imported the AO texture coordinates and AO vertex data and the number of AO vertices == number of non-AO vertices BUT the face definitions were different between AO and non-AO
To the best of my knowledge, the diffuse and the AO meshes are indentical but in their UV coordinates: same number of polygons, same number of edges, same number of vertices, but since the AO map encompasses two separate meshes, each composed by several geometries assembled together (i.e. bunker parts + rock parts), before baking it I had to combine the two meshes. I then separated the combined object and combined the resulting geometries again as per their original arrangement (bunker parts with bunker parts and rock parts with rock parts). Possible that when doing it vertices/faces order was scrambled? Does this order actually matter? :hmm2:
Give me a link to the files you were using that gave the scrambled AO texture coordinates so I can view them in Debugger.
Sure :up:
https://www.mediafire.com/?4pbdduq8grm7bhx
Hello Gap :salute:, please do you know where are the GR2 flags files/folders of the ships ?
Main ship models located in the data\Sea folder;
ship parts (guns, sensors, crew, flags, etc.) located in different subfolders of the data\Library path.
I am not able yet to open the UZO GR2 files to check which is the condition of the GR2 shadows settings
Yep, that GR2 file is a special one, not yet supported by GR2 Editor (it misreads some data, and refuses therefore to open the file).
Provided that the problem of the UZO not casting shadows resides in its node properties, a possible workaround fix could be opening temporarily the file in a version of TDW's application which ignores the data misreading, exporting UZO's meshes, importing them in a supported file, setting their cast/receive shadow properties appropriately, and making u-boats' UPC files to point to the new model in place of the stock one.
I couldn't find any older version of GR2 Editor able to open that file unfortunately. Of course we could create an UZO model from scratch, but this is too much work for a fix that we aren't even sure that it is going to work (the only way to make it sure would be checking original model's node properties).
...I will try to open the flags GR2 files to enable the flags dynamic shadows and self shadowing, thank you for your help
Unfortunately you can't: the flag models used in SH5 are dat objects, and they are known for casting no shadows in game (this is one of the limitations of imported dat ships).
Unless someone finds a way to tweak the game shaders so that dat objects can cast/receive shadows, or deciphers GR2 animations enabling us to create GR2 flags, ship flags will never have shadows :-?
...and what about active sonars limited down angle (Sonar Shadow), not shure if that is moddeled allready, the problem they had was, if distance was close enough and sub was deep enough, the active contact boke up...
Hi Stormy, do you mean something like this?
http://jproc.ca/sari/asdic_patterns_b.jpg
It is: a submarine close enough to her pursuer, or directly below it, would be outside the reach of its sound beam(s) or, in other words, Britsh WWII sonars could only detect tragets well in front of their sonar emitter. This is already modelle and/or achievable without need of a patch, through sensors' elevation and bearing parameters :yep:
i followed this project a few years ago. so, im out of info on it. short question: is it now possible to add new units? as far as i can see, its only possible to edit units, but not to import new ones in sh5. right?
Not exactly. We can already import in game brand new GR2 units. We cannot create GR2 files from scratch, but we can clone the stock ones by renaming their bones, and we can import any 3d model in them. :up:
The one substantial limitation still standing, is the number of separate meshes we can have (we can replace the meshes of the GR2 file used as template, but we cannot create new ones). This forces us to plan our unit carefully, and to choose accordingly the GR2 template where we want to import the unit (it should have a number of meshes equal or bigger that the number of separate parts that we want our unit to be composed of).
But, if you ask me, the main obstacle to the creation of new GR2 ships and planes by SH5 quality stabdards, is the time required to do it and the lack of man power.
tonschk
03-01-14, 08:30 AM
Thank you very much for the help Gap:yeah:, actually the UZO cast shadows (and self shadowing too) without problems, but when I tweak the .....data/Cfg/Shadows ...settings, the dynamic shadows of some items like the UZO disappear :wah:, therefore in my opinion the shadows settings that order when to start to cast shadows are not all synchronized and some shadows start to cast before and other shadows start to cast after (probably at determined resolution), the problem I have is to find where are those mysterious shadows settings and make/order all shadows work synchronised simultaneously together independently (or accordingly) to a specific resolution
Stock shadows settings cast UZO shadows and UZO self shadowing too
http://i57.tinypic.com/30lz86b.jpg
Modified shadows settings (sharper shadows), the UZO don't cast shadows anymore nor UZO self shadowing
http://i194.photobucket.com/albums/z58/tonschk/0732530d-5bd9-44a7-b402-34a88ed81778_zps2d1d1cef.png (http://s194.photobucket.com/user/tonschk/media/0732530d-5bd9-44a7-b402-34a88ed81778_zps2d1d1cef.png.html)
Thank you very much for the help Gap:yeah:, actually the UZO cast shadows (and self shadowing too) without problems, but when I tweak the .....data/Cfg/Shadows ...settings, the dynamic shadows of some items like the UZO disappear :wah:
Nice screenies Enrico :up:
the receive/cast shadow bone properties have no the complex settings that you are looking for: to the best of my knwledge they are boolean variables (they are either on or off). But have you noticed that the UZO pedestal in your second screenshot still has internal shadows and it casts shadows on the conning tower? Its mesh is located in the same model as the rest of the UZO. The difference among the two parts is that the pedestal is linked on the model's main bone, and the binoculars are linked to a child bone of the main bone. Either this difference, or a difference in the extended data properties of their respective bones, meshes or materials could be the cause of their different shadowing in game :hmm2:
TheDarkWraith
03-01-14, 11:37 AM
To the best of my knowledge, the diffuse and the AO meshes are indentical but in their UV coordinates: same number of polygons, same number of edges, same number of vertices, but since the AO map encompasses two separate meshes, each composed by several geometries assembled together (i.e. bunker parts + rock parts), before baking it I had to combine the two meshes. I then separated the combined object and combined the resulting geometries again as per their original arrangement (bunker parts with bunker parts and rock parts with rock parts). Possible that when doing it vertices/faces order was scrambled? Does this order actually matter? :hmm2:
Yes the order actually matters. Here's why:
Bunker.obj - small excerpt from beginning of face definitions:
f 1/21/1 33/20/33 32/46/32
f 1/582/1 73/566/73 33/581/33
f 1/273/1 416/274/416 2/230/2
f 2/564/2 82/543/82 83/565/83
f 2/564/2 83/565/83 1/582/1
Bunker_AO.obj - small excerpt from beginning of face definitions:
f 1/418/1 3/481/3 2/419/2
f 2/229/2 6/227/6 1/230/1
f 3/481/3 8/488/8 4/480/4
f 4/480/4 2/419/2 3/481/3
f 5/438/5 2/445/2 8/402/8
In Bunker.obj the indices would look like so:
1, 33, 32, 1, 73, 33, 1, 416, 2, 2, 82, 83, 2, 83, 1
In Bunker_AO.obj the indices would look like so:
1, 3, 2, 2, 6, 1, 3, 8, 4, 4, 2, 3, 5, 2, 8
Everytime there is a duplicate indice in the non-AO indice list the app will create a clone of that vertice to satisfy Granny's needs. If we just look at indice 1 it will need to be duplicated 3 times.
After the non-AO indice list is adjusted to account for duplicate indices the vertice list is generated from the indice list. The app then maps the face definitions from the AO to the non-AO. I think you can see why your AO's are scrambled now.
The problem will get worse the more the objects are optimized. If you had a straight 1:1 export then there would be no problem because the app wouldn't have to clone any vertices.
If the face definitions in the AO do not match the face definitions in the non-AO (except for the UVs) you will get scrambled AOs. You're talking one huge mapping nightmare trying to figure out how to match different face definitions, especially ones that have been optimized.
Okay I see, thank you TDW :up:
If I don't combine/separate/reassemble AO meshes but only remap their UV, their face sorting shouldn't change. Is that correct? The one problem would be the optimal sorting of UV coordinates within the UV space.
By combining multiple meshes, I can remap their UV map at once, letting Wings 3d to automatically scale/arrange UV coordinates so that they fit the UV square.
If, on the other hand, I UV map each mesh separately, the generated maps would overlap each other, and I would need to arrange them manually before baking the AO texture again :doh: (unfortunately Wings3d has not a "re-arrange UV map" feature, I wonder if any other free 3d application got something similar).
Maybe I have a better idea though: I could clone the current AO meshes, and UV map them again for diffuse channel usage. Their UV map is much simpler, and re-arranging it wouldn't take too long. :know:
What do you think, it can work? :hmm2:
TheDarkWraith
03-01-14, 01:14 PM
What do you think, it can work? :hmm2:
Try it and see.
What you are striving for is the non-AO and the AO .obj files to be identical in regards to vertices defined (v), normals defined (vn), and face definitions defined (f) - except the UVs for the face definitions in the AO .obj file will be different.
When the app maps AO to non-AO the only thing it's 'bringing over' are the UVs defined in the AO .obj file. Thus it's critical the above matches between the two files.
Stormfly
03-01-14, 04:35 PM
Hi Stormy, do you mean something like this?
It is: a submarine close enough to her pursuer, or directly below it, would be outside the reach of its sound beam(s) or, in other words, Britsh WWII sonars could only detect tragets well in front of their sonar emitter. This is already modelle and/or achievable without need of a patch, through sensors' elevation and bearing parameters
yep that`s what iam talking about, so is the 65 deg. limitation part of the sensor sim, or allready modded ?
TheDarkWraith
03-01-14, 04:51 PM
yep that`s what iam talking about, so is the 65 deg. limitation part of the sensor sim, or allready modded ?
It's already modeled in the sensor in the game. You can adjust those parameters to whatever you want using Goblin :up:
tonschk
03-02-14, 06:07 AM
Thank you for the help :yeah:, yes good idea :up:, may be a way to sort out this awfully :wah: different shadowing behaviour is to tweak and change "ALL" the model's links to either the main bone or to the child bone, in this case (I guess) I need to change the links of the UZO binoculars to the main bone like they are already now for the UZO pedestal
Can you tell me please how you know that "the pedestal is linked on the model's main bone, and the binoculars are linked to a child bone of the main bone"?
the receive/cast shadow bone properties have no the complex settings that you are looking for: to the best of my knwledge they are boolean variables (they are either on or off). But have you noticed that the UZO pedestal in your second screenshot still has internal shadows and it casts shadows on the conning tower? Its mesh is located in the same model as the rest of the UZO. The difference among the two parts is that the pedestal is linked on the model's main bone, and the binoculars are linked to a child bone of the main bone. Either this difference, or a difference in the extended data properties of their respective bones, meshes or materials could be the cause of their different shadowing in game :hmm2:
yep that`s what iam talking about, so is the 65 deg. limitation part of the sensor sim, or allready modded ?
It's already modeled in the sensor in the game. You can adjust those parameters to whatever you want using Goblin :up:
A bit off topic here, but if you can read Spanish I have found this interesting link about sonars (ranges, bearings, elevations, resolutions, disturbing factors, etc.):
http://simulaciondecombate.forumfree.it/?t=60108726
Let me know if you need for help with its translation :up:
By the way of sonars: TDW, do you have any clue if termoclines are actually applied in game? and have you looked if multiple sensors of the same type can be used on the same unit?
I could clone the current AO meshes, and UV map them again for diffuse channel usage. Their UV map is much simpler, and re-arranging it wouldn't take too long. :know:
What do you think, it can work? :hmm2:
Try it and see.
What you are striving for is the non-AO and the AO .obj files to be identical in regards to vertices defined (v), normals defined (vn), and face definitions defined (f) - except the UVs for the face definitions in the AO .obj file will be different.
When the app maps AO to non-AO the only thing it's 'bringing over' are the UVs defined in the AO .obj file. Thus it's critical the above matches between the two files.
It worked!
This is a GR2 Editor render of the bunker model, with diffuse and self illumination textures correctly mapped on it :yeah:
http://i519.photobucket.com/albums/u359/taneshikimano/bunker-1.jpg
The dark shadow on the bottom left corner is from the rocks in front of the bunker, not yet imported ;).
I have met two new problems though:
1 - When I check the 'render bounding box' and 'render bounding sphere' checkboxes in the mesh tab, neither of them is rendered for the newly imported mesh (they do for stock meshes still in place though). What are these sphere/boxes meant for, and why is my mesh missing them? I didn't receive any error message during the import process, and the generated file is not reported as "possibly corript" :hmmm:
2 - This is possibly related to the file I am currently working on (pantelleria.GR2): when I try importing a new mesh into 'Object1057' (the mesh with nine subsets), the import process is aborted, and I get instead the following message:
"Exception while deleting Primary Topology Group. The error is: Index beyond matrix limits."
followed by:
"Unable to delete subset 1"
I can delete the named subset, along with the other unnecessary subsets, and at this point GR2 Editor lets me to import new meshes, but when I try to save the file broken chains are reported.
TheDarkWraith
03-02-14, 02:29 PM
I have met two new problems though:
1 - When I check the 'render bounding box' and 'render bounding sphere' checkboxes in the mesh tab, neither of them is rendered for the newly imported mesh (they do for stock meshes still in place though). What are these sphere/boxes meant for, and why is my mesh missing them? I didn't receive any error message during the import process, and the generated file is not reported as "possibly corript" :hmmm:
2 - This is possibly related to the file I am currently working on (pantelleria.GR2): when I try importing a new mesh into 'Object1057' (the mesh with nine subsets), the import process is aborted, and I get instead the following message:
"Exception while deleting Primary Topology Group. The error is: Index beyond matrix limits."
followed by:
"Unable to delete subset 1"
I can delete the named subset, along with the other unnecessary subsets, and at this point GR2 Editor lets me to import new meshes, but when I try to save the file broken chains are reported.
Any exception shown is very bad. Give me a link to the files you were using and the one you were trying to import into. Also give me a step by step procedure of what you did so I can imitate the exception in the Debugger to see why the exception was being thrown.
Give me a link to the files you were using...
obj meshes + textures:
https://www.mediafire.com/?w32i1anvm02eyw8
WIP GR2 file + dds textures:
https://www.mediafire.com/?2bnvu6y3i4iuzch
...and the one you were trying to import into.
stock GR2 file:
data\Terrain\Locations\CustomAreas\pantelleria\pan telleria.GR2
Also give me a step by step procedure of what you did so I can imitate the exception in the Debugger to see why the exception was being thrown.
Missing bounding boxes\spheres:
I don't really know when the problem started. I have imported two meshes so far (turret and radio), and both apparently miss their bounding geometries. Import options (loose import): everything checked but material properties (for both files) and AO coordinates (for radio mesh).
Subset deletion exception:
see my first post for details. Any omitted detail not relevant. Tried importing various obj files with different import options, and I even tried importing in a fresh file, but the oucome was always as per my previous report. :yep:
On an unrelated note, I had another of my ideas on an feature that would ease our work on GR2 files:
-select a bone/mesh/material
-right click on it
-select 'copy ExtendedData'
-select a second bone/mesh/material (in the same file or in another file)
-right click
-select 'paste ExtendedData'
possible? :hmm2:
@ TdW Re. GR2 Exception
I forgot to mention that the GR2 file that I am currently working on, is reported as having 'fillers' in section 0. I wonder if that is relevant to the problem I am experiencing :hmmm:
@ tonschk
sorry for the late reply mate
may be a way to sort out this awfully :wah: different shadowing behaviour is to tweak and change "ALL" the model's links to either the main bone or to the child bone, in this case (I guess) I need to change the links of the UZO binoculars to the main bone like they are already now for the UZO pedestal
That is not going to work (never seen a bone with two meshes linked to it). An hypothetical workaround (if GR2 Editor opened UBoot_Sensors.GR2) could have been combining pedestal and binoculars mehes into one mesh, and replacing the pedestal mesh linked to the main bone with the new pedestal + binoculars combined mesh. At this point, the VisibleUnderWater controllers linked to binoculars' bone would have no effect though.
Can you tell me please how you know that "the pedestal is linked on the model's main bone, and the binoculars are linked to a child bone of the main bone"?
That is easy: open UBoot_Sensors.GR2 in Goblin Editor, and look for the UZO model in GDS Scene Tree (bones are sorted hierarchically there). Select a bone, and the mesh linked to it will be highlighted in green in Goblin's viewport. If nothing gets highlighted, the bone you have selected has no meshes linked to it :up:
tonschk
03-02-14, 06:53 PM
Amazing:woot:, I am digesting word by word your answer, I need to start to use the Globin Editor, thank you a lot :salute:
Amazing:woot:, I am digesting word by word your answer, I need to start to use the Globin Editor, thank you a lot :salute:
Goblin Editor is only useful for editing controllers, and for previewing how GR2 objects will look in game (more or less). If you want to go deep into GR2 editing, you have no other option but learnig TDW's application :up:
TheDarkWraith
03-02-14, 10:26 PM
@ TdW Re. GR2 Exception
I forgot to mention that the GR2 file that I am currently working on, is reported as having 'fillers' in section 0. I wonder if that is relevant to the problem I am experiencing :hmmm:
Nope, those are required due to the type of file (Special GR2 - pointers come before data) and the section's alignment value
I fixed the import problem. Wow, it was messy but it's all sorted now.
The only problem I have left to fix is if you go ahead and delete the material bindings not needed anymore after the import it corrupts the file. If you don't delete them everything is fine. I'll look into it tomorrow :up:
As far as your bounding boxes and spheres remember that the bone that the mesh is tied to determines their 3D position in the world.
TheDarkWraith
03-02-14, 10:40 PM
On an unrelated note, I had another of my ideas on an feature that would ease our work on GR2 files:
-select a bone/mesh/material
-right click on it
-select 'copy ExtendedData'
-select a second bone/mesh/material (in the same file or in another file)
-right click
-select 'paste ExtendedData'
possible? :hmm2:
Wish it was that easy! The problem is the ExtendedData is different depending on how the bone/mesh/material is used/defined :dead: This is the major obstacle currently as to creating new GR2 files from scratch and for adding new meshes. I don't understand what determines which ExtendedData type is used for what and when.
Take a look in Granny Viewer and you'll see ExtendedData is different for all the same items of a category (mesh, material, bone, etc.)
Madox58
03-02-14, 11:20 PM
Still not Universal import for obj files.
tonschk
03-03-14, 04:20 AM
Thank you for the info :yeah:, the dynamic shadows (and self shadowing) of the SH3 flags were very immersive showing nice "waving goodbye" shadows moving synchronised/simultaneously with the flags. SH5 shadows have a number of problems, for the moment I will try to sort out the UZO (binocular/pedestal) problem
Quote:
Originally Posted by tonschk http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=2180022#post2180022)
...I will try to open the flags GR2 files to enable the flags dynamic shadows and self shadowing, thank you for your help
Unfortunately you can't: the flag models used in SH5 are dat objects, and they are known for casting no shadows in game (this is one of the limitations of imported dat ships).
Unless someone finds a way to tweak the game shaders so that dat objects can cast/receive shadows, or deciphers GR2 animations enabling us to create GR2 flags, ship flags will never have shadows :-?
http://i58.tinypic.com/25g3w4n.jpg
tonschk
03-03-14, 07:50 AM
Do you think there must be a reason why the SH5 developers split the UZO in two meshes (pedestal/binoculars) each linked to a different bone ?
Quote:
Originally Posted by tonschk http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=2180519#post2180519)
may be a way to sort out this awfully :wah: different shadowing behaviour is to tweak and change "ALL" the model's links to either the main bone or to the child bone, in this case (I guess) I need to change the links of the UZO binoculars to the main bone like they are already now for the UZO pedestal
That is not going to work (never seen a bone with two meshes linked to it). An hypothetical workaround (if GR2 Editor opened UBoot_Sensors.GR2) could have been combining pedestal and binoculars mehes into one mesh, and replacing the pedestal mesh linked to the main bone with the new pedestal + binoculars combined mesh. At this point, the VisibleUnderWater controllers linked to binoculars' bone would have no effect thoug
Do you think there must be a reason why the SH5 developers split the UZO in two meshes (pedestal/binoculars) each linked to a different bone ?
Yes, the binoculars bone got at least a VisibleAboveWater controller: when the u-boat submerges, binoculars disappear whereas the pedestal model keeps in its place. :yep:
Nope, those are required due to the type of file (Special GR2 - pointers come before data) and the section's alignment value
I fixed the import problem. Wow, it was messy but it's all sorted now.
The only problem I have left to fix is if you go ahead and delete the material bindings not needed anymore after the import it corrupts the file. If you don't delete them everything is fine. I'll look into it tomorrow :up:
:yeah:
Since you are at it, can you tell me what is wrong with the "billboard" meshes linked below? (for use as simple shrub models)
http://www.mediafire.com/download/hsmvu4nfd92nj3j/shrub_obj_files.rar
The first of them was created by me from scratch, and the second one is exported from one of the vegetation.GR2 files in the terrain folder, with little custmizatons by me. I can import the two of them into vegetation.GR2 with no problems, but when I do a loose inport of them in the GR2 file I am currently working on (pantelleria.GR2, 'far' mesh), I get the following message on saving:
********* There are broken chains in Section 1! File is more than likely corrupt. Unable to save *********
The same happens with other files/meshes. Import options seem not relevant either (even the mere importing of vertex data is enough to break chains), but I have noticed something else: if I combine one of the billboard meshes with other meshes, and then import them all as a single mesh (you can do the same with the other model parts I sent you yesterday), broken chains are no longer reported, and I can save the file normally. Is it possible that the number of vertices/edges/faces is relevant in this case? :hmmm:
I have another question: I find the "view vertex declaration" function very useful, but is there a way to remove some of those declarations from a mesh, if not needed? Though not used, Normal, Tangent, Binormal, Diffuse, and Self-Illuminations UV coordinate declarations are always there (provided that the original mesh had them), no matter if I choose not to import them from obj file and not to use existing vertex data instead. I hope I made myself clear :)
As far as your bounding boxes and spheres remember that the bone that the mesh is tied to determines their 3D position in the world.
Have you seen my GR2 file? I have set the flags all of its mesh-linked bones to 0 (no position data, no rotation data). Shouldn't that involve that bounding boxes/spheres are centered on the geometrical center of each mesh?
Wish it was that easy! The problem is the ExtendedData is different depending on how the bone/mesh/material is used/defined :dead: This is the major obstacle currently as to creating new GR2 files from scratch and for adding new meshes. I don't understand what determines which ExtendedData type is used for what and when.
Take a look in Granny Viewer and you'll see ExtendedData is different for all the same items of a category (mesh, material, bone, etc.)
Yep, I had noticed that :doh:
Still not Universal import for obj files.
Not yet, but TDW has greatly improved the tool during the last few weeks. You should try it again :up:
ReallyDedPoet
03-03-14, 10:10 AM
Excellent work continues to be done here :yep:
Looking forward to getting back to SH5 when I
upgrade my computer.
TheDarkWraith
03-03-14, 11:11 AM
The same happens with other files/meshes. Import options seem not relevant either (even the mere importing of vertex data is enough to break chains), but I have noticed something else: if I combine one of the billboard meshes with other meshes, and then import them all as a single mesh (you can do the same with the other model parts I sent you yesterday), broken chains are no longer reported, and I can save the file normally. Is it possible that the number of vertices/edges/faces is relevant in this case? :hmmm:
I have another question: I find the "view vertex declaration" function very useful, but is there a way to remove some of those declarations from a mesh, if not needed? Though not used, Normal, Tangent, Binormal, Diffuse, and Self-Illuminations UV coordinate declarations are always there (provided that the original mesh had them), no matter if I choose not to import them from obj file and not to use existing vertex data instead. I hope I made myself clear :)
Have you seen my GR2 file? I have set the flags all of its mesh-linked bones to 0 (no position data, no rotation data). Shouldn't that involve that bounding boxes/spheres are centered on the geometrical center of each mesh?
The problem with broken chains when importing a mesh with different number of subsets and/or vertices and/or indices is fixed in upcoming version.
Being able to remove items from the vertex declaration isn't finished yet. I've been working on this for some time.
Even though you set all the flags of all it's bones to 0 you're forgetting one important one: the model! It has influence on everything :) You need to adjust the model's position as it has some HUGE offsets for X and Z. With these HUGE offsets all bones are offset by this same amount.
I got all the problems fixed that your bunker exposed. I rendered everything just to ensure the app did everything it was supposed to do on import. I had to manually adjust the bone to the correct position:
http://www.subsim.com/radioroom/picture.php?albumid=642&pictureid=7377
TheDarkWraith
03-03-14, 12:06 PM
v1.1.451.1 released. See post #1
Fixes the problems exposed by gap's bunker
TheDarkWraith
03-03-14, 12:09 PM
Still not Universal import for obj files.
I need to know which files you were using, link to all the files, and a procedure of what you did so that I can watch in Visual Studio debugger and try to see what the problem is.
The problem with broken chains when importing a mesh with different number of subsets and/or vertices and/or indices is fixed in upcoming version.
Excellent! I need for that version in order to finish the bunker coastal defence unit with all the goodies in :up:
Being able to remove items from the vertex declaration isn't finished yet. I've been working on this for some time.
Roger that :up:
Even though you set all the flags of all it's bones to 0 you're forgetting one important one: the model! It has influence on everything :) You need to adjust the model's position as it has some HUGE offsets for X and Z. With these HUGE offsets all bones are offset by this same amount.
I had totally forgot about model's trasform data :oops:
I have finally set model's TD flag to 0 and said 'no' when I was aked if I wanted mesh position/rotation to be updated, and now bounding spheres/boxes are centered on the meshes I had previously imported.
By the way, are bounding spheres and boxes used along with collision model and collision spheres for collision detection? This could explain why the mine unit that Targor was working on until recently, failed to explode every so often. This is supposing that he had imported his meshes in a GR2 file with similar huge model/bone position offsets, and he didn't reset them to 0 :hmm2:
I got all the problems fixed that your bunker exposed. I rendered everything just to ensure the app did everything it was supposed to do on import. I had to manually adjust the bone to the correct position.
v1.1.451.1 released. See post #1
Fixes the problems exposed by gap's bunker
Awesome! Thank you TDW :woot:
TheDarkWraith
03-03-14, 12:47 PM
By the way, are bounding spheres and boxes used along with collision model and collision spheres for collision detection? This could explain why the mine unit that Targor was working on until recently, failed to explode every so often. This is supposing that he had imported his meshes in a GR2 file with similar huge model/bone position offsets, and he didn't reset them to 0 :hmm2:
The bounding spheres are more for visual reference. The Granny system doesn't use them. The Granny system does use the bounding boxes though so they are very important. Granny stores the mesh's bounding box info in the mesh's BoneBindings. A mesh CAN have more than one bounding box. It all depends on how many BoneBindings are defined.
SH5 uses the bounding boxes for broad collision detection (first pass test). If that test passes then it goes to the Dmg_Col mesh and tests for intersection with it. If that test passes then it checks all the collision spheres defined to see which zones (boxes) were hit.
After you import anything or make drastic changes you should enable the bounding boxes render to ensure they are where they are supposed to be AND are sized correctly.
tonschk
03-03-14, 01:09 PM
Thank you a Lot :yeah: TDW :sunny:
v1.1.451.1 released. See post #1
Fixes the problems exposed by gap's bunker
Madox58
03-03-14, 08:38 PM
I need to know which files you were using, link to all the files, and a procedure of what you did so that I can watch in Visual Studio debugger and try to see what the problem is.
Here's 2 example obj files of my SH4 Life boat.
https://www.mediafire.com/?cmc5rgp7bifvefz
One is an export from 3DConverter 4.8
The other from MeshLab 1.3.2
Both use a slightly different way to write the obj files.
Both open in nearly every 3D Modeling program.
I included the sort program I threw together that sorts the files so GR2 editor can read them.
TheDarkWraith
03-04-14, 01:03 PM
Here's 2 example obj files of my SH4 Life boat.
https://www.mediafire.com/?cmc5rgp7bifvefz
One is an export from 3DConverter 4.8
The other from MeshLab 1.3.2
Both use a slightly different way to write the obj files.
Both open in nearly every 3D Modeling program.
I included the sort program I threw together that sorts the files so GR2 editor can read them.
Instead of re-inventing the wheel how would you feel about making that sorter app a DLL and exposing a function that I can call that will take a .NET List<String> object that contains the contents of the OBJ file and the function sorts it and then returns a .NET List<String> object that contains the contents of the OBJ file sorted by your app?
That .NET List<String> object that I would pass would be a list of all the lines in the file with all white space removed (so no \r\n at the end of each line). Any 'blank lines' in the file would be removed also and not included in this list.
There are two benefits to this:
1) I don't have to re-invent the wheel
2) you can update the DLL at anytime with new features (able to support more formats) and all I have to do is include it with the app.
...in GR2 Editor:
http://i519.photobucket.com/albums/u359/taneshikimano/bunker-2.jpg
and in Goblin:
http://i519.photobucket.com/albums/u359/taneshikimano/bunker-3.jpg
Well done TheDarkWraith!
things still to do:
general file clean-up (there are a lot of unused materials, leftover from the previous meshes);
material properties fine tuning;
sim and zon files (respectively with unit cmdr controller, and collision/damage/radio controllers);
customized visual and "loop" sensors for usage on the unit (the latter optional: I hope to create a better suited model for usage as loop station unit);
last touch-ups to the character I have assembled (for usafe as lookout inside the bunker).
stay tuned :salute:
all I have to do is include it with the app.
That would be great :up:
TheDarkWraith
03-04-14, 01:58 PM
things still to do:
general file clean-up (there are a lot of unused materials, leftover from the previous meshes);
material properties fine tuning;
sim and zon files (respectively with unit cmdr controller, and collision/damage/radio controllers);
customized visual and "loop" sensors for usage on the unit (the latter optional: I hope to create a better suited model for usage as loop station unit);
last touch-ups to the character I have assembled (for usafe as lookout inside the bunker).
stay tuned :salute:
Looks good :up:
Glad someone is putting the app to use and through it's paces :yeah:
Looks good :up:
Glad someone is putting the app to use and through it's paces :yeah:
That's nothing compared to the work you are doing :yep:
On a slightly unrelated note, I am a bit worried about how the billboarded shrub will look in game. Have you noticed how (the reason is obvious) in the Goblin render one of the shrub faces is much darker than the other?. I had a look into stock tree meshes, and they have only position, texture and normal coordinates defined (no binormls/tangents). I am waiting to see if you can implement the 'delete vertex declaration' thing :03:
On a different note, deleting materials is still problematic (i.e. materials still being listed in the materials tree after being deleted, or exceptions being called during the deletion process).
TheDarkWraith
03-04-14, 02:50 PM
On a slightly unrelated note, I am a bit worried about how the billboarded shrub will look in game. Have you noticed how (the reason is obvious) in the Goblin render one of the shrub faces is much darker than the other?. I had a look into stock tree meshes, and they have only position, texture and normal coordinates defined (no binormls/tangents). I am waiting to see if you can implement the 'delete vertex declaration' thing :03:
The reason one side is darker is probably because the ExtendedData for the mesh and/or bone is not correct. Compare it to the ExtendedData of the mesh/bone you extracted it from.
On a different note, deleting materials is still problematic (i.e. materials still being listed in the materials tree after being deleted, or exceptions being called during the deletion process).
Give me link to files and what you did so I can try and reproduce and figure out why
Also don't forget to render your new creation with lighting in the app to ensure all your material properties are correct.
TheDarkWraith
03-04-14, 02:55 PM
I'm assuming you're adding a character to the bunker no? In case it hasn't hit you you can take one of the existing character waypoint GR2 files (\data\Library\Patch_1x1_V02 for example) and make a new one out of it. Add some new bones to it and you can create a custom 'path' that your character will follow in and/or around the bunker :D
tonschk
03-04-14, 02:57 PM
:yeah:
Looks good :up:
Give me link to files and what you did so I can try and reproduce and figure out why
I will. I am now seeing if I can reproduce the problem :up:
Also don't forget to render your new creation with lighting in the app to ensure all your material properties are correct.
I did it. Everything looks fine except maybe for the radio: it currently looks a bit too bright for being located inside the bunker, but I hope that once in game it will receive the shadow cast by bunker's roof and walls. :hmm2:
I'm assuming you're adding a character to the bunker no? In case it hasn't hit you you can take one of the existing character waypoint GR2 files (\data\Library\Patch_1x1_V02 for example) and make a new one out of it. Add some new bones to it and you can create a custom 'path' that your character will follow in and/or around the bunker :D
yep, this is exactly what I had planned. I want the character to go back and forth from the loophole to the radio station, acting appropriately to each station. I also want him to use different objects while at the radio than he is using while on watch. Do you know if the SetBodyPartVisibility command used in u-boat crew scripts also works with secondary characters?
Give me link to files and what you did so I can try and reproduce and figure out why
I will. I am now seeing if I can reproduce the problem :up:
So, open the GR2 file contained in this package (https://www.mediafire.com/?2bnvu6y3i4iuzch), right click on the first unused material (i.e. standard_13) and select 'delete'. Even after being deleted, it will keep being listed among the other materials. You will know that it is actually an empty name because, if you try deleting it again, you will get the message:
"Can't delete material because it doesn't exist!"
Save the file now. Everything is apparently fine, and the deleted material will be removed from the list of available materials, but if you try deleting the next unused material (material #985), you will get a "Collection was modified; enumeration operation may not execute" exception, and the file will close automatically due to corrupt memory :yep:
Files or memory getting corrupt while deleting materials is a very common error, and it dates back to v 1.1.374.1 (or even older), even though I don't remember if in the past it showed the same way as it is now.
TheDarkWraith
03-04-14, 05:53 PM
So, open the GR2 file contained in this package (https://www.mediafire.com/?2bnvu6y3i4iuzch), right click on the first unused material (i.e. standard_13) and select 'delete'. Even after being deleted, it will keep being listed among the other materials. You will know that it is actually an empty name because, if you try deleting it again, you will get the message:
"Can't delete material because it doesn't exist!"
Save the file now. Everything is apparently fine, and the deleted material will be removed from the list of available materials, but if you try deleting the next unused material (material #985), you will get a "Collection was modified; enumeration operation may not execute" exception, and the file will close automatically due to corrupt memory :yep:
Files or memory getting corrupt while deleting materials is a very common error, and it dates back to v 1.1.374.1 (or even older), even though I don't remember if in the past it showed the same way as it is now.
Sounds like an easy fix. Looking into it now :up:
Sounds like an easy fix. Looking into it now :up:
Excellent! I like keeping my files as clean as possible :smug:
TheDarkWraith
03-04-14, 06:20 PM
Excellent! I like keeping my files as clean as possible :smug:
Yep, it was an easy fix :up:
The problem was when I went to delete the map references. In that function it determines what the new ExtendedData blueprint needs to be for the material and checks to see if one already exists. If one doesn't already exist it fails and sends back a cancel message. Well that cancel message just corrupted the file because it had already started deleting the material. This did expose something I'm adding: reason why it can't continue with deleting the material.
Now in this instance where we are deleting a material we could care less about changing the ExtendedData blueprint and thus I fixed this so it doesn't do this check when deleting a material.
Yep, it was an easy fix :up:
The problem was when I went to delete the map references. In that function it determines what the new ExtendedData blueprint needs to be for the material and checks to see if one already exists. If one doesn't already exist it fails and sends back a cancel message. Well that cancel message just corrupted the file because it had already started deleting the material. This did expose something I'm adding: reason why it can't continue with deleting the material.
Now in this instance where we are deleting a material we could care less about changing the ExtendedData blueprint and thus I fixed this so it doesn't do this check when deleting a material.
Another small suggestion for improving your Editor: when, from the 'Textures' tab, we set a new texture path for one of the existing textures, the texture of all the material maps using that texture is updated. At least this is what I can see from model's render preview and from Materials tab' tree view ('Texture' field). Yet, if I right click on one of the updated maps and I select 'Edit', I can clearly see that its 'bitmap' and 'File Name' ExtendedData properties still point to the old texture path/name. In my experience, updating those fields manually causes the file to get corrupt, so the only way to make them pointing to the right texture, is exiting from the ExtededData editor, right click on the 'Texture' field in Materials' tree view, select any other texture among the ones available, and finally re-select the wanted texture.
Is there any way that you can fix that? :hmm2:
TheDarkWraith
03-04-14, 06:57 PM
Another small suggestion for improving your Editor: when, from the 'Textures' tab, we set a new texture path for one of the existing textures, the texture of all the material maps using that texture is updated. At least this is what I can see from model's render preview and from Materials tab' tree view ('Texture' field). Yet, if I right click on one of the updated maps and I select 'Edit', I can clearly see that its 'bitmap' and 'File Name' ExtendedData properties still point to the old texture path/name. In my experience, updating those fields manually causes the file to get corrupt, so the only way to make them pointing to the right texture, is exiting from the ExtededData editor, right click on the 'Texture' field in Materials' tree view, select any other texture among the ones available, and finally re-select the wanted texture.
Is there any way that you can fix that? :hmm2:
I'll look into that tomorrow :up:
v 1.1.452.1 released. See post #1
Fixes problem gap found with deleting Materials
NOTE: deleting unneeded Materials needs to be THE LAST thing you do to the file. Reason being I 'grab' the ExtendedData blueprints from all the materials in the GR2 file. If you change a Material and the app needs a different blueprint for the Material and it doesn't exist then you're screwed. I was lazy and used the easy way of grabbing the ExtendedData blueprints from the existing materials :88)
I'll look into that tomorrow :up:
v 1.1.452.1 released. See post #1
Fixes problem gap found with deleting Materials
Take your time :up:
NOTE: deleting unneeded Materials needs to be THE LAST thing you do to the file. Reason being I 'grab' the ExtendedData blueprints from all the materials in the GR2 file. If you change a Material and the app needs a different blueprint for the Material and it doesn't exist then you're screwed. I was lazy and used the easy way of grabbing the ExtendedData blueprints from the existing materials :88)
In other words, we always need to keep a safe copy of our GR2 files ready for release with all their materials on, just in case we decide to add a new material? :hmm2:
P.S: have you read that?
I want the character to go back and forth from the loophole to the radio station, acting appropriately to each station. I also want him to use different objects while at the radio than he is using while on watch. Do you know if the SetBodyPartVisibility command used in u-boat crew scripts also works with secondary characters?
Any suggestion?
TheDarkWraith
03-04-14, 07:15 PM
In other words, we always need to keep a safe copy of our GR2 files ready for release with all their materials on, just in case we decide to add a new material? :hmm2:
P.S: have you read that?
I would definitely keep a backup copy of the GR2 file just before you delete all unwanted Materials :up:
Not sure on whether SetBodyPartVisibility works on those characters or not. You're gonna have to try and see what happens.
Madox58
03-04-14, 08:23 PM
There is no re-inventing anything.
Read all verts into a buffer and so on.
My program is a hack to over come your importer problem.
It is a simple problem to over come.
Buffer things then import.
tonschk
03-05-14, 03:07 AM
Thank you very very Much :salute: TDW :sunny:
v 1.1.452.1 released. See post #1
Fixes problem gap found with deleting Materials
TheDarkWraith
03-05-14, 10:40 PM
Another small suggestion for improving your Editor: when, from the 'Textures' tab, we set a new texture path for one of the existing textures, the texture of all the material maps using that texture is updated. At least this is what I can see from model's render preview and from Materials tab' tree view ('Texture' field). Yet, if I right click on one of the updated maps and I select 'Edit', I can clearly see that its 'bitmap' and 'File Name' ExtendedData properties still point to the old texture path/name. In my experience, updating those fields manually causes the file to get corrupt, so the only way to make them pointing to the right texture, is exiting from the ExtededData editor, right click on the 'Texture' field in Materials' tree view, select any other texture among the ones available, and finally re-select the wanted texture.
Is there any way that you can fix that? :hmm2:
v1.1.453.1 fixes problem reported above
I looked into this and had another :eek: moment!
I forgot to code in the changing of the Material's ExtendedData type if whatever you did to it caused it's ExtendedData type to change. This has been fixed in v1.1.453.1. Don't be surprised if you get some errors now when changing materials and there's no ExtendedData type found in the file for the new ExtendedData type required. There is a solution coming for this though if you encounter it...just not done coding it in
v1.1.453.1 released. See post #1
Something HUGE is coming soon...when writing the code for the changing of the material's ExtendedData type missing above I had an epiphany...a rather LARGE epiphany :D
v1.1.453.1 fixes problem reported above
:up:
Something HUGE is coming soon...when writing the code for the changing of the material's ExtendedData type missing above I had an epiphany...a rather LARGE epiphany :D
:o :D
tonschk
03-07-14, 07:20 AM
Scientific breakthrough :yeah:, I like that :rock:
I had an epiphany...a rather LARGE epiphany :D
urfisch
03-07-14, 06:14 PM
Not exactly. We can already import in game brand new GR2 units. We cannot create GR2 files from scratch, but we can clone the stock ones by renaming their bones, and we can import any 3d model in them. :up:
The one substantial limitation still standing, is the number of separate meshes we can have (we can replace the meshes of the GR2 file used as template, but we cannot create new ones). This forces us to plan our unit carefully, and to choose accordingly the GR2 template where we want to import the unit (it should have a number of meshes equal or bigger that the number of separate parts that we want our unit to be composed of).
But, if you ask me, the main obstacle to the creation of new GR2 ships and planes by SH5 quality stabdards, is the time required to do it and the lack of man power.
thx for that, gap!
Targor Avelany
03-12-14, 11:51 AM
An observation from the latest GR2 Version (also observed in some previous ones) (finally was some free time):
There are 4 bones in a GR2 file that I'm taking as base for my little project. I'll just call them for simplicity 0-1-2-3. The structure is also simple:
0 (root bone)
|
-- 1 (main mesh bone)
|
-- 2 (main collision bone)
|
-- 3 (secondary collision/dmg bone)
I honestly still have no clue why this was done for this particular object, which was taken as a base (chrysler building). But I do know that I cannot move 3 bone out and try and use it on its own or switch to bone 2 as collision. Just telling you - it does not work. The bone specs are actually very very different. At least it looks that way.
There are 2 meshes. Call them mesh1 mesh2.
Mesh1 is by default sitting on bone 1 (bone bindings).
Mesh2 is by default sitiing on bone 3 (bone bindings again).
If I change the bindings, which should in turn thange the name of the bone to the bone I'm changing the binding to, it does not happen.
Furthermore, the mesh/bone will somehow ALWAYS be bind to the bone/mesh that it was ORIGINALLY bind to.
So here is a particular example to stop my sluring :)
Going back the the above described mesh:
Let say I want to change things and use bone 3 somewhere else. I still want a collision object/mesh and collision bone. That would mean that I would bind mesh2 to bone 2. Theoretically speaking, now mesh2 and bone 2 should be linked, united, two parts of one, etc (being silly here, but you get my idea). So from that, if I change the name of bone 2, the name of the mesh2 should also change and vice versa.
But that is not how that works. Changing name of the bone 2 will do nothing to the mesh2 and changing name of mesh2 will CHANGE NAME OF BONE 3. :dead:
It's not the biggest issue. Just something worth noting.
TheDarkWraith
03-12-14, 12:21 PM
Changing a mesh's bone binding does not change it's (mesh) name or vice versa. Names were defined by the original exporter and the app is only doing what the pointers inside the GR2 file are telling it to do.
I would suggest giving everything new unique names so you 'override' what the original exporter assigned to everything. Doing that will then have things making 'sense' to you.
Targor Avelany
03-12-14, 12:40 PM
Thank you TDW. I'll try this today and let you know.
TheDarkWraith
03-12-14, 10:15 PM
Thank you TDW. I'll try this today and let you know.
How did you make out :06:
Targor Avelany
03-13-14, 11:17 AM
Not sure. I don't know where is the link between bones/meshes is. I assumed that it was done through binding, but now I don't know.
You can test the same thing on the chrysler building gr2.
If I rename a bone - the mesh's name will change and vice versa. That is without moving meshes bindings.
If I just change the names of all the meshes the first time I open the file with GR2 Editor - the corresponding bone names will be adjusted automatically. And vice versa. Always.
I guess what I'm wondering is this: if meshes and particular bones linked in a way that we still do not know, what is the purpose of bone binding?
Another question I have is what are those types of bones. If you open the chrysler building gr2 you will see that the there are two collision bones: one in root and another attached to the first one (hierarchy wise). Two of them have a very different set of settings and properties.
TheDarkWraith
03-13-14, 11:36 AM
Not sure. I don't know where is the link between bones/meshes is. I assumed that it was done through binding, but now I don't know.
You can test the same thing on the chrysler building gr2.
If I rename a bone - the mesh's name will change and vice versa. That is without moving meshes bindings.
If I just change the names of all the meshes the first time I open the file with GR2 Editor - the corresponding bone names will be adjusted automatically. And vice versa. Always.
I guess what I'm wondering is this: if meshes and particular bones linked in a way that we still do not know, what is the purpose of bone binding?
Another question I have is what are those types of bones. If you open the chrysler building gr2 you will see that the there are two collision bones: one in root and another attached to the first one (hierarchy wise). Two of them have a very different set of settings and properties.
The link between bones and meshes (a mesh's bone bindings) is for where the bounding box is located on the mesh. The position of the bone(s) it's bound to determines where all the bounding boxes reside in 3D space.
If you rename a bone and a mesh's name also changes that means they have the same string pointer. Maybe I didn't provide a way to override the same string pointer :hmmm: If so that would be why you can't provide unique names to everything you're wanting.
Targor Avelany
03-13-14, 11:51 AM
The link between bones and meshes (a mesh's bone bindings) is for where the bounding box is located on the mesh. The position of the bone(s) it's bound to determines where all the bounding boxes reside in 3D space.
If you rename a bone and a mesh's name also changes that means they have the same string pointer. Maybe I didn't provide a way to override the same string pointer :hmmm: If so that would be why you can't provide unique names to everything you're wanting.
Now that actually makes a lot of sence. I really appreciate the explanation, it helps greatly. So, if I don't need the bounding box to act anywhere, I can have the actual meshes bound to the root bone by default withot having to figure out a separate bone for them?
And my last question from my previous post. I know it is possibly something simple, but I would appreciate some help with understanding it.
If I rename a bone - the mesh's name will change and vice versa.
Yep, this also happened to me while renaming pantelleria.GR2's bones. This had never happened before (when I was working on other GR2 files) but I thought that it was a new GR2 Editor feature rather than a particularity of that file:hmm2:
Another question I have is what are those types of bones. If you open the chrysler building gr2 you will see that the there are two collision bones: one in root and another attached to the first one (hierarchy wise). Two of them have a very different set of settings and properties.
Noticed the same in pantelleria.GR2 :yep:
I retained the last bone as "collision bone" and set it as a child of main model's bone, but just in case I didn't remove the old parent bone (though it is now unused).
Targor Avelany
03-13-14, 12:04 PM
Yep, this also happened to me while renaming pantelleria.GR2's bones. This had never happened before (when I was working on other GR2 files) but I thought that it was a new GR2 Editor feature rather than a particularity of that file:hmm2:
Noticed the same in pantelleria.GR2 :yep:
I retained the last bone as "collision bone" and set it as a child of main model's bone, but just in case I didn't remove the old parent bone (though it is now unused).
That might explain my many issues with collision for the MK17 mine model that I have had. To be honest, the real reason I want to understand this is if there are different types of bones and I will work on IX model I want to know what should go where, in simple words. Which bones I should clone for which purposes.
That might explain my many issues with collision for the MK17 mine model that I have had.
Which stock GR2 file have you used as template for your mine unit?
After importing the new meshes, have you checked that their bounding box is centered around the model? The other day I and TDW were speculating if this wasn't the cause of your problems with collision detection :hmmm:
Targor Avelany
03-13-14, 12:25 PM
Which stock GR2 file have you used as template for your mine unit?
After importing the new meshes, have you checked that their bounding box is centered around the model? The other day I and TDW were speculating if this wasn't the cause of your problems with collision detection :hmmm:
chrysler_building.gr2
And yes, I have checked the bounding boxes and spheres.
One thing I noticed is that if you bind a mesh to an incorrect bone or somehow bugger up a bone when you changing it's name (most of the time happened in older versions), the mesh would completely disappear and not show with the bone in Goblin Editor. I have multiple examples of tested gr2 files where the bones/meshes just vanished into the air. But are still visible and accessable, most of the time, in GR2 file.
I'm going to play more with the newest version and see what I can figure out over the weekend. My schedule is still pretty crazy, but I miss this way too much.
chrysler_building.gr2
And yes, I have checked the bounding boxes and spheres.
One thing I noticed is that if you bind a mesh to an incorrect bone or somehow bugger up a bone when you changing it's name (most of the time happened in older versions), the mesh would completely disappear and not show with the bone in Goblin Editor. I have multiple examples of tested gr2 files where the bones/meshes just vanished into the air. But are still visible and accessable, most of the time, in GR2 file.
The "location" GR2 files that we are currently experimenting with, have some crazy transform data position offsets applied to their bones and to the model itself. You should zero those offsets before importing the new meshes, or any sort of weird things can happen to mesh and/or bounding boxe's positions: if one of those elements is rendered far away from the scene center, you will likely think that it has disappeared, whereas it is still there but hidden from your view.
Old GR2 Editor versions were unable to edit model's transform data (only bone's transform data was editable), but this has changed with one of the most recent versions of TDW's program :up:
Targor Avelany
03-13-14, 12:52 PM
thank you, gap :up:
This opens up a lot of fun options :)
@ TDW
Hi TDW, I want to edit Room_CR.GR2.
On opening it, GR2 editor throws the following message:
********* Pointer to TrackGroups was not found for Animation in pointers *********
The above error doesn't seem a fatal one though, as GR2 Editor keeps loading the file, and the file validator doesn't report anything wrong (no broken chains, file not "possibly corrupt").
Question: is is safe to keep editing the file and saving the changes? :hmmm:
Targor Avelany
03-17-14, 10:40 AM
Well, same story as before: I cannot get the collision working. I don't remember if I sent files to you, gap, but I'm going to send it when I get home today. Maybe you will be able to figure it out. I will try and find another base mesh to use and see if it will work out.
Well, same story as before: I cannot get the collision working. I don't remember if I sent files to you, gap, but I'm going to send it when I get home today. Maybe you will be able to figure it out. I will try and find another base mesh to use and see if it will work out.
Hi Targor,
sorry for the belated answer :)
You never sent me your files. I am going to change continent again in lesser than two weeks, but if you send your mine model my way, I will be glad to have a look into it.
But don't forget to send it to TDW and privateer as well: four brains are better than two. :salute:
Targor Avelany
03-18-14, 08:59 AM
That is a good idea. Well, I sent you and privateer a message, but TDW's message box is full :) As usual. :)
So here is the file.
https://www.dropbox.com/s/cdctygiivbr989a/MK17_Mar13_test.7z
test mission: https://www.dropbox.com/s/b42f4t24cke8bod/MineTest.7z
That is a good idea. Well, I sent you and privateer a message, but TDW's message box is full :) As usual. :)
So here is the file.
https://www.dropbox.com/s/cdctygiivbr989a/MK17_Mar13_test.7z
Got your files and replied to your PM :salute:
Madox58
03-18-14, 04:47 PM
Got your files and replied to your PM :salute:
Ditto.
Targor Avelany
03-18-14, 05:04 PM
Thank you guys very much!
Thank you guys very much!
Max, looking into your GR2 file I have found the following possible causes of it not being collisionable yet:
File name and and model/skeleton/main bone names are mismatched (they all should be named MK17_SeaMine, or whatever you want as long as you use the same name for all of them);
Seeing that your model is composed by just one mesh, I don't see reason for linking it to a child bone of the main bone (MK17_SeaMine_body). I suppose that linking it to the main bone (MK17_SeaMine) would be enough;
The damage model should be linked directly to a child bone of the main bone (not to 0_Not_Used)
The damage model and its bone should be named DMG_Col_MK17_SeaMine, not col_dmg_MK17_SeaMine. Do you see the difference?
Moreover, I have the following additional suggestions (not related to collision detection):
I see that both the visible model and the collision model are composed of three subsets each. One subset per mesh would be enough though, as you are only using one material for all the subsets.
I see you are using the same 3d model as visible mesh and collision mesh. This is not an error, but it is a waste or resources. You can use a low poly model as collision mesh (I am currently creating one for you).
I will keep you informed in case I find other possible mistakes :salute:
Targor Avelany
03-20-14, 11:12 AM
Hey gap,
Thanks for looking it over, I really appreciate it. At this point I'm not that worried about the cosmetics stuff (like using same model for the dmg), it is the fact of making it work that is annoying me.
I have re-done everything as you have suggested and still unable to make it work. There are coupole of things happen:
1) If I try and delete what used to be MK17_SeaMine_body bone at any point of time, while re-assigning the mesh itself to the root bone: Goblin will not show that mesh any longer (I'll send you an example).
2) Through bone-binding moving body mesh to the root bone and leaving the other bone as is: cannot change names of the bones w/o affecting the meshes and vice versa, as I have mentioned previously.
3) Even with all the advices taken into account and name assignment proper, the collision does not work. I'm really starting to think is it possible that I am not doing it correctly when I actually bring the GR2 file over into Sh5 and assign controllers/collisions/dmg in Goblin Editor?
Not sure. Will try something today again and will see if it works.
At this point I'm not that worried about the cosmetics stuff (like using same model for the dmg)...
In my previous post I said that meshes used for collision model are not relevant to collision detection (as far as they enclose the visible model, indeed), but after a second thought they actually could be part of the puzzle. As I have noted before, the model you are currently using is composed of three subsets. Since stock collision models have always just one subset, the game might only consider subset0 for collision detection. :hmm2:
I have re-done everything as you have suggested and still unable to make it work. There are coupole of things happen:
1) If I try and delete what used to be MK17_SeaMine_body bone at any point of time, while re-assigning the mesh itself to the root bone: Goblin will not show that mesh any longer (I'll send you an example).
2) Through bone-binding moving body mesh to the root bone and leaving the other bone as is: cannot change names of the bones w/o affecting the meshes and vice versa, as I have mentioned previously.
there might be a workaround to both problems:
change MK17_SeaMine_body's parent to -1 (World);
move all the bones previously linked to MK17_SeaMine, to MK17_SeaMine_body;
remove MK17_SeaMine;
rename MK17_SeaMine_body (mesh and relative bone) to MK17_SeaMine
3) Even with all the advices taken into account and name assignment proper, the collision does not work. I'm really starting to think is it possible that I am not doing it correctly when I actually bring the GR2 file over into Sh5 and assign controllers/collisions/dmg in Goblin Editor?
I have actually spotted another mistake in your zon file: you should move the SH3ZonesCtrl and CollisionableObject controllers from collision model's bone to the main bone (MK17_SeaMine). :yep:
If you don't succeed moving visible meshes to main model's bone, better having two SH3ZonesCtrl controllers: one with damage boxes on the main bone, and the other will collision spheres on MK17_SeaMine_body (the one that the model visible is directly linked to). Dunno if this structure is really required, but most SH5 units I have seen use it.
Targor Avelany
03-20-14, 02:17 PM
I have actually spotted another mistake in your zon file: you should move the SH3ZonesCtrl and CollisionableObject controllers from collision model's bone to the main bone (MK17_SeaMine). :yep:
That actually doesn't work either way. Tried it both ways to no avail.
In my previous post I said that meshes used for collision model are not relevant to collision detection (as far as they enclose the visible model, indeed), but after a second thought they actually could be part of the puzzle. As I have noted before, the model you are currently using is composed of three subsets. Since stock collision models have always just one subset, the game might only consider subset0 for collision detection. :hmm2:
That is an interesting option. I will try this today.
That actually doesn't work either way. Tried it both ways to no avail.
Trust me, those controllers must point to the main bone. You can check yourself: look into the mines currently used by OH, or at any other collisionable unit in game; in no case collision controllers are owned by the DMG_Col_* bone. :yep:
Found another mistake by the way: the damage zone of your model has no type assigned. Should be 221 (mine) :03:
That is an interesting option. I will try this today.
Let me know :up:
@ TDW (again) :O:
While helping Targor with his floating mine I have met a few more drabacks which are probably related to the file that we imported the model in.
I can post a full report, if you are still into improving your editor :salute:
TheDarkWraith
03-24-14, 04:57 PM
@ TDW (again) :O:
While helping Targor with his floating mine I have met a few more drabacks which are probably related to the file that we imported the model in.
I can post a full report, if you are still into improving your editor :salute:
I'm always willing to fix errors. Not sure when I'll get to it but post away :up: Exciting times with my patcher currently :D
I'm always willing to fix errors. Not sure when I'll get to it but post away :up: Exciting times with my patcher currently :D
I will draft a report later tonight or tomorrow. Please check this thread again whenever you can :)
Targor Avelany
04-04-14, 10:34 AM
there might be a workaround to both problems:
change MK17_SeaMine_body's parent to -1 (World);
move all the bones previously linked to MK17_SeaMine, to MK17_SeaMine_body;
remove MK17_SeaMine;
rename MK17_SeaMine_body (mesh and relative bone) to MK17_SeaMine
This doesn't work at all. Can't move (at least in the latest GR2 editor) bone to -1 (World). Editor throws an exception, which I will post later (at work now, don't have access to home computer. And have to figure out new image host, since imageshak became bleh).
I have actually spotted another mistake in your zon file: you should move the SH3ZonesCtrl and CollisionableObject controllers from collision model's bone to the main bone (MK17_SeaMine). :yep:
If you don't succeed moving visible meshes to main model's bone, better having two SH3ZonesCtrl controllers: one with damage boxes on the main bone, and the other will collision spheres on MK17_SeaMine_body (the one that the model visible is directly linked to). Dunno if this structure is really required, but most SH5 units I have seen use it.
At this point I still have no clue why exactly the collision is not working. I'm going to send you the lates try, because it is as close to your advices as I could get.
I'm not even sure how can I run the check to see what is missing from the file or structure at this point.
TheDarkWraith
04-05-14, 09:11 AM
This doesn't work at all. Can't move (at least in the latest GR2 editor) bone to -1 (World). Editor throws an exception, which I will post later (at work now, don't have access to home computer. And have to figure out new image host, since imageshak became bleh).
At this point I still have no clue why exactly the collision is not working. I'm going to send you the lates try, because it is as close to your advices as I could get.
I'm not even sure how can I run the check to see what is missing from the file or structure at this point.
If you give me a link to your current work I'll look it over and also use it to figure out why the app is throwing an exception when you try to set a bone to -1. Only one bone in every skeleton of every model can have a world bone.
This doesn't work at all. Can't move (at least in the latest GR2 editor) bone to -1 (World). Editor throws an exception, which I will post later
yep, noticed that too :yep:
At this point I still have no clue why exactly the collision is not working. I'm going to send you the lates try, because it is as close to your advices as I could get.
Have you also tested my version of your mine unit?
for those interested. the source code for nexus buddy - which we use to get civ5 gr2s into blender 3D and make our own - is up:
http://forums.civfanatics.com/downloads.php?do=file&id=22631
schnorchel
08-06-14, 12:17 AM
I have little idea about it, is it possible now to add some details on current 3d model which contained in existing gr2 file?:06:
I have little idea about it, is it possible now to add some details on current 3d model which contained in existing gr2 file?:06:
You can't currently add new meshes (it is: separate model parts) to an existing GR2 file, but you can replace any mesh with anorher one having both an identical or different number of vertices (the latter is done through the 'loose import' function).
In other words, you can add any detail to the existing Granny models, as far as you make the new details integral part of one of the current meshes. For doing it you should export the wanted mesh, edit it at wish and weldi separate geometries in one object before re-import the mesh modified with the new details in the GR2 file. :salute:
schnorchel
08-07-14, 01:41 AM
very interesting, thank you Gap,:salute:
I really want to do someting about that, but I have to learn it from zero. how could I edit exported mesh, which tools is the best to do this?
very interesting, thank you Gap,:salute:
I really want to do someting about that, but I have to learn it from zero. how could I edit exported mesh, which tools is the best to do this?
To the best of my knowledge, there is just one mesh importing/exporting tool fully compatible with SH5's GR2 file format: that's the editor-viewer by TDW discussed in this thread. :yep:
Once you select a mesh into the editor, you are given the option wether to export or replace it. I am afraid I can't provide you with a step by step guide at this moment, as my modding/gaming laptop is dead now, and for most functions i can only go by memory. Feel anyway free to ask for help in case you need for any further advice :salute:
schnorchel
08-10-14, 06:05 PM
To the best of my knowledge, there is just one mesh importing/exporting tool fully compatible with SH5's GR2 file format: that's the editor-viewer by TDW discussed in this thread. :yep:
Once you select a mesh into the editor, you are given the option wether to export or replace it. I am afraid I can't provide you with a step by step guide at this moment, as my modding/gaming laptop is dead now, and for most functions i can only go by memory. Feel anyway free to ask for help in case you need for any further advice :salute:
Thank you so much for the infor, gap
I tried sth about the TDW's GR2 editor as following,
open NSS_Uboat7c41.GR2. export the mesh "NSS_Uboat7c41_delt02", then I got the exported file.
NSS_Uboat7c41_det02.mtl
NSS_Uboat7c41_det02.obj
NSS_Uboat7c41_det02_AO.mtl
NSS_Uboat7c41_det02_AO.obj
Uboat7_body.Tga
Uboat7_body_N.Tga
Uboat7C41_O01.Tga
Uboat7C41_structure.Tga
Uboat7C41_structure_N.Tga
I import this export obj back into GR2 again then I got 2 errors about mtl files
********Mtllib NSS_Uboat7c41_det02.mtl contains an invalid map_bump/bump definition formaterial Uboat7C41_structure_subset0: map_bump Uboat7C41_structure_N.Tga. The app does not recognize some of the entries********
*************Failed to read in C:\NSS_Uboat7C41\NSS_Uboat7c41_det02.mtl and /or failed to update Mesh's material properties************
Seems editor cannoteven handle the file exported by itself:dead:
schnorchel
08-16-14, 12:33 PM
Thank you so much for the infor, gap
I tried sth about the TDW's GR2 editor as following,
open NSS_Uboat7c41.GR2. export the mesh "NSS_Uboat7c41_delt02", then I got the exported file.
NSS_Uboat7c41_det02.mtl
NSS_Uboat7c41_det02.obj
NSS_Uboat7c41_det02_AO.mtl
NSS_Uboat7c41_det02_AO.obj
Uboat7_body.Tga
Uboat7_body_N.Tga
Uboat7C41_O01.Tga
Uboat7C41_structure.Tga
Uboat7C41_structure_N.Tga
I import this exported obj file back into GR2 again then I got 2 errors about mtl files
********Mtllib NSS_Uboat7c41_det02.mtl contains an invalid map_bump/bump definition formaterial Uboat7C41_structure_subset0: map_bump Uboat7C41_structure_N.Tga. The app does not recognize some of the entries********
*************Failed to read in C:\NSS_Uboat7C41\NSS_Uboat7c41_det02.mtl and /or failed to update Mesh's material properties************
Seems editor cannot even handle the file exported by itself:dead:
:rock:
Just to say ... TDW your last editor version work realy great :yeah:
Ps: TDW can you add the posibility to delete a mesh ?
TheDarkWraith
08-18-14, 07:32 AM
Just to say ... TDW your last editor version work realy great :yeah:
Ps: TDW can you add the posibility to delete a mesh ?
Yes the GR2 Editor/Viewer went through some radical changes while you've been away :D
Now that someone is actually using the app and giving it a workout I'll carve out some time to work on developing it again :up:
Nice :yeah:
I have clone the QR1 room to do a stand alone TDC with mouse mask and to add the little inner cadrans ,knobs etc ... :D
But i get not use the all meshes in it ... and that will be great to delete them
schnorchel
08-18-14, 10:53 PM
Thank you so much for the infor, gap
I tried sth about the TDW's GR2 editor as following,
open NSS_Uboat7c41.GR2. export the mesh "NSS_Uboat7c41_delt02", then I got the exported file.
NSS_Uboat7c41_det02.mtl
NSS_Uboat7c41_det02.obj
NSS_Uboat7c41_det02_AO.mtl
NSS_Uboat7c41_det02_AO.obj
Uboat7_body.Tga
Uboat7_body_N.Tga
Uboat7C41_O01.Tga
Uboat7C41_structure.Tga
Uboat7C41_structure_N.Tga
I import this export obj back into GR2 again then I got 2 errors about mtl files
********Mtllib NSS_Uboat7c41_det02.mtl contains an invalid map_bump/bump definition formaterial Uboat7C41_structure_subset0: map_bump Uboat7C41_structure_N.Tga. The app does not recognize some of the entries********
*************Failed to read in C:\NSS_Uboat7C41\NSS_Uboat7c41_det02.mtl and /or failed to update Mesh's material properties************
Seems editor cannoteven handle the file exported by itself:dead:
Hello TDW, could you help to look what's wrong I did?:rock:
Is it possible that we can have a tutorial for this editor? Thank you very much in advance.
TheDarkWraith
08-18-14, 11:38 PM
Hello TDW, could you help to look what's wrong I did?:rock:
Is it possible that we can have a tutorial for this editor? Thank you very much in advance.
I looked into it and followed what you posted...you didn't do anything wrong. I have an incorrect offset set in the material importer for the bump map thus giving the error :-?. I'm very surprised no-one has encountered this bug before as it has been present in many versions now! I will fix it and release an updated version tomorrow :up:
BigReg has a tutorial thread on how to use the app. Check with him :yep: Here is one of his: http://www.subsim.com/radioroom/showthread.php?t=198840 (it's based on very old version of the app but many things still apply)
TheDarkWraith
08-19-14, 10:10 AM
I tried sth about the TDW's GR2 editor as following,
open NSS_Uboat7c41.GR2. export the mesh "NSS_Uboat7c41_delt02", then I got the exported file.
NSS_Uboat7c41_det02.mtl
NSS_Uboat7c41_det02.obj
NSS_Uboat7c41_det02_AO.mtl
NSS_Uboat7c41_det02_AO.obj
Uboat7_body.Tga
Uboat7_body_N.Tga
Uboat7C41_O01.Tga
Uboat7C41_structure.Tga
Uboat7C41_structure_N.Tga
I import this export obj back into GR2 again then I got 2 errors about mtl files
********Mtllib NSS_Uboat7c41_det02.mtl contains an invalid map_bump/bump definition formaterial Uboat7C41_structure_subset0: map_bump Uboat7C41_structure_N.Tga. The app does not recognize some of the entries********
*************Failed to read in C:\NSS_Uboat7C41\NSS_Uboat7c41_det02.mtl and /or failed to update Mesh's material properties************
v1.1.455.1 released. See post #1
This version fixes the problem posted above :up:
v1.1.455.1 released. See post #1
This version fixes the problem posted above :up:
Good news. It is nice to know that you are again at work on your application :-)
@ BIGREG
Welcome back mate, we have been missing you!
THE_MASK
08-19-14, 04:46 PM
What I would like is for someone to make the electric gauges work in the VIIA aft room . Then I can use the OptionsFileEditorViewer to hide the fuel ,battery, comp air Co2 HUD .
Hello Sober,Gap,Snorchel and of course TDW :salute:
Sorry i have not see the material import bug with the . obj :oops:
i don't import material when i do it ...i assign them after i import my meshes.. :O:
Sober why not i can do that ... maybe i need just some work to do a clone of the 7 b/c TRA.GR2 to have enough meshes and re-name,assign/place the all things :hmmm:
thank Gap :03:
TheDarkWraith
08-19-14, 08:01 PM
Sorry i have not see the material import bug with the . obj :oops:
i don't import material when i do it ...i assign them after i import my meshes.. :O:
The material importer of the app was greatly overhauled since you've been gone. It's very good at what it's supposed to do now :up:
The only way you would've 'seen' the material import bug was if the object exporting/importing had a bump map (normal map) with it :yep:
Nice i get try it :yep: i start to redo the 7a TRA :03:
TDW can you add something to "easy" see when a mesh have AO or not ? to not export/import them when we don't need as the colision meshes :D
Edit: after import export meshes with materials ,i have some glicht... some materials are not good placed ... but it's not a prob to redo them :03:
https://dl.dropboxusercontent.com/u/99234496/glitch.jpg
schnorchel
08-20-14, 09:17 PM
v1.1.455.1 released. See post #1
This version fixes the problem posted above :up:
Downloading:up:
Hello TDW :salute:
Big problem to clean my files... i can't delete unused materials :wah:
I have try with older version and same ... always memory error ...
same when i try to remove the all maps*
of a material folder ,the 2 first work but when i try to remove the last i have memory error ...
( * 3 maps :diffuse,Self-illumination,bump )
i hope you have time to look at this bug ... thank in advance
PS: your PM box is full i can't send you the file to try :-? but i think on all files you get have the error memory if you try to delete materials
TheDarkWraith
08-22-14, 09:23 PM
Hello TDW :salute:
Big problem to clean my files... i can't delete unused materials :wah:
I have try with older version and same ... always memory error ...
same when i try to remove the all maps*
of a material folder ,the 2 first work but when i try to remove the last i have memory error ...
( * 3 maps :diffuse,Self-illumination,bump )
i hope you have time to look at this bug ... thank in advance
PS: your PM box is full i can't send you the file to try :-? but i think on all files you get have the error memory if you try to delete materials
There's a tiny bit of room in there, send me a PM with the file. Tell me exactly what you did also. You were using the latest version posted correct?
Hello TDW :salute:
PM send with the file ..
for delete a complete material,i do :
- remove the maps of the "folder" material
(but i can't delete the last -> error)
eg : Map #3334 (3 maps :diffuse,self illumination,bump)
i can remove the self illumination and bump of the Map #3334 (folder)
but i can't remove diffuse :-?
i have try to delete after remove the self illumination and bump
(not more used) but that don't work ... :wah:
TheDarkWraith
08-23-14, 12:24 PM
Big problem to clean my files... i can't delete unused materials :wah:
I have try with older version and same ... always memory error ...
same when i try to remove the all maps*
of a material folder ,the 2 first work but when i try to remove the last i have memory error ...
( * 3 maps :diffuse,Self-illumination,bump )
v1.1.457.1 fixes the problem with deleting unused materials. I was orphaning the last map reference if the material had more than 1 map reference.
The problem with trying to delete all the map references for a material I'm still working on. I know what the problem is - the problem is I remove all the map references then I tell the app to update the extendeddata. ExtendedData class says material has no maps and returns an error. So this error I'm working on.
v1.1.457.1 released. See post #1
Great TDW :yeah:
that work :yep:
another thing to see it's to create the "bump" material "folder" ..
we can't create a material type : No texture+map with just an additional bumpmap ... (as is usual in materials)
eg :
Material #1 (material+map (add : Diffuse,Self illumination,Bump))
-> Diffuse #1 (map+texture) OK
-> Self illumination #1 (map+texture) OK
-> Material "Folder" Bump #1 (no texture with map (just additional bumpmap) that is this one we can't create ... and this "folder" material is to link the bump #1 (map+texture)
TheDarkWraith
08-23-14, 03:03 PM
another thing to see it's to create the "bump" material "folder" ..
we can't create a material type : No texture+map with just an additional bumpmap ... (as is usual in materials)
eg :
Material #1 (material+map (add : Diffuse,Self illumination,Bump))
-> Diffuse #1 (map+texture) OK
-> Self illumination #1 (map+texture) OK
-> Material "Folder" Bump #1 (no texture with map (just additional bumpmap) that is this one we can't create ... and this "folder" material is to link the bump #1 (map+texture)
You can now :up:
v1.1.458.1 released. See post #1
Wow ! :yeah: thank TDW :salute:
I think now the last step for your editor it's the ability to add/delete meshes :D
i think after if you can do that it's not more just an editor,but a .GR2 creator :O:
TheDarkWraith
08-23-14, 04:35 PM
v1.1.459.1 released. See post #1
This fixes a critical bug that was present when you create a new material and add maps to it that had textures defined. The textures were being set to null (nothing) in the maps added :huh: This has now been fixed :up:
TheDarkWraith
08-23-14, 05:21 PM
TDW can you add something to "easy" see when a mesh have AO or not ? to not export/import them when we don't need as the colision meshes :D
Edit: after import export meshes with materials ,i have some glicht... some materials are not good placed ... but it's not a prob to redo them :03:
Don't understand what you are asking for in regards to "easy" see when a mesh have AO or not :06:
What glitches did you have? What do you mean by some not good placed? Everything should be good to go with the material importer :hmmm:
Don't understand what you are asking for in regards to "easy" see when a mesh have AO or not :06:
many meshes don't have AO map : lens,colision,light bulbs ... and it's useless to export/import them ... :O:
What glitches did you have? What do you mean by some not good placed? Everything should be good to go with the material importer :hmmm:
i have try to export a mesh with many subset and import it in another .GR2 with the materials,but some textures was not good after... (see the pictures:floor texture,lens on left side...)
but it's not important ... it's easy to redo the good after :yep:
Hello :salute:
TDW i have see that we need an order in the material list ...
i have try to do first the material "folder" (with all maps) first in the list
but i have error (nul pointer) when i try to reload the file .... :hmmm:
but if i do first in the list the diffuse texture ,no error ... :doh:
maybe it's nothing ,but good to know that ...
https://dl.dropboxusercontent.com/u/99234496/mat%20order%20error.jpg
TheDarkWraith
08-24-14, 09:09 AM
Hello :salute:
TDW i have see that we need an order in the material list ...
i have try to do first the material "folder" (with all maps) first in the list
but i have error (nul pointer) when i try to reload the file .... :hmmm:
but if i do first in the list the diffuse texture ,no error ... :doh:
maybe it's nothing ,but good to know that ...
Don't understand :06: Maybe send me file and what you did so I can see for myself?
i have edit the last post with a picture to understand ... :03:
Note : i have rename the first "map" (map #443) to not have error and change the texture in it ... and to see it's same in the texture folder ..
i can't delete the first... i need to replace the texture to not have error (nul pointer) at reload
TheDarkWraith
08-24-14, 09:42 AM
i have edit the last post with a picture to understand ... :03:
Note : i have rename the first "map" (map #443) to not have error and change the texture in it ... and to see it's same in the texture folder ..
i can't delete the first... i need to replace the texture to not have error (nul pointer) at reload
Still not quite sure what you mean :06:
If you are getting this error with a material that you had created and added before I fixed the null texture error in the last version try deleting the material and re-creating it.
ok i get try to redo the all materials ,but i have try to delete the first texture in the texture folder and i can't reload my file -> nul pointer error
(i can delete all other textures after the first without problem to reload ...)
(i use the last editor version 1.1.459.1)
https://dl.dropboxusercontent.com/u/99234496/tex%20order%20error.jpg
Note : i have change the texture at the first texture in list and don't have error to reload it ...
Edit : i have try to redo the all materials (first create the news and after delete the old.. i can't delete the old before...) and i have nul pointer error ...
Hello :salute:
TDW i have try to create a Material (no texture with map) with just an additional bump map ,but i have a nul pointer error when i do it :-?
and i have try to rename the all materials to be more readable ... but after the file is corrupted (nul pointer)
Maybe if you can take a look on this bug ..
Thank in advance
Ps : i use the last editor v1.1.459.1
schnorchel
09-10-14, 01:37 AM
Hi TDW,
I found that I cannot open UBoot_Sensors.GR2 your GR2EditorViewer.:/\\!!
Hello Schnorchel :salute:
yes impossible to open the uboot sensor :hmmm:
i have try with older editor version 1.1.272.1 ,i can open it but i can't save it :-?
Ps: same for the NSS_Uboat7a.lights.GR2 and all light.GR2
schnorchel
09-13-14, 11:20 PM
Hello Schnorchel :salute:
yes impossible to open the uboot sensor :hmmm:
i have try with older editor version 1.1.272.1 ,i can open it but i can't save it :-?
Ps: same for the NSS_Uboat7a.lights.GR2 and all light.GR2
Thank you BIGREG for the confirmation, I really hope that i could know things about the SH5 better to speedup the some progress to make the SH5 better than now :wah:
for example
Address the sea waves setting when wind speed>15m/S
Add new boats like typeIX and Type XXI.
To enable the sub's water tank controllable manually.
vanjast
11-10-14, 02:20 AM
Is the open source code still available for this exe ?
Targor Avelany
08-17-15, 04:09 PM
Time to bring this thread out of the woods.... This thread shell never die!
Time to bring this thread out of the woods.... This thread shell never die!
I couldn't agree more. Welcome back Targor, I am glad to see you around :sunny:
kibeldede
11-14-15, 09:19 AM
Will this tool help with exporting Sh4 ships to sh3?
Will this tool help with exporting Sh4 ships to sh3?
No, to convert SHIV ships to SHIII you need Silent3ditor by Skwas. You don't need to export anything though. Both games share basically the same format and the conversion only requires a few tweaks. Using S3d this is a relatively easy task, if you know what you are doing. Old school modders had to tweak dat files manually, using hex editor or Mini Tweaker by timetraveller, which was a PITA I suppose :03:
Jeff-Groves
11-16-15, 08:40 PM
I'm pretty sure all ships and aircraft from Sh4 have been made SH3 ready at this point in time.
There's even a program to convert SH3 ships to SH4 with a click of a button.
I'm pretty sure all ships and aircraft from Sh4 have been made SH3 ready at this point in time.
There's even a program to convert SH3 ships to SH4 with a click of a button.
Thank you Jeff, good to know :up:
I wish things for SH5's GR2 format were as easy :)
Aktungbby
11-20-15, 12:48 PM
The force is ...restored!:up:
The force is ...restored!:up:
yep, my Imageshack account has gone to the wrong side, but I am again on the sunny side of the force :sunny:
Shiklgroober
02-28-17, 11:00 AM
Hello! Uploaded GR2 file in «GR2EditorViewer» editor, as recommended in the manual. Everything seems to work good. Cannot find options to do delete. I have a question for the experts on how to remove all the same in this editor any part of the object, for example such as a model of anti-aircraft guns or cannon. You can write to me or show on screen step by step? Many thanks!
I have a question for the experts on how to remove all the same in this editor any part of the object, for example such as a model of anti-aircraft guns or cannon.!
The answer is easy: you can't do it using GR2 Editor. All you can do is replacing the meshes of the unwanted part with a dummy (empty) mesh and/or set its bone to invisible :yep:
Shiklgroober
03-04-17, 10:57 AM
I got the impression that perform some sort of change in SH5 models impossible. The main expansion of models - ...GR2. Is there any converter in other extensions? For example, in obj. Then what tools do fashion designers? Thanks.
Jeff-Groves
03-04-17, 04:16 PM
Not impossible. Just difficult depending on what you want to do.
I made an Open Bunker Mod with nothing more then a hex editor.
https://www.youtube.com/watch?v=AgR26wQAKPg
Tomi_099
03-04-17, 06:16 PM
:Kaleun_Thumbs_Up:
I got the impression that perform some sort of change in SH5 models impossible. The main expansion of models - ...GR2. Is there any converter in other extensions? For example, in obj. Then what tools do fashion designers? Thanks.
Well, GR2 Editor/Viewer is still an unfinished product, and with TDW out of the scene there is little hope that it can be finished any time soon.
Once you know its limitations, you can perform tasks of a certain complexity, but working with it is a time-intensive occupation anyway. Making a list of which tasks it can perform and which not, would take long, but you can always ask here and someone will pop-up to answer your questions :salute:
P.S: you might be interested in this other thread: :03:
http://www.subsim.com/radioroom/showthread.php?p=2417008#post2417008
Shiklgroober
03-15-17, 05:54 AM
Sorry! I apologize for my immodest question, but coudn't you to tell me in which folders or files you used in the game the HEX editor? Thank you! Yours faithfully!
thadgar
08-13-17, 09:36 AM
I wish to move a single tile down the X axis. Right now I have to grab each of the four points (vertices) and move them down the X axis, one after the other. Is there a way to move the whole tile (all four vertices) down the X axis, at the same time? This would make editing objects much faster.
This may already have been explained. I just can’t find the instructions.
Thanks Much,
Thadgar
I wish to move a single tile down the X axis. Right now I have to grab each of the four points (vertices) and move them down the X axis, one after the other. Is there a way to move the whole tile (all four vertices) down the X axis, at the same time? This would make editing objects much faster.
What tile do you want to move? Can you be more clear? :)
thadgar
08-13-17, 07:13 PM
Hi gap,
I am moving tiles around in the 20mm_C38_Twin.gr2 file. I am rearranging the tiles of the front fork, so it looks kinda like the shield on the 20mm_C38_Twin_Shield.gr2 model.
Why you may ask? Well, I noticed that, using Wamphyris Plane Mod- 1.01, one gun (no shield) aims better than the other gun (with shield), but the shield makes it look cooler... So, why not have the best of both! :)
Any suggestions on how to move all four vertices of one tile, along any axis, all at the same time would be much appreciated. I can already move the tiles where I want them, but it takes forever doing it one point at a time.
Thanks again,
I am moving tiles around in the 20mm_C38_Twin.gr2 file. I am rearranging the tiles of the front fork, so it looks kinda like the shield on the 20mm_C38_Twin_Shield.gr2 model.
...
Any suggestions on how to move all four vertices of one tile, along any axis, all at the same time would be much appreciated. I can already move the tiles where I want them, but it takes forever doing it one point at a time.
Moving whole meshes vertex by vertex is not the way to go.
The easiest way to change their position within the model they belong to, is displacing the x, y, z coordinates of the bone that they are linked to. Another valid approach, would be exporting them as an obj model, moving them around in a 3D editor, and then re-importing them.
You should be aware that U-boat guns have transform data though, and messing with them could lead to any sort of bugs
Why you may ask? Well, I noticed that, using Wamphyris Plane Mod- 1.01, one gun (no shield) aims better than the other gun (with shield), but the shield makes it look cooler... So, why not have the best of both! :)
Before you go through the difficult process of changing the unshielded 20mm FlaK into looking like the shielded one, I suggest you to try this little mod:
http://www.mediafire.com/file/dwz5t55h3n25nq9/Reworked_U-boat_Guns_%28incomplete_version%29.7z
It is based on the same concept as Wamphyri's Plane Mod but with further fine-tuned settings, and it should do all the U-boat guns equally lethal when manned by a skilled crew :up:
thadgar
08-14-17, 12:53 PM
Hi gap,
Thank You!
I will try this tonight when I get home.
Hi gap,
Thank You!
I will try this tonight when I get home.
You are the welcome thadgar :salute:
Let me know if it works for you. It should be compatible with Wamphyri's mod and with any other mod/megamod.
thadgar
08-14-17, 07:10 PM
It worked perfectly
I loaded your 20mm_C38_Twin_Shield.sim file and...
I shot down a plane! :)
Thanks again Mate,
It worked perfectly
I loaded your 20mm_C38_Twin_Shield.sim file and...
I shot down a plane! :)
Thanks again Mate,
Glad it helped :yeah:
Been playing around with the editor today, initially it was going to be a quick look, 8hrs later! I was a little further along, I eventually managed to import a IX hull into a type VII and get its materials and textures working correctly. It even opened in granny viewer afterwards, which is a minor victory I guess.
It`s just slow work figuring out how things have to be done in the program.
I have a sneaking feeling that getting the meshes and textures in is going to be the easy part though.
vdr1981
09-10-17, 05:17 PM
Been playing around with the editor today, initially it was going to be a quick look, 8hrs later! I was a little further along, I eventually managed to import a IX hull into a type VII and get its materials and textures working correctly. It even opened in granny viewer afterwards, which is a minor victory I guess.
It`s just slow work figuring out how things have to be done in the program.
I have a sneaking feeling that getting the meshes and textures in is going to be the easy part though.
That sounds really good ! :up: Can we see some screenshots?
will post some up when/if I get a full sub in, got to see if I can get both scopes working in the ct, the animations will be the biggest problems there.
and the animation for the rear torp outer doors will be another,
https://i.imgur.com/MfE2YDp.jpg
thats if the link works, I am still partially computer illiterate.
https://s26.postimg.org/bja583evt/SH5_Img_2017-09-16_21.57.48.png (https://postimages.org/)
vdr1981
09-16-17, 05:47 PM
https://s26.postimg.org/bja583evt/SH5_Img_2017-09-16_21.57.48.png (https://postimages.org/)
That looks quite promising mkiii! :yep:
Is that type IX hull with VIIC41 tower, right?
Don't hesitate to post any questions if needed mate. :yep:I'll try to help as much as I can.:yep:
I'm really glad to see that you use TWoS as a base for your work as well...:up:
yes just the IX hull, at the moment trying to make all the IX meshes fit into the 7c/41 gr2, which means learning wings 3d as well as the editor.
been fighting with the deck, its 6 sets of meshes rolled into 1. In wings its fine, in the editor its either inside out, back to front, or upside down, but I now know 3 ways not to do it :hmmm:
vdr1981
09-17-17, 04:05 AM
yes just the IX hull, at the moment trying to make all the IX meshes fit into the 7c/41 gr2, which means learning wings 3d as well as the editor.
been fighting with the deck, its 6 sets of meshes rolled into 1. In wings its fine, in the editor its either inside out, back to front, or upside down, but I now know 3 ways not to do it :hmmm:
Gap loves this stuff...:) I'm sure he'll offer us some precious advice when he see your posts...:yep:
Gap loves this stuff...:) I'm sure he'll offer us some precious advice when he see your posts...:yep:
Here I am, better late than never :up:
Been playing around with the editor today, initially it was going to be a quick look, 8hrs later! I was a little further along
Welcome in the SH geeks club mate :salute:
I eventually managed to import a IX hull into a type VII and get its materials and textures working correctly. It even opened in granny viewer afterwards, which is a minor victory I guess.
Yes, if after saving you can load it back in GR2 Editor, and it shows up correctly in Granny Viewer and/or in Goblin Editor, you are 99% sure that it will work in game too :03:
It`s just slow work figuring out how things have to be done in the program.
I have a sneaking feeling that getting the meshes and textures in is going to be the easy part though.
Well, besides that there is not really much else you can do with the Editor. For me the hardest part is messing with the second UV channel, the one used for ambient occlusion mapping, without screwing it up. Adding/removing materials can be a PITA too. Remove the wrong material, and you will trash in the dust bin your work of days in a matter of minutes.
The key is planning carefully your work before you start, choosing the most suitable GR2 file that you will work on (according to the number of submeshes you want your model to have, the type of texture maps it will use) etc, and making many back up copies of your work :yep:
will post some up when/if I get a full sub in, got to see if I can get both scopes working in the ct, the animations will be the biggest problems there.
and the animation for the rear torp outer doors will be another,
Unfortunately the granny animation format is still unknown, so you cannot have animated GR2 files in game. Anyway, IIRC, periscopes have no trasform data (they are raised/lowered by means of the extesible controller). As for torpedo doors, you can link type VII's doors to your model if they fit with it, or you can store your custom torpedo door model in an animated dat file. Though with some limitations, you can mix dat and GR2 objects (again, if memory serves me well, the doors will look completely black)...
yes just the IX hull, at the moment trying to make all the IX meshes fit into the 7c/41 gr2, which means learning wings 3d as well as the editor.
Once you get used to its contextual menu systen, Wings is pretty easy to use, and there are some video turorials on the most common functuions on youtube. In any case, feel free to ask here if you need for help by the community :up:
been fighting with the deck, its 6 sets of meshes rolled into 1. In wings its fine, in the editor its either inside out, back to front, or upside down, but I now know 3 ways not to do it :hmmm:
If your 3D editing program of election is Wings3D (but I think the same goes for Blender, Max, Maya, and the most common 3D software), you should flip your models along the x axis before importing them in game. Face normals should be pointing in the same direction as in Wings3D, I don't get why your model is inside-out :hmmm:
Thanks Gap, it was the Normals, figured it out eventually, after hitting the text books, I think the torp doors will be doable using the existing files, if I can move the meshes and bones, not tried yet though. and thanks for the handy hints and tips, much appreciated mate.
Thanks Gap, it was the Normals, figured it out eventually, after hitting the text books
As I said, if face normals point in the right directions in Wings3D, they do in game too :yep:
I think the torp doors will be doable using the existing files, if I can move the meshes and bones, not tried yet though.
Yes, you can move around bones at wish. Bone position unit is the same as vertex coordinates in most 3D editors; 0.1 units = 1 m (in game).
...and thanks for the handy hints and tips, much appreciated mate.
My pleasure mkiii. Keep on the good work and don't hesitate getting in touch again if you need any other information :up:
Got a strange problem with the editor, imported the deck with extra subsets
(did not know I could do that) and it works fine, it verifies ok no broken chains etc. save the .gr2 file, it writes successfully. it loads in granny viewer fine, it loads in game fine, so back to the editor to carry on with the work, does not work, reports primary vertex errors in section 0, or 1, even if I combine all the parts in max and export as a single .obj it still fails the reload,
without the deck it re-loads in the editor all the time. so for the time being I will just load the deck last of all and keep my fingers crossed.
just a few bones in the hull to move, and the torp doors to sort out and the hull work is done. still waiting for permission to use the models for sh5, so it may be all just a learning curve anyway.
Got a strange problem with the editor, imported the deck with extra subsets
(did not know I could do that)...
I am not sure I am following you here... In GR2 Editor's terminology, a subset is a portion of a 3D object using a certain material. The editor lets you to import objects with as many subsets as you want :yep:
....and it works fine, it verifies ok no broken chains etc. save the .gr2 file, it writes successfully. it loads in granny viewer fine, it loads in game fine, so back to the editor to carry on with the work, does not work, reports primary vertex errors in section 0, or 1...
I know what you mean. Sometimes the editor is even more strict than the game itself in deciding what is a broken file and what not.
Have you tried adding all the needed subsets manually, before you import the new mesh?
Have you tried loading the 'broken' file in some of the older versions of the Editor. They are often more tolerant that the latest versions, and they open a widest range of gr2 files, even the ones not supported or discarded as broken by the last version.
...even if I combine all the parts in max and export as a single .obj it still fails the reload.
without the deck it re-loads in the editor all the time.
This is where I get lost: subsets are by definition part of the same object/mesh. It makes me think that you are actuallu talking about separate meshes. If that's the case, try importing the new meshes one by one, until you find the one that makes the file broken for GR2E :hmmm:
so for the time being I will just load the deck last of all and keep my fingers crossed.
just a few bones in the hull to move, and the torp doors to sort out and the hull work is done. still waiting for permission to use the models for sh5, so it may be all just a learning curve anyway.
Sounds promising. I really hope that you will sort all the problems, get permissions and release your work :yeah:
thanks Gap, clears up a few things, seems that what I think something means, actually means something else.
Its all a learning experience, trouble is I don`t learn as quickly as I used to.
thanks Gap, clears up a few things, seems that what I think something means, actually means something else.
Its all a learning experience, trouble is I don`t learn as quickly as I used to.
Well, terminology is just a matter of conventions, and despite your complaints I think you are learning quite quickly.
Keep me informed if you make any progress with the vertex error.
As I said, it is possible that GR2E doesn't like some of the meshes you are inporting. Import ing them one by one could help us to narrow down and hopefully iron out the problem. :yep:
https://s1.postimg.org/5o3ul9gq5b/image.jpg (https://postimg.org/image/151tiab97f/)
well I finally got the deck in,
https://s1.postimg.org/5o3ul9gq5b/image.jpg (https://postimg.org/image/151tiab97f/)
well I finally got the deck in, and Alex kindly gave permission for me to use their models, So I guess I will have to move on to a work in progress thread
now
vdr1981
10-09-17, 05:34 AM
https://s1.postimg.org/5o3ul9gq5b/image.jpg (https://postimg.org/image/151tiab97f/)
well I finally got the deck in, and Alex kindly gave permission for me to use their models, So I guess I will have to move on to a work in progress thread
now
Wow mkii, this looks awesome indeed! :up:
Is it really possible that we'll get finally playable type IX after all these years? :o
I would say a cautious yes to that, there are a few hurdles yet, but nothing really major, (he said with an overconfident smile).
It`s just making things do what I want them to do. Like the Deck problem, it turns out that I was doing it right as far as adding the subsets was concerned, but you have to save the file and then reload after each additional subset. put 2 subsets in at once, the file saves but throws an error on reload.
so I now save\reload after doing anything at all. I have 30 copies of the file now, its slow going and tedious but it makes backtracking a hell of a lot easier.
The hull will be done this evening, then I have to look at the fx.gr2 for it, all the bow waves and side water etc are in there, there are 185 bones, i will have to move an awful lot of them,
It will be worth it in the end, the detail in the models is a credit to Wise and Kovall, as soon as I saw them I thought I just have to have them in sh5.
ps
If it all goes well I will be porting their IXc40, with the narrow quick diving hull as well. that model really is awesome.
OldCoder
10-10-17, 08:28 AM
Hi guys, I didn't think new playable subs were possible with SH5 without granny editor. Is this false understanding?
Hi guys, I didn't think new playable subs were possible with SH5 without granny editor. Is this false understanding?
using TDW GR2 Editor, it seems to be possible, its working up to now, it loads into a test mission just fine, still a lot of work to do yet, and something could still go wrong,
OldCoder
10-10-17, 10:11 AM
Very good and best of luck. :Kaleun_Salute:
@mkiii: Mate, type IX is what I've been waiting for few years to happen in SH5. The day you succeed adding working Type IX with everything (interior could be done later) to a detail like deck splashes plus someone makes it working in campaign, will be my best day in SH5 since was released... I was really hoping for some official Type IX DLC/datadisc, but we all know how things ended.
Thank you for all your effort, good luck!
That's a big progress mkiii :up:
Since you are thinking about converting your small learning project into an official WIP thread, I recommend you not to forget adding specular, normal and ambient occlusion maps to your model, as those are some of the features that make SHV objects to look more real and lively than SHIII ones. I don't know how good you are at 3D modelling and at 2D art painting, but should you need any missing any missing model and/or texture, I will be glad to help you with them, compatibly with my RL duties and with my other modding commitments.
Talking about interiors (I know it is still a bit too early to talk about them, but better to be early tha late), HanSolo78 has recently releases v 5.0 of War Ace Campaign which includes full interiors of the following u-boats:
type II by Mikhayl & Tomi_99
type IX by HanSolo78, Flakmonkey & Ubi
You could ask the authors for permissions to inlude their work into your mods. I don't think they would deny it :salute:
have got AO maps GAP, not got specular maps, but will look in to whats involved, can only use the fixed function pipeline in the editor, so it does look flat, if I try the programmable shaders its just black, been thinking along those lines for the interiors myself, would save a lot of time,
I will probably have questions for you, :) there will surely be things I cannot figure out myself, especially on the graphics side of things.
have got AO maps GAP, not got specular maps, but will look in to whats involved
For the most commons uses, specular and normal maps are mapped on the same UV channel as the diffuse texture, so it is easy adding them at later stage. The one precaution that you should take, is choosing a base file where you will import the new meshes that has extended data for those types of map already in it. In theory, the latest versions of GR2 Editor can add those missing strings to any file, but in my experience that feature doesn't work too well, and if you try adding a map of a certain type to a file that missed that type, ore often than else you will end with a corrupted file. Anyway, if you choose to use the GR2 file of another playable sub as base for your work, you shouldn't have such a problem as it already has all the possible map definitions.
Talking about ambient occlusion maps, I think you know it already, for their nature they need a non overlapping UV unwarpping, and they are usually mapped on a secondary UV channel. You import these UV coordinates together with main vertex coordinates and the primary UV channel, but you must be careful: any mismatch in the order of vertex/edge/polygon coordinates of the models where the primary and the secondary UV channels are stored, and the imported UV coordinates will be corrupt :yep:
can only use the fixed function pipeline in the editor, so it does look flat, if I try the programmable shaders its just black
Yep I know, but even so, you should still be able to preview diffuse and AO maps. For other type of maps and for previewing the effect of different material attributes, the quickest method is loading the model in Goblin.
been thinking along those lines for the interiors myself, would save a lot of time,
:up:
I will probably have questions for you, :) there will surely be things I cannot figure out myself, especially on the graphics side of things.
Feel free to ask. I will be glad to answer your questions as much as I can :salute:
sunpack1
12-02-18, 05:40 PM
Have decided to make some mods and downloaded TDW editor/extractor/importer. Could NOT stop reading the almost 200 pages of this thread which was so enjoyable to learn about TDW tremendous effort in the makind this development possible, as well as Trumpteer's contribution as well as others...thank you for your time and hard work, congratulations to all!
After installing de editor had a lot of fun opening gr2 files. Inspired by this I am hoping to make a few mods for the game. I am a naval architect thus CAD software work have been in my work circle for many years.
Could not find a current tutorial except for some dead links posted by BigRed but all functionality is pretty straight forward except for export/import option is not in the menu.
Would appreciate if someone can help to point out how this is done. I have the latest version 11.459.1
Thank you!
SunPack1
Jeff-Groves
12-02-18, 05:46 PM
Hi Mate!
First, that would have been me as privateer. Not Trumpteer!
:haha:
I'm still around so you can always PM me with questions.
sunpack1
12-02-18, 06:34 PM
Sorry Privateer, I guess I was lost in space...LOL!
Sent you a PM..
Thanks a Lot!
Armand/SunPack1
Aktungbby
12-02-18, 08:08 PM
sunpack1!:Kaleun_Salute:
sunpack1
12-02-18, 08:11 PM
Thank you, Nice of you....Great to be here!
Armand/SunPack1
Hello,
Trying to use GR2 Import option, I've run into a problem:
- Import works with .obj files I exported from game's gr2 files using gr2 editor
- However, any file I import into Blender and then export back to .obj, or any file created in Blender in first place and exported to .obj gives me "No verticies found" file error.
It seems that the problem somehow lies in Blender's import/export to/from .obj format. Has anyone succesfully imported objects done in Blender? If so, what were your export settings?
Hello,
Trying to use GR2 Import option, I've run into a problem:
- Import works with .obj files I exported from game's gr2 files using gr2 editor
- However, any file I import into Blender and then export back to .obj, or any file created in Blender in first place and exported to .obj gives me "No verticies found" file error.
It seems that the problem somehow lies in Blender's import/export to/from .obj format. Has anyone succesfully imported objects done in Blender? If so, what were your export settings?
Hi kapuhy, my main modelling tool is Wings3d and I don't think I ever tried feeding Blender-exported models directly into Gr2 Editor (or if I did I forgot). Anyway from your description the problem seems to be a format used by Blender's obj exporter that Gr2Edit dislikes.
Obj files are easily edited using a spreadsheet program or any text editor but before we start digging into them,, can you download Wings3D (http://www.wings3d.com/?page_id=84) and check that on your system Gr2Editor can load Wings3D -exported obj files?
Hi kapuhy, my main modelling tool is Wings3d and I don't think I ever tried feeding Blender-exported models directly into Gr2 Editor (or if I did I forgot). Anyway from your description the problem seems to be a format used by Blender's obj exporter that Gr2Edit dislikes.
Obj files are easily edited using a spreadsheet program or any text editor but before we start digging into them,, can you download Wings3D (http://www.wings3d.com/?page_id=84) and check that on your system Gr2Editor can load Wings3D -exported obj files?
Hi Gap,
I just tried method you proposed and I'm looking at my ship model in TDW's gr2 editor :) Thanks!
To be more specific, Blender doesn't have export directly to Wings3D so I exported to .3ds in Blender, then imported it in Wings3D and reexported to .obj from there. Resulting .obj file can be imported by TDW's program.
I just tried method you proposed and I'm looking at my ship model in TDW's gr2 editor :) Thanks!
My pleasure kapuhy, I am glad that my workaround worked for you! :up:
This afternoon I have been looking into your issue, and after taking a quick glance at a blender-exported obj file in notepad, I think I might know what is causing Gr2Editor not to import your files directly. The following link describes pretty well the issue:
https://gamedev.stackexchange.com/questions/57414/why-do-some-obj-files-have-no-newlines
If my guess is correct, you should apply the opposite* of the following method on your obj files if you wish to import them in Gr2 Editor without the W3D step:
http://sql313.com/index.php/blog/62-using-notepad-to-change-end-of-line-characters
* Just make sure that you are replacing the \n (Line Feed, LF) character with \r\n (Carriage Return and Line Feed, CRLF).
To be more specific, Blender doesn't have export directly to Wings3D so I exported to .3ds in Blender, then imported it in Wings3D and reexported to .obj from there. Resulting .obj file can be imported by TDW's program.
Both the obj and the 3ds format are well supported by Blender and Wings3D. You can use either of them to port your projects from one program to the other :)
Ok, another question :)
I exported Armed Trawler through GR2 Editor to Blender, modified the model and imported it back. Everything went fine, except for one thing: one of hull parts keeps having its subsets switched during import back into .gr2. It goes like this:
1) Before exporting: subset0 is deck and subset1 is hull
2) In Blender: subset0 is deck and subset1 is hull
3) Exported from blender to .obj: subset0 is deck and subset1 is hull
4) After importing back to .gr2 file in GR2 Editor, suddenly:
subset0 is hull and subset1 is deck...
This causes each subset to use wrong material, and even if I switch the materials in GR2 editor, it seems only gr2 editor recognizes it - in Goblin, and in game, ship keeps using wrong materials for both subsets.
All other parts, which I exported/imported exactly the same way, work fine. I tried turning on the "force subset ordering" option, but it just gives me an "invalid input" error.
https://i.imgur.com/uvzAL7B.png
Jeff-Groves
05-16-20, 01:46 PM
Send me a link to the exported files from the GR2 and the files your trying to import.
Send me a link to the exported files from the GR2 and the files your trying to import.
I've sent you PM with the link.
Jeff-Groves
05-17-20, 10:10 AM
Your Blender obj files have subset1 before subset0
I suspect that is the problem.
:hmmm:
To reverse the way they are packed in the file you need to save only Subset0 to an obj file.
Then import subset1 to that file and save.
That should reverse the way they are in the final obj file.
It worked like that in 3D Max anyway.
Your Blender obj files have subset1 before subset0
I suspect that is the problem.
:hmmm:
To reverse the way they are packed in the file you need to save only Subset0 to an obj file.
Then import subset1 to that file and save.
That should reverse the way they are in the final obj file.
It worked like that in 3D Max anyway.
Thanks Jeff,
I tried your method and I'm happy to report it worked like a charm :up:
This means civilan version of Armed Trawler (https://imgur.com/FKMDDuv) coming soon :)
Jeff-Groves
05-17-20, 04:01 PM
Fantastic Mate!
:salute:
Hello,
I read this thread with great interest, I want to express my admiration to everyone who has been involved in the development of TDW Editor:
TheDarkWraith, Madox58, skwasjer, gap, trumpteer ... ho sorry ... Privateer ...
Thank you for your excellent work.
After making some units for SH3 and SH4, I want to try modding for SH5. I have a good knowledge of 3D with Gmax and I also work on textures.
With TDW Editor I can open _.GR2 files
But I admit that the GR2 format for SH5 bothers me.
I want to find a tutorial from this great editor.
The most important point for me is being able to import / export 3D meshes ... but I can't find any of these functions in the Menu.
If a charitable soul wants to help me ... Thank you!
With TDW Editor I can open _.GR2 files
But I admit that the GR2 format for SH5 bothers me.
I would love to find a tutorial from this great editor.
The most important point for me is being able to import / export 3D meshes ... but I can't find any of these functions in the Menu.
If a charitable soul wants to help me ... Thank you!
Unfortunately there is no tutorial or manual for GR2 editor, but if you'll have any problems with it I'll be happy to help and I'm sure others will too.
As for importing/exporting meshes:
1) Go into Bones tab and make sure Bones->Show is disabled:
https://i.imgur.com/grsvwAU.png
2) Now go into Meshes tab, select mesh you wish to edit, and then you have options for export/import on the left:
https://i.imgur.com/lvYvG0a.png
Select "no" when prompted for strict/loose import. Strict import requires your new mesh to have the same number of vertices, so it's only good for small modifications to existing mesh.
GR2 Editor imports/exports to .obj format, since you modded SH3/4 you are familiar with it. It's rather strict with file format and depending on your 3D software, some errors might pop up. I can help with export/import options for Blender, but unfortunately I have no experience with Gmax.
Editor will be looking for 2 .obj files, one with your diffuse map and other with your AO map (you need to name files like: ShipName.obj and ShipName_AO.obj).
Thanks for your help, kapuhy.
You are the Chief.
I just have to work !
Jeff-Groves
07-28-20, 02:03 PM
With just a little text editing of the obj files you can do a strict import
and get a much smaller file size.
:har::03:
Personally?
I use a script I wrote for 010 that looks at the new obj files and adjusts them for a strict import.
Hi to all
After the first advice, and thank you for that, I thought I'd manage on my own, but I have some problems with the realization
I am coming back to you in the hope of having a solution.
My problem: Creating an earthly object as a characteristic Seamark
Example: a church, a bell tower, a lighthouse, etc.
Here are my questions:
1 - TDW editor for GR2 Files seems a great tool, but for lacking of information I am not an expert in its use.
Can we create from nothing, from zero *. the skeleton bones and a hierarchy of these bones?
*. Initial parent with his own name then parentage for the Meshs (Diffus - AO) then Meshs Collision?
2 - I got around the No. 1 problem for my first realization by copying an existing object Either in C:... / ... 'Silent Hunter 5 with TWOS'data-Terrain-Locations'CustomAreas-germany
The Church object: church. GR2 and associated .sim
Note: This one as is in the game, is not visible if placed with the mission editor ...
The 3D model is very far from the reference point, about 1 km after Gmax or Blender.
So with Blender I remade the church at the reference point, so that an placement in the mission editor corresponds to the place pointed and seen in the game, map or TAI .
Of course, I transcribed the exported files in .obj format using the Note Block.
I checked the correct transcription by importing and exporting again in the Wings3D editor.
Using TDW-editor, I imported the renamed files
Church_AMZ.obj
Church_AMZ_AO.obj
And Collision_ Church_AMZ.obj
They appear well at Zero Point ... It's ok.
But since this is a clone of the GR2 file with 3D replacement,
I decided to replace the names of the skeleton and bones, then the parents Meshs, in order to have the identifiers remapped. Not expert with the TDW, I did it using a Hexa editor.
Here's my second question: *. Can we in TDW change the names of skeleton, bones etc?
*. In the same way for the Meshs, can we edit the names of the Parents masters?
Sometimes this is possible for certain filiations. ???
Not being a programmer, I just replaced Letters by Letters the name without changing the length of the GR2 file (Hexa).
Of course, I remapped the Church_AMZ.sim file accordingly.
The Church_AMZ.GR2 file thus modified opens correctly in the TDW, after having automatically corrected the byte counter ...
Control by opening everything in GobinEditor (_.GR2 and _.sim merge)
...
Everything seems correct!
I did a mission (MissionEditor) in order to have the visual in the game ... There's nothing???
Please, can you give me a thread where I could refer
Can you help me in my process
With all my gratitude.
Does anyone know which files the GR2 Editor needs from SH5 to work without a current installation of the game?
Jeff-Groves
06-05-22, 03:39 PM
You only need to point it to where SH5 is installed if you need the textures to show.
Other then that it is a stand alone program.
Jeff-Groves
06-06-22, 02:28 PM
Working on a problem for Grenso, I came across something different.
I managed to get a 3D object imported to an GR2 that was done in version 1.1.1.265
I saved that import under a new name with version 1.1.1.454
when exiting? I was told the original GR2 was changed and did I want to save. So I did.
I opened the same file that I had not opened with 1.1.1.459 and then saved it with out doing anything.
I compared the files with 010 and I see a butt load of difference.
Not sure what this all means but it's interesting none the less.
:hmmm:
Editing of the exported obj files works fine with Blender and the import too. I found a simple way to import the files without any issues, even if this way takes some time and concentration.
I will check next time if this works with Cinema 4D in the same way or if it‘s with it more simple like with Blender.
Jeff-Groves
06-08-22, 02:21 PM
Cool!
:up:
I'm working on a new program I hope will solve a lot of issues in the future myself.
:03:
I'm working on a new program I hope will solve a lot of issues in the future myself.
:03:
Until you are finished with this will Notepad++ my best friend. :yeah:
Editing of the exported obj files works fine with Blender and the import too. I found a simple way to import the files without any issues, even if this way takes some time and concentration.
I will check next time if this works with Cinema 4D in the same way or if it‘s with it more simple like with Blender.
Cool!
:up:
I'm working on a new program I hope will solve a lot of issues in the future myself.
:03:
Until you are finished with this will Notepad++ my best friend. :yeah:
Are you guys talking about the issue of Blender-exported obj files not being managed by GR2 Editor?
If yes, besides this warkaround (https://www.subsim.com/radioroom//showpost.php?p=2639246&postcount=2469), another possible stop-gap solution is importing/exporting Blender-generated obj files in another 3D editing program.
Wings 3D is a good option as it is a free program, it doesn't take much disc space and it is easy to use. It has a con though. For some reason, it merges back hard edges split using Blender's edge split modifier.
Another free alternative is Softimage Mod Tool. By default it can't export obj files, but a obj exporter is available as a free plugin.
The third (and possibly the best) free option that comes to my mind is MeshLab.
Are you guys talking about the issue of Blender-exported obj files not being managed by GR2 Editor?
If yes, besides this warkaround (https://www.subsim.com/radioroom//showpost.php?p=2639246&postcount=2469), another possible stop-gap solution is importing/exporting Blender-generated obj files in another 3D editing program.
Wings 3D is a good option as it is a free program, it doesn't take much disc space and it is easy to use. It has a con though. For some reason, it merges back hard edges split using Blender's edge split modifier.
Another free alternative is Softimage Mod Tool. By default it can't export obj files, but a obj exporter is available as a free plugin.
The third (and possibly the best) free option that comes to my mind is MeshLab.
Humans are creatures of habits.
I installed Blender extra for SH5 because I had small problems with Cinema 4D with the size scaling during import and export and I don't want to waste time to find the correct setting.
So, I don't want and need an additional 3D software. But thanks for your proposals. :salute:
Roy_Batty
05-12-24, 10:57 PM
So I have been using the GR2 Editor, and it is really great. Very easy to use.
But I have run into a problem. i have been able to use the CR.gr2 to access the control room. But when i try to access these specific GR2 files to get access to the Periscope for the Control room, I get hung up. The Gr2 file won't open, is this a known bug?, or am i doing something wrong?
These are the specific files I am having problems with:
RoomCR-Periscope + Anim.gr2
RoomCT-Periscope + Anim.gr2
RoomDER- Engine +Anim.gr2
Any help or guidance that can be provided would be greatly appreciated!
Thanks!
Aktungbby
05-13-24, 10:23 AM
Roy_Batty!:Kaleun_Salute:...welcome to the surface after an 11 year 'silent run"! ...of course we know how you got your :subsim: name! http://www.subsim.com/404n.jpg:arrgh!:
Jeff-Groves
05-13-24, 11:59 AM
So I have been using the GR2 Editor, and it is really great. Very easy to use.
But I have run into a problem. i have been able to use the CR.gr2 to access the control room. But when i try to access these specific GR2 files to get access to the Periscope for the Control room, I get hung up. The Gr2 file won't open, is this a known bug?, or am i doing something wrong?
These are the specific files I am having problems with:
RoomCR-Periscope + Anim.gr2
RoomCT-Periscope + Anim.gr2
RoomDER- Engine +Anim.gr2
Any help or guidance that can be provided would be greatly appreciated!
Thanks!
You need to use a different version of the editor.
Roy_Batty
05-13-24, 05:29 PM
Hi, thanks for the info. which version would you recommend?
Jeff-Groves
05-15-24, 11:43 AM
Really don't know which version opens them and allows editing. I did open a couple of them with 1.1.281.1
There's probably a better version and you'll need one that can use granny Viewer X to decompress the Room_CT - Periscop + Anim.GR2
If you need older versions? I can upload a pack with what I have and include the granny viewer x also.
I can tell you I probably forgot more about the GR2 format then most people know.
Jeff-Groves
05-15-24, 04:43 PM
By the way. Epic bought RAD Games and there's a crap load of stuff out there that Epic don't seem to care about.
I'd just find a GR2 exporter for a program and create new GR2 Units.
TDW's program won't open them but if you build from scratch?
It's not needed.
Roy_Batty
05-15-24, 08:08 PM
Hi Jeff, Thanks for your help. I was finally able to open the CR periscope with animation GR2 it is a small file. but now I'm trying to open the Engine room and it is just chugging along. Usually the Gr2 files open very quickly. Where would I find an older version of the Gr2 Editor?
For me, it will be great if it's possible to open and modify the UBoot_Sensors.gr2 files. :wah:
Jeff-Groves
05-16-24, 09:33 AM
Hi Jeff, Thanks for your help. I was finally able to open the CR periscope with animation GR2 it is a small file. but now I'm trying to open the Engine room and it is just chugging along. Usually the Gr2 files open very quickly. Where would I find an older version of the Gr2 Editor?
I'll upload all the versions I have and post a link to download.
:up:
Jeff-Groves
05-16-24, 09:38 AM
For me, it will be great if it's possible to open and modify the UBoot_Sensors.gr2 files. :wah:
Been a long time since I messed with the SH5 GR2 files.
I suspect the animation in that file is the problem.
I could go into depth as to why I suspect that but I'm sure it would probably be over most peoples heads.
I also don't want anyone to think I'm attacking TDW's fantastic work.
I'll have to go through my external drives and see what I can do. That's going to take awhile as that's over 100 Terabytes of stuff!
:o
Jeff-Groves
05-16-24, 09:59 AM
Download link below. It's 34 versions of the program and the granny viewer X
https://www.mediafire.com/file/21ywci9351ttclx/TDW-programs.zip/file
Been a long time since I messed with the SH5 GR2 files.
I suspect the animation in that file is the problem.
I could go into depth as to why I suspect that but I'm sure it would probably be over most peoples heads.
I also don't want anyone to think I'm attacking TDW's fantastic work.
I'll have to go through my external drives and see what I can do. That's going to take awhile as that's over 100 Terabytes of stuff!
:o
It's okay and for me only a nice to have.
If I knew the exact dimensions and distances of the individual 3D objects, I could recreate these GR2 file and adapt it to my liking. But as I said, it's just for the optics and nothing vital to survival in SH5.
First, I have to refine the snorkel slot of the VIIC/41 and optimize the associated gr2 file.
But thx for your offer! :up:
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