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TheDarkWraith
02-19-12, 09:36 PM
TDW, Iīm trying to create a new bone for the UBoot_Sensors.GR2 but in the parent window only apear what you can see in the photo. Iīve tried with other GR2 files and all parents appear but not in this one.

http://img407.imageshack.us/img407/1361/snap3vx.jpg

Interesting...I'll fire up Visual Studio and see what's going on :up:

TheDarkWraith
02-20-12, 11:14 AM
Has anyone noticed that Room_QR1 renders incorrectly when compared to Goblin? I just noticed this and I see why. In the GR2 file the model has a Flags, Position, and Rotation data. I assumed, once again, that SH5 was using this model data. Wrong again. SH5 is totally ignoring this model data.

In a nutshell the only thing SH5 is using Flags, position, and rotation wise is the bone's data. Meshes that are 'bound' to bones aren't - the only thing they are bound to in the bones is it's extendeddata.

What a freakin mess....:nope:

pedrobas
02-20-12, 12:02 PM
Has anyone noticed that Room_QR1 renders incorrectly when compared to Goblin? I just noticed this and I see why. In the GR2 file the model has a Flags, Position, and Rotation data. I assumed, once again, that SH5 was using this model data. Wrong again. SH5 is totally ignoring this model data.

In a nutshell the only thing SH5 is using Flags, position, and rotation wise is the bone's data. Meshes that are 'bound' to bones aren't - the only thing they are bound to in the bones is it's extendeddata.

What a freakin mess....:nope:
SH5 is a real bullsh**, I wonder sometimes why people like you "waste" his time in this piece of crap software (thatīs also for me) :wah:

pedrobas
02-20-12, 12:22 PM
TDW, Iīm trying to create a new bone for the UBoot_Sensors.GR2 but in the parent window only apear what you can see in the photo. Iīve tried with other GR2 files and all parents appear but not in this one.

http://img407.imageshack.us/img407/1361/snap3vx.jpg

Did you find the problem here? :hmmm:

TheDarkWraith
02-20-12, 12:45 PM
Did you find the problem here? :hmmm:

Sure did. I have to have you select a skeleton from the bone's treeview box first before you can add a new bone. This way all the bones from the skeleton are listed as possible parent bones

The incorrect rendering has been fixed. Turns out that SH5 is using the model's data for only the bones. Meshes are rendered as is:
http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5358

Notice that there are some new checkboxes under the misc tab:
- show world axis
- show camera axis

both of the two above control the visibility of the two little boxes that show the reference axis's for the camera and world

The lock diamond's show controls whether the lock diamond is rendered or not

0rpheus
02-20-12, 12:50 PM
Has anyone noticed that Room_QR1 renders incorrectly when compared to Goblin? I just noticed this and I see why. In the GR2 file the model has a Flags, Position, and Rotation data. I assumed, once again, that SH5 was using this model data. Wrong again. SH5 is totally ignoring this model data.

In a nutshell the only thing SH5 is using Flags, position, and rotation wise is the bone's data. Meshes that are 'bound' to bones aren't - the only thing they are bound to in the bones is it's extendeddata.

What a freakin mess....:nope:

Makes you wonder how they ever made it to a functioning game in the first place! :har:

Great work chaps, you guys are the future of SH5! :yeah:

TheDarkWraith
02-20-12, 01:08 PM
Makes you wonder how they ever made it to a functioning game in the first place! :har:

They didn't understand the Granny system that's for sure. Just as Privateer said they use about 5-10% of it's potential.


Test version 1.1.67.0 available here: http://www.mediafire.com/?1z2r0186qnuzfq7

Fixes problem of not being able to select correct parent bone when adding new bone and incorrect rendering of some GR2 files
Now to add a new bone you first have to select the skeleton from the bone's treeview box
Adds some new checkboxes under the misc tab

BIGREG
02-20-12, 01:11 PM
:salute: Hi

Great :yeah:

How do you do, for a view so close to this side of the room QR1 :06:
Personally, I can not bring too near this side of the room :hmmm:

TheDarkWraith
02-20-12, 01:24 PM
:salute: Hi

Great :yeah:

How do you do, for a view so close to this side of the room QR1 :06:
Personally, I can not bring too near this side of the room :hmmm:

Use the numpad keys 2,4,6, and 8 to move the camera. Then use the mouse to pan/zoom. The numpad keys 2,4,6, and 8 adjust where the eye is looking at and moves the camera. Right mouse button and moving mouse fwd/back is camera zoom not move camera fwd/backward (that's 2 and 8).

By using combinations of the numpad keys 2,4,6, and 8 and mouse movements you have total freedom of movement of the camera. You can see anything and move it anywhere. i.e.: pan camera straight up and then press 8. You will move the camera and it's focal point up.

BIGREG
02-20-12, 01:25 PM
I have just try the new version : load the QR1 room and clic again on the file menu = error !

TheDarkWraith
02-20-12, 01:28 PM
I have just try the new version : load the QR1 room and clic again on the file menu = error !

You must have got to 1.1.66.0 before I could yank it. I found a last minute error and thus replaced it with 1.1.67.0

Zoom camera all the way in first (right mouse button and mouse forward) before using the 2,4,6, and 8 numpad keys

TheDarkWraith
02-20-12, 01:37 PM
Room_TRF is pretty baren without everything else. Must be in dry-dock for a refit:
http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5359

Just showing that you do have total freedom of movement of camera

Just about done with the ability to view multiple GR2 files at a time. Actually I have that part coded and working. What I have to do now is if the next GR2 file you load's model is already present (loaded) then I have to give it the already loaded model's position,rotation, and scale data so that it renders in the correct place.

v1.1.67.0 gave you the ability to load multiple GR2 files though the last part above isn't coded in yet.

BIGREG
02-20-12, 01:55 PM
Ok with the version 1.1.67.0 ,just a little thing a have try to open a hex modified GR2 for remake the CRC checksum ,but we can't no more save just after ,obliged to change a value of bones (and return the original value) or import a meshe to save the file with the good CRC

and thank you for the explanation for movement in editor :up:

TheDarkWraith
02-20-12, 01:56 PM
Ok with the version 1.1.67.0 ,just a little thing a have try to open a hex modified GR2 for remake the CRC checksum ,but we can't no more save just after ,obliged to change a value of bones (and return the original value) or import a meshe to save the file with the good CRC

Yes I changed that. Here's what I'll do: I'll add a new menu item that is check filesize/CRC value....give me a few...

EDIT: didn't add the menu item. I just forgot to flag the change in the InfoHeader class

TheDarkWraith
02-20-12, 02:06 PM
v1.1.68.0 available here: http://www.mediafire.com/?iazme3x71k365zn

Fixed bug of when a modified GR2 file was opened whose CRC value and/or filesize was incorrect and you selected yes to correct problem File-->Save was not enabled at start :DL

Now when you correct the problem of the filesize and/or CRC value as soon as file is loaded click File-->Save to save changes to file.

TheDarkWraith
02-20-12, 03:00 PM
Had to figure out how the Waypoints_Room_x and Room_x went together. Finally figured it out:
http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5360

Now that'll make for adding/editing waypoints a breeze! :rock:

BIGREG
02-20-12, 03:55 PM
:rock: If you did not exist TheDarkWraith, it would have to invent you :yep:

Vanilla
02-20-12, 04:12 PM
Had to figure out how the Waypoints_Room_x and Room_x went together. Finally figured it out:

...

Now that'll make for adding/editing waypoints a breeze! :rock:

Blimey... that's something to impress me with!! You've made my day!

TheDarkWraith
02-20-12, 04:40 PM
Blimey... that's something to impress me with!! You've made my day!

It's automatic also. You first load the Room_x.GR2 file. Then load the Waypoints_Room_x file. The app will adjust all the waypoints automatically.

Working on the adding of new bones to this automatic function. When complete I'll release new version :up:

I want the app to read the .CHR file also and thus show the interconnecting paths. Working on that also.

Vanilla
02-20-12, 05:39 PM
TDW, believe me or not but I've made a guy go to the door, teleport through it and continue, all without turning (going bow-wards of course). It is very weird, as it appears Z-axis of the outgoing waypoint should point towards the way you teleport him, and the Z-axis of the recieving waypoint should point towards the outgoing one. That is if he goes bow-wards the 'sending' waypoint blue axis points to the bow and the 'receiving' waypoint towards the stern. :dead: I must check though... I also made him walk through the wall between waypoint without turning, but I guess you've seen it already.

TheDarkWraith
02-20-12, 05:46 PM
TDW, believe me or not but I've made a guy go to the door, teleport through it and continue, all without turning (going bow-wards of course). It is very weird, as it appears Z-axis of the outgoing waypoint should point towards the way you teleport him, and the Z-axis of the recieving waypoint should point towards the outgoing one. That is if he goes bow-wards the 'sending' waypoint blue axis points to the bow and the 'receiving' waypoint towards the stern. :dead: I must check though... I also made him walk through the wall between waypoint without turning, but I guess you've seen it already.

Take a render window screenshot (key W) and post it. It'll make it easier to understand. Go to the Misc tab first and select the file format you want the image to be saved in.

This automatic waypoint adjustment feature is working for new bones added now. Just a few minor things to clear up...

Vanilla
02-20-12, 05:51 PM
I must also report an odd behaviour when turning the waypoint with mouse: you lock the camera (it often jumps to another, non-selected, bone), then pressing X or Y you can rotate the object only around respective camera axis (is it possible that the reference axii are not the camera's ones but those of the bone itself?), but when you press Z you are able to rotate the bone around all three axii as if no locks where enabled at all.
Can I also ask that if an axis is locked, then the box on the left shows currently allowed axii of freedom rather then locked ones, since when nothing is locked all three letters show up, not very intuitive. :)

Vanilla
02-20-12, 06:16 PM
Take a render window screenshot (key W) and post it. It'll make it easier to understand. Go to the Misc tab first and select the file format you want the image to be saved in.

This automatic waypoint adjustment feature is working for new bones added now. Just a few minor things to clear up...

That's how you set them for no turning. The guy walks from left (bow-wards), comes to SQ_WP06_DOOR (vanilla waypoint, last in the QR2 room), teleports to CR_WP01_DOOR_Forwards (my new waypoint turned 180, first in CR room), and continues to the right. All without turning.
http://i1167.photobucket.com/albums/q640/VanillaUps/no_turn-1.gif (http://i1167.photobucket.com/albums/q640/VanillaUps/no_turn.jpg)

TheDarkWraith
02-20-12, 06:20 PM
I must also report an odd behaviour when turning the waypoint with mouse: you lock the camera (it often jumps to another, non-selected, bone), then pressing X or Y you can rotate the object only around respective camera axis (is it possible that the reference axii are not the camera's ones but those of the bone itself?), but when you press Z you are able to rotate the bone around all three axii as if no locks where enabled at all.
Can I also ask that if an axis is locked, then the box on the left shows currently allowed axii of freedom rather then locked ones, since when nothing is locked all three letters show up, not very intuitive. :)

Which GR2 file and which bone were you doing this with? I need to do the same thing to see what's going on

TheDarkWraith
02-20-12, 06:22 PM
That's how you set them for no turning. The guy walks from left (bow-wards), comes to SQ_06_DOOR (vanilla waypoint), teleports to CR_WP01_DOOR_Forwards (my new waypoint turned 180), and continues to the right. All without turning.
http://i1167.photobucket.com/albums/q640/VanillaUps/th_no_turn.jpg (http://i1167.photobucket.com/albums/q640/VanillaUps/no_turn.jpg)

And going the other direction what happens? If that's all it is (having Z axis's pointing to each other) that's a simple fix!

Vanilla
02-20-12, 07:07 PM
And going the other direction what happens? If that's all it is (having Z axis's pointing to each other) that's a simple fix!

Guess what? It works!

TheDarkWraith
02-20-12, 07:13 PM
I fixed the problem with if you had translation enabled (T in bottom right corner) the object would translate in reference to world axis instead of it's own. It now correctly translates based on it's own axis. Now the rotating one I see it's also not rotating in regards to it's own axis. Working on that now...

TheDarkWraith
02-20-12, 07:52 PM
v1.1.69.0 available here: http://www.mediafire.com/?m61muz4doh2zzo3

Will automatically reposition waypoints to it's room provided:
- room loaded first
- waypoints loaded second

i.e.: Room_QR1.GR2 loaded first. Waypoints_Room_QR1.GR2 loaded second.

New bones added for waypoints will be added in correct position provided above is done

Fixed bug where object was not translating in reference to it's own axis
Fixed bug of pressing a key when render window not the focus causing a treeview to select a new object
Still working on bug of object not rotating in reference to it's own axis...

pedrobas
02-20-12, 08:59 PM
v1.1.69.0 available here: http://www.mediafire.com/?m61muz4doh2zzo3

Will automatically reposition waypoints to it's room provided:
- room loaded first
- waypoints loaded second

i.e.: Room_QR1.GR2 loaded first. Waypoints_Room_QR1.GR2 loaded second.

New bones added for waypoints will be added in correct position provided above is done

Fixed bug where object was not translating in reference to it's own axis
Fixed bug of pressing a key when render window not the focus causing a treeview to select a new object
Still working on bug of object not rotating in reference to it's own axis...
Amazing TDW:yeah:, iīm enjoying more using this than playing the game :DL

TheDarkWraith
02-20-12, 10:31 PM
Amazing TDW:yeah:, iīm enjoying more using this than playing the game :DL

Excellent :yeah:

Finally figured out what I was doing wrong for the object's not using their axis for rotations. Had to switch to using all quaternions vice euler angles :yep:

And it finally hit me what you all were referring to when you said axis' were screwed up. Now when rotations are enabled (R) and:
- X axis enabled: rotation about object's X axis enabled (pitch)
- Y axis enabled: rotation about object's Y axis enabled (yaw)
- Z axis enabled: rotation about object's Z axis enabled (roll)

Sorry it took me so long to figure out what you were saying out these axis' and the XYZ notations in the bottom right corner :oops:

The thing about this app is it rouses the curious to take a look...then after taking a look they try something...that try eventually turns into a mod or a new discovery! Case in point: look what Vanilla figured out with the waypoints and the turning issue.

pedrobas
02-20-12, 10:59 PM
The thing about this app is it rouses the curious to take a look...then after taking a look they try something...that try eventually turns into a mod or a new discovery! Case in point: look what Vanilla figured out with the waypoints and the turning issue. That what happened to me, iīm still fighting trying to put the Schnorchel_RWR on top of Schnorchel but didnīt yet. I created a new bone as you said called like the original cfg#R02_SCHNORCHEL in the same position that it was the original, then i asociated it with a controler sensordata but didnīt work, iīll continue playing with it.
Now itīs a joy to move it around with the mouse and keys.
Very well done TDW.:yeah:

Vanilla
02-21-12, 04:10 AM
...
The thing about this app is it rouses the curious to take a look...then after taking a look they try something...that try eventually turns into a mod or a new discovery! Case in point: look what Vanilla figured out with the waypoints and the turning issue.

That's right! And unfortunately some of those discoveriers are not pleasant. :03: Has anybody noticed that the boat's rooms are misaligned (floor and ceiling on different level) and have diferent gauge? :rotfl2:I've just did with the new version. My my, Ubi doesn't care a thing about quality do they? Alright, joking, it is not a major issue anyway. Or maybe u-boats were constructed this way? :haha: Here is a picture from Goblin (to show that it is not TDWs editor bug):
http://i1167.photobucket.com/albums/q640/VanillaUps/th_cf7c95fa.png (http://i1167.photobucket.com/albums/q640/VanillaUps/cf7c95fa.png)

Gotmilk
02-21-12, 06:36 AM
Has anybody noticed that the boat's rooms are misaligned (floor and ceiling on different level)

Yes i have also seen this. Almost a year back i used Privateers tool to extract models from granny. I took them into 3D application and tried to align them I got the same result that you have on your screenshot.

I did not know what to make of it. Maybe the subs truly were built that way.

But i doubt it.

TheDarkWraith
02-21-12, 12:13 PM
I'm back visiting the picking problem. I added code to visually see the ray that is shot from center of screen to direction you clicked (lime green in color in screenshot). I also added code that renders the bounding box's min position as an orange point and it's max position as a red point. From the screenshot you can see clearly that the ray passes through the boundingbox but DirectX says it doesn't intersect (Geometry.BoxBoundProbe function) :hmmm: All I did was rotate the object 180 degrees and tried to pick it. If I don't rotate the object it works perfectly. Really puzzled by this one :-?

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5363

The General
02-21-12, 03:49 PM
Has anybody noticed that the boat's rooms are misaligned (floor and ceiling on different level) and have different gauge?
http://i1167.photobucket.com/albums/q640/VanillaUps/th_cf7c95fa.png (http://i1167.photobucket.com/albums/q640/VanillaUps/cf7c95fa.png)Is this responsible for the strange fact that when you first spawn into the game on the Bridge, you have to take a step or two forward to fall onto the correct plane, next to the UZO and level with the other crewmen on deck? Your player's POV is hovering in a slightly elevated position when you start a game. Have you noticed this?

Vanilla
02-21-12, 03:59 PM
Is this responsible for the strange fact that when you first spawn into the game on the Bridge, you have to take a step or two forward to fall onto the correct plane, next to the UZO and level with the other crewmen on deck? Your player's POV is hovering in a slightly elevated position when you start a game. Have you noticed this?

That's interesting, i didn't know this. As far as I remember player's position is defined by a bone as well. What if we move this bone. Let me see.

Vanilla
02-21-12, 04:02 PM
Yes i have also seen this. Almost a year back i used Privateers tool to extract models from granny. I took them into 3D application and tried to align them I got the same result that you have on your screenshot.

I did not know what to make of it. Maybe the subs truly were built that way.

But i doubt it.

My guess it has happened because each room was made as a stand-alone piece, then joined together rather hastily due to forced release, the only thing they made sure is done is that the hatches and doors are aligned.

Vanilla
02-21-12, 04:05 PM
I'm back visiting the picking problem. I added code to visually see the ray that is shot from center of screen to direction you clicked (lime green in color in screenshot). I also added code that renders the bounding box's min position as an orange point and it's max position as a red point. From the screenshot you can see clearly that the ray passes through the boundingbox but DirectX says it doesn't intersect (Geometry.BoxBoundProbe function) :hmmm: All I did was rotate the object 180 degrees and tried to pick it. If I don't rotate the object it works perfectly. Really puzzled by this one :-?

....


It is sometimes difficult to say whether something intersects something in this kind of set up. I often think that I've moved a bone correctly just to discover when turning the scene that the darn thing is way off. Maybe it is not DirectX but eye-balls Mk.1 that are wrong? :O: Don't take it personal, tho. :03:

The General
02-21-12, 04:14 PM
That's interesting, i didn't know this. As far as I remember player's position is defined by a bone as well. What if we move this bone. Let me see...Are you checking this now? Or should I come back tomorrow night? :O:

TheDarkWraith
02-21-12, 04:22 PM
It is sometimes difficult to say whether something intersects something in this kind of set up. I often think that I've moved a bone correctly just to discover when turning the scene that the darn thing is way off. Maybe it is not DirectX but eye-balls Mk.1 that are wrong? :O: Don't take it personal, tho. :03:

I know it intersects because if I don't yaw the object 180 degrees DirectX says it intersected. Seems like something wrong with that DirectX function call...I'm going to switch to bounding sphere check for the coarse check. Those that pass that test then go to the 'heavy' checker where it checks each triangle in the mesh to see if the ray intersected or not. I do this already when you select individual faces for the texture coordinates :yep:

Vanilla
02-21-12, 06:03 PM
Are you checking this now? Or should I come back tomorrow night? :O:

Oh, I am sorry I didn't know you were waiting... I found the avatars bone on the surface but not tried to move it yet. I will see what happens when I move it tomorrow.

The crew turning-on-spot problem has raised its ugly head again, I just cannot make a char get out of bed and start running without lazily turning on the spot first, looks ugly. I just've spent a lot of time trying to figure out what is going on and still do not understand what the difference between teleporting at the end of a walk and just before the walk. :damn:

TheDarkWraith
02-21-12, 06:39 PM
Oh, I am sorry I didn't know you were waiting... I found the avatars bone on the surface but not tried to move it yet. I will see what happens when I move it tomorrow.

The crew turning-on-spot problem has raised its ugly head again, I just cannot make a char get out of bed and start running without lazily turning on the spot first, looks ugly. I just've spent a lot of time trying to figure out what is going on and still do not understand what the difference between teleporting at the end of a walk and just before the walk. :damn:

I've been battling this problem for over 8 months now :shifty: I have great waypoints for crew running to front of ship on crash dive and they all run and take their positions but they turn going through every compartment. I even have crew running to deck gun when you ask for it to be manned...same problem though they turn at every compartment break :-?

Picking problem solved by using bounding spheres and those that passed the bounding sphere check get sent to the 'heavy' checker - checking each individial triangle for intersection. The only problem with this is you have to click on a part of the object now. Take for instance the cranes on King George V: they have space inbetween the links for the crane. If you manage to click on this empty space it won't be 'picked'. You have to click on some part of it like the links or the body of the crane itself.

TheDarkWraith
02-22-12, 01:41 AM
test version 1.1.70.0 available here: http://www.mediafire.com/?a41hb428jd4267h

Fixed all problems and errors so far except for BIGREG's 3DS Max one on import.

All objects now correctly translate and rotate based on their axis
The XYZ in the bottom right corner now means what axis of freedom/rotation is enabled
Spawned worker threads for the importer and exporter so main thread is not locked up
Exporter and importer now tell you what they're doing so you have some idea what's going on
While importing/exporting the main thread is 'alive' thus you can move camera around view the loaded objects. All other functions are disabled while importing/exporting
Picking problems solved
Fixed logic errors in the cursors and the displaying of axis of freedom/rotation
Under the misc tab you have the ability to show/hide the world and camera axis panels. You also have the ability to show/hide the lock diamond
Fixed bug of where you could possibly rotate/scale/translate an object if it's Flags were 0
Fixed bug of where you could edit position/rotation/scale data for an object even if the Flags didn't allow it

Hopefully I covered everything you all have posted so far except for BIGREG's import problem with 3DS Max file. If I left something out let me know :up:

Next version I'll spawn worker threads when loading the file so that it will load even faster (I can spawn worker threads for each PrimaryVertexData and Mesh so that all these can be loaded in parallel)

Also looking into why the exportation of some meshes (Room_QR1's Objects_01) takes so long. Will try to optimize it.

As you know or don't know the app is currently using my first importer I wrote. I'm going to revise that importer so that it will read in AO items also (since we have the ability to export AO items we need to be able to import them also)

Working on revising the second importer I wrote. The second importer will allow you to change the geometry of the object. You will no longer be locked into the mesh's number of verticies you exported from. You'll be able to replace the object with an entirely new object. The main things I have to do to it is make it compatible with my linked list code and tell it how to interface with Sentinel.

Waypoints: thinking out loud here: app gives you the ability to load a waypoint_edges_x file so that you can visually see the waypoint interconnects. Maybe even let you define the interconnects and have the app write/update the waypoint_edges_x file...

Keep the bug reports coming. Ideas always welcome also :yep:

Vanilla
02-22-12, 04:39 AM
I've been battling this problem for over 8 months now :shifty: I have great waypoints for crew running to front of ship on crash dive and they all run and take their positions but they turn going through every compartment. I even have crew running to deck gun when you ask for it to be manned...same problem though they turn at every compartment break :-?

Picking problem solved by using bounding spheres and those that passed the bounding sphere check get sent to the 'heavy' checker - checking each individial triangle for intersection. The only problem with this is you have to click on a part of the object now. Take for instance the cranes on King George V: they have space inbetween the links for the crane. If you manage to click on this empty space it won't be 'picked'. You have to click on some part of it like the links or the body of the crane itself.

Well, I can make them running to the front without turning at the end of a compartment using the method I posted. I think (or more precisely I thought) it works this way: when teleporting the char should first adopt receiving waypoint orientation (that is facing away from the blue X-axis) and only then appear on the new waypoint this is why they do not turn when going to the back. By using a special 180 degrees rotated waypoint we can force them not to turn when going forward.
Then, however, I discovered that this is not true when it all happens inside a compartment. For example: I teleport a char out of his bed (or use animation of jumping out) and onto a 'path' waypoint, then I order him to go to the front, or make 'jumping out' a transition animation and use 'Goto' command straight from the bed. Guess what happens, this time he doesn't turn before the teleport as in the cross-compartment case but instead teleports straight away and appears on the initial 'goto' path waypoint always facing towards the stern no matter the orientation of all the waypoints axii or anything else, then he naturally turns to face the next waypoint and only then starts his walk or run. I have no clue why he should always appear on the waypoint facing to the stern it is weird since if you make a character appear on a rotated waypoint he will initially appear on it turned in accordance with the waypoint orientation moreover the animation he does on it will be turned it accordingly, I guess it is the path-finding algorithm that forces him to face towards the stern and it is somehow connected with the parent bone orientation. My other thought was that at the end this all boils down to the particular animation orientation since 'walk' or 'run' animations don't force chars to turn at the end while other animations have 'hard-coded' orientation. But then the animation is played with the waypoint orientation. The only thing that is left is to try to turn the parent bone i.e. to create a duplicating set of waypoints complete with a new parent bone with everything rotated 180 to make the algorithm think that I am teleporting char not inside one compartment but rather between two separate ones, but then I am almost sure this will cause the char to rotate in bed before teleporting.

TheDarkWraith
02-22-12, 01:38 PM
Coded in spawning more background worker threads during the loading process. Room_QR1.GR2 used to take a little over 16 seconds to load on my system. Now it takes just a little over 13 seconds (23% speed increase). Not too shabby :DL Still can't load as fast as GrannyViewer :shifty:

BIGREG
02-22-12, 01:42 PM
:salute: Hi all

Thank TDW for the new release ,I'll try that right now:03:

pedrobas
02-22-12, 02:32 PM
:salute: Hi all

Thank TDW for the new release ,I'll try that right now:03:
Me too. :yeah:

Vanilla
02-22-12, 04:48 PM
Ok. I got it now what is wrong with this turning-on-spot problem. It is the animation. Most of the animations are of, let's call it such, 'oriented' type. That is they are somehow flagged for the 'path-finder' that it should align them first with the world axii (or parent bone axii, that I don't know). That is before they start to play the path-finder first makes char turn to what it thinks is the correct orientation of the animation even if it is totaly wrong. This makes a char turn when it appears on this waypoint (came, teleported, or spawned onto it). Then the char plays the animation correctly in-line with its waypoint orientation (turning the waypioint bone does turn the animation on it), this change in orientation results in 'snap-into-animation-stance' glitch. When the animation finishes and next animation takes over the path-finder make our char turn again to align with the world axii if the animation finishes with the char facing somewhere else, this results in 'out-of-the-bed-jump-then-turn-away-then-turn-again-only-then-run' behaviour, same is true if you teleport him, teleport happens right at the end of the animation just before the path-finder do this 'alignment', this is why when a char just appears on a new waypoint path-finder takes this opportunity to 'catch-up' and aligns him on the new waypoint. This rules out teleporting as mean to circumvent it. :damn:
All seemed to be lost when three 'non-oriented' animations were discovered and those were: walk, run, crawl. This animations don't care how they are aligned since they are specificaly made to be rotateable mid-playing (making turns while walking). So if you insert an animation just after an oriented one then path-finder doesn't care to align the char anymore so you can then teleport the char without turns. While not helping now (you wouldn't want a char to do a few steps on his bed or better still in the mid-air before running), it gives us hopes for the future when TDW will empower us to change animations, so we will 'disorient' them. All praise all-mighty TDW! :salute:

There is as well the cross-compartment bow-wards teleport turning issue, but it seems to be solved, at least for now.

With it given I will now try to do some crew modding, we will have to live with some of this retarded turning for now.

Vanilla
02-22-12, 05:00 PM
Oh my! How stupid I was, there is these animation_info files. They define this 'orientation'! Jump out of the bed and no turning afterwards! Ain't it cool?! Problem solved!

longam
02-22-12, 05:02 PM
Oh baby, this game is going places now! :DL

Rongel
02-22-12, 05:14 PM
Oh my! How stupid I was, there is these animation_info files. They define this 'orientation'! Jump out of the bed and no turning afterwards! Ain't it cool?! Problem solved!

Just great! Keep up the good work. Really wonderful to read these breakthroughs! :yeah:

TheDarkWraith
02-22-12, 06:15 PM
Ok. I got it now what is wrong with this turning-on-spot problem. It is the animation. Most of the animations are of, let's call it such, 'oriented' type. That is they are somehow flagged for the 'path-finder' that it should align them first with the world axii (or parent bone axii, that I don't know). That is before they start to play the path-finder first makes char turn to what it thinks is the correct orientation of the animation even if it is totaly wrong. This makes a char turn when it appears on this waypoint (came, teleported, or spawned onto it). Then the char plays the animation correctly in-line with its waypoint orientation (turning the waypioint bone does turn the animation on it), this change in orientation results in 'snap-into-animation-stance' glitch. When the animation finishes and next animation takes over the path-finder make our char turn again to align with the world axii if the animation finishes with the char facing somewhere else, this results in 'out-of-the-bed-jump-then-turn-away-then-turn-again-only-then-run' behaviour, same is true if you teleport him, teleport happens right at the end of the animation just before the path-finder do this 'alignment', this is why when a char just appears on a new waypoint path-finder takes this opportunity to 'catch-up' and aligns him on the new waypoint. This rules out teleporting as mean to circumvent it. :damn:
All seemed to be lost when three 'non-oriented' animations were discovered and those were: walk, run, crawl. This animations don't care how they are aligned since they are specificaly made to be rotateable mid-playing (making turns while walking). So if you insert an animation just after an oriented one then path-finder doesn't care to align the char anymore so you can then teleport the char without turns. While not helping now (you wouldn't want a char to do a few steps on his bed or better still in the mid-air before running), it gives us hopes for the future when TDW will empower us to change animations, so we will 'disorient' them. All praise all-mighty TDW! :salute:

There is as well the cross-compartment bow-wards teleport turning issue, but it seems to be solved, at least for now.

With it given I will now try to do some crew modding, we will have to live with some of this retarded turning for now.

Oh my! How stupid I was, there is these animation_info files. They define this 'orientation'! Jump out of the bed and no turning afterwards! Ain't it cool?! Problem solved!

Excellent :yeah: I would work on mine but this GR2Editor/Viewer is top priority :yep:

Now let's see something tangible in the form of a mod...even if it's just a tester :yep:

TheDarkWraith
02-22-12, 07:35 PM
Reviewed the code today and fixed any upcoming pitfalls and shortcomings. There were a lot of things that needed to be fixed :shifty:

Turned the app into a multi-threaded app. There's only one problem with multi-threaded apps - you can never be 100% sure they are fully bug free. It's nearly impossible to do. Everything should work. Report bugs as usual.

Worked on optimizing the exporter. Last night I exported Room_QR1's QR1_Objects (it has 15 subsets and the models are HUGE - large number of verticies in each subset) and it took well over 10 mins :o That was ridiculous. I optimized it as best as I could and here's the result:

[2680] Exporting of QR1_Objects started at 6:21:51 PM
[2680] Exporting of QR1_Objects finished at 6:27:07 PM
[2680] Exporting of QR1_Objects total time 00:05:15.6821504

Took 5 mins and 16 secs to export it without the AO :yeah: That's more like it :smug:

Coding in the ability to select what the textures are exported as currently (image format). After that's complete I'll release the new test version.

Also adding the ability to import the AO

THE_MASK
02-22-12, 08:42 PM
I dont like to spam this thread :O: but i think the mods for SH5 up till now are only the tip of the iceberg :yep:

TheDarkWraith
02-22-12, 09:07 PM
I dont like to spam this thread :O: but i think the mods for SH5 up till now are only the tip of the iceberg :yep:

We will see ;) Once I give the ability to alter geometry and add/remove geometry then the flood gates will really open :yep:

I'm not one for using tools to do the work that I can hex edit but this GR2 file warrants a tool. It's WAY too complex to try and hex edit. Too many things to change and keep track of (pointer wise). Plus you make one little mistake in those changes and it's game over. So I have to live with the fact that I must use this tool I'm developing to make/edit GR2 files :shifty:

TheDarkWraith
02-22-12, 09:25 PM
Now when you check import AO from the import screen you are able to import the AO data (of all the AO data read in the only thing the app uses if the texture coordinate data - this data gets set as texture coordinate 2 data in the mesh)

You can now select the file type to save the textures as when exporting:

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5366

Just a few little things to tidy up and then I'll release a new test version :|\\

pedrobas
02-22-12, 09:39 PM
Sorry for asking, but what is AO? :oops:

TheDarkWraith
02-22-12, 09:42 PM
Sorry for asking, but what is AO? :oops:

It's the ambient occlusion. Here's the best way to see what it is:
- fire up the app
- load up Room_QR1
- position camera like I have in screenshot above
- click on the rendering tab
- unselect diffuse
- you are now looking at the AO map
- select diffuse
- unselect Self-Illumination
- you are now looking at the diffuse map (aka SH3 mode)
- now you see why the AO is so important :yep:

pedrobas
02-22-12, 09:48 PM
It's the ambient occlusion. Here's the best way to see what it is:
- fire up the app
- load up Room_QR1
- position camera like I have in screenshot above
- click on the rendering tab
- unselect diffuse
- you are now looking at the AO map
- select diffuse
- unselect Self-Illumination
- you are now looking at the diffuse map (aka SH3 mode)
- now you see why the AO is so important :yep:

Thank you very much :up:

Ekmek
02-22-12, 10:06 PM
test version 1.1.70.0 available here: http://www.mediafire.com/?a41hb428jd4267h

Fixed all problems and errors so far except for BIGREG's 3DS Max one on import.

All objects now correctly translate and rotate based on their axis
The XYZ in the bottom right corner now means what axis of freedom/rotation is enabled
Spawned worker threads for the importer and exporter so main thread is not locked up
Exporter and importer now tell you what they're doing so you have some idea what's going on
While importing/exporting the main thread is 'alive' thus you can move camera around view the loaded objects. All other functions are disabled while importing/exporting
Picking problems solved
Fixed logic errors in the cursors and the displaying of axis of freedom/rotation
Under the misc tab you have the ability to show/hide the world and camera axis panels. You also have the ability to show/hide the lock diamond
Fixed bug of where you could possibly rotate/scale/translate an object if it's Flags were 0
Fixed bug of where you could edit position/rotation/scale data for an object even if the Flags didn't allow it

Hopefully I covered everything you all have posted so far except for BIGREG's import problem with 3DS Max file. If I left something out let me know :up:

Next version I'll spawn worker threads when loading the file so that it will load even faster (I can spawn worker threads for each PrimaryVertexData and Mesh so that all these can be loaded in parallel)

Also looking into why the exportation of some meshes (Room_QR1's Objects_01) takes so long. Will try to optimize it.

As you know or don't know the app is currently using my first importer I wrote. I'm going to revise that importer so that it will read in AO items also (since we have the ability to export AO items we need to be able to import them also)

Working on revising the second importer I wrote. The second importer will allow you to change the geometry of the object. You will no longer be locked into the mesh's number of verticies you exported from. You'll be able to replace the object with an entirely new object. The main things I have to do to it is make it compatible with my linked list code and tell it how to interface with Sentinel.

Waypoints: thinking out loud here: app gives you the ability to load a waypoint_edges_x file so that you can visually see the waypoint interconnects. Maybe even let you define the interconnects and have the app write/update the waypoint_edges_x file...

Keep the bug reports coming. Ideas always welcome also :yep:


you are a machine! any chance you looked at blender scripts yet? or my gr2s? probably not but just wondering.

TheDarkWraith
02-22-12, 10:20 PM
you are a machine! any chance you looked at blender scripts yet? or my gr2s? probably not but just wondering.

Not yet. Concentrating on fixing all current bugs/errors :yep:

test version 1.1.76.0 available here: http://www.mediafire.com/?9zff2t8gcr6tcgp

Now it's time to go back and revisit BIGREG's 3DS Max problem...

:|\\

BIGREG
02-23-12, 04:58 PM
:salute: Hi TDW

I wanted to ask you if you had succeeded in changing the Meshes texture into 3DWings :06:
I try a lot of things, but nothing to do, still the error of vertices :hmmm:, idem when i adjuste just the transparency etc..

urfisch
02-24-12, 09:43 AM
promising work. did anyone tried to add modeling 3d stuff into a file?

TheDarkWraith
02-24-12, 12:58 PM
:salute: Hi TDW

I wanted to ask you if you had succeeded in changing the Meshes texture into 3DWings :06:
I try a lot of things, but nothing to do, still the error of vertices :hmmm:, idem when i adjuste just the transparency etc..


Can you send me the Wings3D OBJ files made so I can look them over?

Got a call yesterday at 7am telling me I needed to be in Honolulu, HI that day. I got a flight out 6 hours later so greetings from O'ahu! During that long flight I got to work on the app so I started coding in the waypoints editor:

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5368

What you see is Room_QR1 and Waypoints_Room_QR1 loaded. Then I asked the app to read in the waypoint_edges_QR1.txt file and show it. The lines interconnecting the waypoints are from that file. This shows all the paths defined for pathfinding for that room. Obviously there's way more work to do on it but it's the start :yep:

BIGREG
02-24-12, 02:24 PM
Salut TDW http://dl.dropbox.com/u/8655607/hello.gif

Quote : Got a call yesterday at 7am telling me I needed to be in Honolulu ! http://dl.dropbox.com/u/8655607/victory.gif

For me it would be a dream :o, I am lost in the middle of Brittany :yep:

So here in this moment I am trying to redo the conning tower (renaming of all textures was using notepad +) and I noticed that when exporting via the editor (CT_Room.GR2--CT_Body (mesh ) lacks the texture with the suffix _N :hmmm:

When you rename the texture into 3dwings and you see in the .mtl that not all change work ,import in editor ok ,but no texture name are not change,and when a attribute a texture of more faces i have this error :
http://dl.dropbox.com/u/8655607/Vertice%20error.jpg

Here the file : http://dl.dropbox.com/u/8655607/radar.7z

Vanilla
02-26-12, 03:43 PM
Glitches noticed:

- Move a bone. Click 'save' not in the menu but in the 'Changes' tool panel, a message pops up saying that the file's CRC is incorrect.

- When two files are opened simultaneously (waypoints + room's gr2s) I cannot add a new bone, the option is greyed out. I guess it's a feature. :)

- Waypoints_Room_QR1: add one bone, add second bone: error **Skeleton's last Bone defined has no data for MaxPropeties **

- Choose 'Add GR2 File', press cancel, currently open file is forced to close

TheDarkWraith
02-26-12, 09:01 PM
Glitches noticed:

- Move a bone. Click 'save' not in the menu but in the 'Changes' tool panel, a message pops up saying that the file's CRC is incorrect.

Correct. You first have to commit the changes you made to memory, thus you click Save in the changes tool panel. You can click reset if you don't like the changes you did. Clicking save commits it to memory and makes these changes the new 'default' reset position. Then you can click File-->Save to save to file. I'll look into why it's saying file's CRC is incorrect.

- When two files are opened simultaneously (waypoints + room's gr2s) I cannot add a new bone, the option is greyed out. I guess it's a feature. :)

Sort of. Since I gave the ability to open multiple files you need to select the skeleton (in the bones treeview list) that you want to add the new bone to. Since a GR2 file can contain multiple models and each model has it's own skeleton the app has know way of knowing which skeleton you want to add the new bone to until you select it. You also need to select the correct file in use (File-->Current GR2 file in use) before selecting the skeleton.

- Waypoints_Room_QR1: add one bone, add second bone: error **Skeleton's last Bone defined has no data for MaxPropeties **

I haven't been able to duplicate this. Can you give me a step by step procedure of what you do to make this error appear?

- Choose 'Add GR2 File', press cancel, currently open file is forced to close

That's not supposed to happen and thus is a bug. I'll look into it :up:



see above in yellow.

BIGREG
02-27-12, 01:16 PM
:salute: Salutation

Here, I worked a well, this weekend, but I wanted to ask you TDW:

- The displacement in the editor and a bit complicated and not very precise, one should be able to pan up / down and rotate from the position where were are :06:

-Problem to zoom ! meshes disappear when you're too close :cry:

-Are there way to back up UV Map in the format of their choice ?
Because during the extension of windows for image magnification,
I do not exceed 960 * 960, otherwise I go into fullscreen mode and therefore image distortion, the Perso most of my textures are in 1024 * 1024 :yep:

-I invert the two buttons on the computer torpedoes (have to manually enter the coordinates) http://dl.dropbox.com/u/8655607/sweatingbullets.gif

- and last question let me know if there are ways to move, at the same time meshes and associated bones :06:
Because it is hard work to do, one by one !

Here is an overview:

http://dl.dropbox.com/u/8655607/TDCGR2.jpg

TheDarkWraith
02-27-12, 01:59 PM
:salute: Salutation

Here, I worked a well, this weekend, but I wanted to ask you TDW:

- The displacement in the editor and a bit complicated and not very precise, one should be able to pan up / down and rotate from the position where were are :06:

Click and hold right mouse button and move mouse forward till it doesn't zoom anymore. Now you basically have a first person view camera. Use 2,4,6, and 8 to move left, right, fwd, back. Use the mouse to rotate camera.

-Problem to zoom ! meshes disappear when you're too close :cry:

Under the camera tab uncheck clipping

-Are there way to back up UV Map in the format of their choice ?
Because during the extension of windows for image magnification,
I do not exceed 960 * 960, otherwise I go into fullscreen mode and therefore image distortion, the Perso most of my textures are in 1024 * 1024 :yep:

Double click the bottom right of the texture windows to have them scale to their native size (1024 X 1024). Now double click anywhere in the texture window to save. To save the texture windows in a different format you first select the format under the misc tab (Screenshot box).

-I invert the two buttons on the computer torpedoes (have to manually enter the coordinates) http://dl.dropbox.com/u/8655607/sweatingbullets.gif

- and last question let me know if there are ways to move, at the same time meshes and associated bones :06:
Because it is hard work to do, one by one !

To move meshes and bones at same time....I didn't code anything that allows you to group items together to move as a group. Interesting idea though. I'll have to see how I could add something like this.

see above in yellow.

Still stuck in Hawaii working and thus have had no time to work on anything. Looks like I'll be here for another 3-4 days :-? This place is way too expensive for my tastes.

Vanilla
02-27-12, 02:33 PM
...

Still stuck in Hawaii working and thus have had no time to work on anything. Looks like I'll be here for another 3-4 days :-? This place is way too expensive for my tastes.

Good weather there?

BIGREG
02-27-12, 02:49 PM
Thank TDW :yep:

Double click the bottom right of the texture windows to have them scale to their native size (1024 X 1024). http://dl.dropbox.com/u/8655607/this.gif this is what I was searching :yeah:

Under the camera tab uncheck clipping Merci :yep:

Click and hold right mouse button and move mouse forward till it doesn't zoom anymore. Now you basically have a first person view camera. Use 2,4,6, and 8 to move left, right,fwd, back You can not add up/down 7-1 or 9-3 :06: . Use the mouse to rotate camera. Yes but just bassed of one axis ! for decal the up/down direction ,you need to make many manipulations :-?

To move meshes and bones at same time....I didn't code anything that allows you to group items together to move as a group. Interesting idea though. I'll have to see how I could add something like this. :yeah: :rock::woot: It would be really very practical :yep:

BIGREG
02-27-12, 03:39 PM
:D It's me again...


Under the camera tab uncheck clipping Merci :yep:
But enable or not is idem :hmmm: I also tried all options in the menu "Rendering" but nothing to do the meshes dissapear :cry:

The General
02-27-12, 03:53 PM
see above in yellow.

Still stuck in Hawaii working and thus have had no time to work on anything. Looks like I'll be here for another 3-4 days :-? This place is way too expensive for my tastes."Stuck in Hawaii"? Oh, the humanity!

:03:

Vanilla
02-28-12, 04:33 PM
- Waypoints_Room_QR1: add one bone, add second bone: error **Skeleton's last Bone defined has no data for MaxPropeties **

I haven't been able to duplicate this. Can you give me a step by step procedure of what you do to make this error appear?

Here is what I do.
1. Fire up the Editor
2. Open, say, Waypoints_DER.gr2
3. Go to bones panel, choose parent bone there
4. In the menu choose 'new bone'.
5. In the bone creation dialog choose correct parent, type name, say 1, check 'Position data', enter X, Y, Z values, click OK, see bone created ok.
6. Repeat steps 3-5 for a new bone: name '2', check 'Posit data', enter X, Y, Z, click OK, here comes the error.

P.S. This crew modding thingy is tedious as hell. It took me good 5 hours to create six new waypoints in the QRF room and place six new chars on them with correctly played idle animation... I'm getting better at it though, hopefuly I will move faster now.
Here, a few more lads in the boat:
http://i1167.photobucket.com/albums/q640/VanillaUps/th_SH5Img2012-02-29_015411.jpg (http://i1167.photobucket.com/albums/q640/VanillaUps/SH5Img2012-02-29_015411.jpg)
http://i1167.photobucket.com/albums/q640/VanillaUps/th_SH5Img2012-02-29_015421.jpg (http://i1167.photobucket.com/albums/q640/VanillaUps/SH5Img2012-02-29_015421.jpg)
http://i1167.photobucket.com/albums/q640/VanillaUps/th_SH5Img2012-02-29_015440.jpg (http://i1167.photobucket.com/albums/q640/VanillaUps/SH5Img2012-02-29_015440.jpg)

pedrobas
02-28-12, 05:07 PM
P.S. This crew modding thingy is tedious as hell. It took me good 5 hours to create six new waypoints in the QRF room and place six new chars on them with correctly played idle animation... I'm getting better at it though, hopefuly I will move faster now.
But looks great :up:

TheDarkWraith
02-28-12, 05:18 PM
Here is what I do.
1. Fire up the Editor
2. Open, say, Waypoints_DER.gr2
3. Go to bones panel, choose parent bone there
4. In the menu choose 'new bone'.
5. In the bone creation dialog choose correct parent, type name, say 1, check 'Position data', enter X, Y, Z values, click OK, see bone created ok.
6. Repeat steps 3-5 for a new bone: name '2', check 'Posit data', enter X, Y, Z, click OK, here comes the error.

I'll check this out when I get some free time :up:

@BIGREG: maybe you don't know but you can select faces of a mesh and display the texture coordinates for them. This allows you to isolate certain parts of a mesh. For example the Room_CT I enabled the TDC and wheel to be rendered. On the wheel I selected some faces (the light purple color) and then displayed their texture coordinates:

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5392

There is a small problem with the selecting faces in the current version posted which I have fixed in upcoming version. I have to look into error posted by Vanilla first though before releasing new test version.

I'm going to add the ability to change material names so you don't have to hex edit them anymore AND you'll be able to change the name to anything you want (won't have to keep the same number of letters anymore)

BIGREG
02-28-12, 05:45 PM
:salute: Thank

This is what I do as we speak :03:, but often I get errors or even the back office when exporting UVW textures (TDC mesh for exemple) :hmmm: when i enlarge in right corner other in save processus

BIGREG
02-28-12, 06:06 PM
Here is what I do.

http://i1167.photobucket.com/albums/q640/VanillaUps/th_SH5Img2012-02-29_015411.jpg (http://i1167.photobucket.com/albums/q640/VanillaUps/SH5Img2012-02-29_015411.jpg)
http://i1167.photobucket.com/albums/q640/VanillaUps/th_SH5Img2012-02-29_015421.jpg (http://i1167.photobucket.com/albums/q640/VanillaUps/SH5Img2012-02-29_015421.jpg)
http://i1167.photobucket.com/albums/q640/VanillaUps/th_SH5Img2012-02-29_015440.jpg (http://i1167.photobucket.com/albums/q640/VanillaUps/SH5Img2012-02-29_015440.jpg)

:yeah: Great vanilla :yep:

TDW

Which would be fine, it is to see and change the name of the textures applied to each meshe or/and import of UVW
with hex editing i can not rename the texture, how I wish (error by changing the full name or with more or fewer characters;
Otherwise I could optimize the management of textures (less texture)

Alex
02-29-12, 12:35 PM
Nice to see that a few busy bees are still hard at work in here.

Ekmek
03-01-12, 03:25 PM
TDW,

Might be a dumb question but did you see this?

The Importer/Exporter for 3dsmax2008(with sourcecode) :
http://gr2decode.altervista.org/download.html

TheDarkWraith
03-01-12, 09:03 PM
TDW,

Might be a dumb question but did you see this?

The Importer/Exporter for 3dsmax2008(with sourcecode) :
http://gr2decode.altervista.org/download.html

That just takes 3DS Max data and converts it to SMD (or maybe it .ms) files. Nothing of interest for me. I can read/write GR2 files directly (and without using any of Granny's DLLs). 100% original code in my app :D

TheDarkWraith
03-01-12, 11:48 PM
This is what I do as we speak :03:, but often I get errors or even the back office when exporting UVW textures (TDC mesh for exemple) :hmmm: when i enlarge in right corner other in save processus

Can you elaborate on this? What errors do you get when doing what? I need to know exactly what you did so I can do the same and reproduce the errors/problems so I can see what's happening.

TheDarkWraith
03-02-12, 12:06 AM
You can not add up/down 7-1 or 9-3 :06:

Added 9 to move camera up, 3 to move camera down

Glitches noticed:

- Move a bone. Click 'save' not in the menu but in the 'Changes' tool panel, a message pops up saying that the file's CRC is incorrect.

- Choose 'Add GR2 File', press cancel, currently open file is forced to close


In the Changes tool panel I renamed Save to Store to better reflect it's purpose. I've also added tooltips to almost all the buttons and menu items so you know what they do. The error of CRC is incorrect has been fixed also.

The bug of currently open file is forced to close when you press Cancel has been fixed also

Here is what I do.
1. Fire up the Editor
2. Open, say, Waypoints_DER.gr2
3. Go to bones panel, choose parent bone there
4. In the menu choose 'new bone'.
5. In the bone creation dialog choose correct parent, type name, say 1, check 'Position data', enter X, Y, Z values, click OK, see bone created ok.
6. Repeat steps 3-5 for a new bone: name '2', check 'Posit data', enter X, Y, Z, click OK, here comes the error.

Problem fixed :up: When I optimized the creating of new bones I introduced a bug :shifty:

Finally fixed every issue with picking and picking individual faces

pedrobas
03-02-12, 12:56 AM
Iīm smelling the final of this great project. :up:

BIGREG
03-02-12, 01:22 AM
:salute: Hi

Quote : Added 9 to move camera up, 3 to move camera down :yeah::yep:

During the first extension / backup, it works fine, but the second, I often make mistakes and some UVW when saving (that worked) does not save the good UVW texture :shifty: (eg the view panel for the TDC with the dials save the UVW backup -> UVW 4*4 tiled saved)

Here is the error when extending the windows

http://dl.dropbox.com/u/8655607/erroruvw2.png

and here when i save :

http://dl.dropbox.com/u/8655607/errorruvwsave.png

and one more thing, last night, I Shrunk needle TDC for new dials, I create in this momment and after the reduction the location of the mesh change :hmmm:, have to hand it has its place after the reduction :-?

Rongel
03-02-12, 08:31 AM
Hi TDW!

Concerning the Torpedo malfunction thread (http://www.subsim.com/radioroom/showthread.php?t=188525) is it possible to delete a bone or a mesh? I would like to try take out the DMG_col-node from the GR2 ships and replace it with .sim injection. We can't yet replace a 3d model if it hasn't got the same number of verices I think. :06:

This tool will make SH 5 a different game!

TheDarkWraith
03-02-12, 09:51 AM
Iīm smelling the final of this great project. :up:

Not even close. There is MUCH more work to be done on it. I haven't even looked into what Granny Track groups are or into Granny Animations yet.

Hi TDW!

Concerning the Torpedo malfunction thread (http://www.subsim.com/radioroom/showthread.php?t=188525) is it possible to delete a bone or a mesh? I would like to try take out the DMG_col-node from the GR2 ships and replace it with .sim injection. We can't yet replace a 3d model if it hasn't got the same number of verices I think. :06:

This tool will make SH 5 a different game!

I have an allocater/deallocater coded and working already. It would be a simple (relatively) matter of adding necessary code to remove bones/meshes and all associated pointers for them. I have 11 hours of flying to do today to get home so I can add that to my list of things to do while in the air. No guarantees it'll get coded today though.

Rongel
03-02-12, 11:15 AM
I have an allocater/deallocater coded and working already. It would be a simple (relatively) matter of adding necessary code to remove bones/meshes and all associated pointers for them. I have 11 hours of flying to do today to get home so I can add that to my list of things to do while in the air. No guarantees it'll get coded today though.

Great news, no rush! :yeah:

I think it will make the dud-testing a lot easier!

Vanilla
03-02-12, 04:39 PM
...
Problem fixed :up: When I optimized the creating of new bones I introduced a bug :shifty:

Finally fixed every issue with picking and picking individual faces...
Just brilliant! This will speed things up for sure, I won't have to save-close-reopen for every second bone, excellent! Thanks! :yeah:

TheDarkWraith
03-04-12, 02:42 AM
test version 1.1.85.0 available here: http://www.mediafire.com/?1dgzch6j7rarco8

Fixed the bug with the bones (bug occurred after trying to add second new bone)
Fixed all the problems with picking
Added ability to see materials used in the meshes tab for each mesh's subset. You can view the materials by double clicking either materials or each individual material under the subset entry
When saving the materials screenshots or the texture coordinate screenshots you can now pick what format to save them in from the save dialog box
Started work on the Waypoints tab (not finished)
Started work on the Materials tab (not finished)
Fixed some other bugs found during testing
Started adding tooltips to everything. Not finished yet
Error BIGREG reported about the texture coordinate windows should be fixed
Added ability to move camera up/down via 9/3 numpad keys
In the Changes tool panel for Bones/Meshes I renamed Save to Store to better reflect it's purpose
The bug of currently open file is forced to close when you press Cancel has been fixed
Enabled the tooltips for the status strip labels (so they will show now)

:|\\

BIGREG
03-04-12, 04:58 PM
:salute: Thank TDW , I get try that :03:

I work right now on the TDC, I reduce the size of the needles to go with the gauges and I wanted to know if you've managed to add a function "move: meshes + bones at the same time"
Because it is long enough to find the two positions :timeout::yawn:
For the old version, I noticed that the original textures UVW 1024 * 1024, were saved in 1024 * 1002, while exporting

Well I'll go try the new version http://dl.dropbox.com/u/8655607/nv4.gif

Edit : I just tried quickly, always the same problem of UVW map size,when saving
original texture 1024 * 1024 result = 1024 * 1002 or 1024 * 1006 :hmmm:
otherwise there is no more error, when export UVW :yeah:
and thank for the up/down numpad keys http://dl.dropbox.com/u/8655607/this.gif

TheDarkWraith
03-04-12, 06:51 PM
I work right now on the TDC, I reduce the size of the needles to go with the gauges and I wanted to know if you've managed to add a function "move: meshes + bones at the same time"

For the old version, I noticed that the original textures UVW 1024 * 1024, were saved in 1024 * 1002, while exporting

No I haven't coded anything to move multiple items at same time. I'm currently brainstorming on how to code something like this.

This texture problem you speak of, I need to know what steps you did (what texture you selected/viewed, how did you save it, etc.) so I can do the same to see what's going on.


Changed how the rendering of texture coordinates is being done. In previous versions if you had some faces selected it only showed the selected faces when you asked for the texture coordinates to be rendered. If you had no faces selected then it rendered all the texture coordinates. Now if you have faces selected it will first render the selected faces in solid with the selected faces color and then render all the other texture coordinates:
http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5414

This way you can see what the total big picture is.

Finished adding all the tooltips.
Removed the screenshot box from the misc tab. Now when you ask for a screenshot to be saved you select the format to save as from the save dialog box.
Texture coordinate windows/materials windows: when you elect to save the window and you want to save only the render window it will now ask you if you want to save in native size or the current render window size. This way you don't have to expand the window to native size before saving (it tells you what the native size and current size are when it asks you).
Fixed bug where the title bar of the app was reporting the incorrect render window size
Added 9 and 3 to the help menu for camera movement
FillMode tab: Selected-->Faces Clear button now is only active (enabled) when there are faces selected of the selected mesh


test version 1.1.87.0 available here: http://www.mediafire.com/?8vks0ok2vksa4o9

BIGREG
03-05-12, 12:49 AM
:salute: Hi

For the problem of size maps UVW is when exporting UVW of the TDC in the conning tower, after having double clicked on the window bottom right, for the real size, save in various formats including JPEG, dds, png ...
But still the saved maps in 1024*1002 or 1024 *1006
It's not too bad (just resize the maps), but he must know, for not having error calibrations of textures :yep:

Edit : with the test version 1.1.87.0 the UVW maps are good :yeah::woot:
and with the faces selection is easy to find the good locations :yep:

TheDarkWraith
03-05-12, 01:09 AM
:salute: Hi

For the problem of size maps UVW is when exporting UVW of the TDC in the conning tower, after having double clicked on the window bottom right, for the real size, save in various formats including JPEG, dds, png ...
But still the saved maps in 1024*1002 or 1024 *1006
It's not too bad (just resize the maps), but he must know, for not having error calibrations of textures :yep:

I'll look into this :up:


Enabled the opacity for selected faces. Default opacity is 122 (50% transparent)
When you render texture coordinates that have selected faces it asks you if you want to render only the selected face's textures coordinates or everything.
Added near and far clip planes to camera tab. Camera's near clip plane default value is now 0.001 (was 0.1). @BIGREG - your disappearing meshes problem should be no more but if so make this value smaller
Added Bone bindings to meshes treeview. Each mesh now shows it's bone bindings. When the bone binding is checked then the mesh is bound to the bone - any changes in position or rotation of bone are reflected in mesh. NOTE: due to meshes and bones possibly having different rotation axis strange rotations can happen to meshes when they are bound to a bone and you rotate a bone. My advice: don't rotate bone when mesh is bound to it

To bind mesh to bone:
- go to meshes treeview and select mesh
- expand it
- go to Bone bindings and expand it
- select the bone binding by checking it
- go to bones tab
- click on show bones (check it)
- select bone that mesh is bound to

To unbind mesh from bone:
- go to meshes treeview and select mesh
- expand it
- go to bone bindings and expand it
- deselect bone binding by unchecking it

Here I bound the needle_B04 mesh to needle_B04 bone in Room_CT and moved the bone. You see the mesh moved with it:

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5415

test version 1.1.89.0 available here: http://www.mediafire.com/?zyrs3ucu2brqg2t

BIGREG
03-05-12, 01:20 AM
Merci TDW :yeah:

I get try this tonight i must to go working :03:

BIGREG
03-05-12, 02:04 PM
:salute: Hi TDW

Voici mon rapport :03:

Simply amazing ! http://dl.dropbox.com/u/8655607/happy11.gif
You're a God ! http://dl.dropbox.com/u/8655607/11.gif since you do miracles ! :yep:
Super Zoom ! Selection by face! export UVW perfect ! Binding meshes+bones ! translate with mouse work perfect etc...:yeah:

Still a few things

- I have succeeded the mesh-bone connection, but unable to open the menu of the selected mesh after double click on the mesh (with the "origin" "show" removed), in the menu no longer displays (i can't not more rescale my needles :wah: )

Why the boxes to the position, rotation, scale. still grayed in the menu Meshes http://dl.dropbox.com/u/8655607/question.gif

-The keyboard keys in meshes menu : R (otation)-T (ranslate)-Z (axis) do not work (Z sends to the backup menu UVW)

-Could you add a key (like shift) to soften or adjust the speed (or length) of displacement on the mouse and keys (often I find myself between "two displacements" and the mouse movement is super amplified (even at smaller dpi on my mouse)

Here I go again tortured your great software http://dl.dropbox.com/u/8655607/Thor.gif (and in addition, very small in size, Less than one MO!) Incredible ! http://dl.dropbox.com/u/8655607/victory.gif

TheDarkWraith
03-05-12, 03:39 PM
I have succeeded the mesh-bone connection, but unable to open the menu of the selected mesh after double click on the mesh (with the "origin" "show" removed), in the menu no longer displays (i can't not more rescale my needles :wah: )

If you have Show checked for the bones you will not be able to select the mesh and thus not able to edit it. Uncheck Show for bones (under Bones tab) then reselect the mesh in the meshes treeview. You'll know when the mesh is selected as the second from the bottom status line will say 'Mesh x'

Why the boxes to the position, rotation, scale. still grayed in the menu Meshes http://dl.dropbox.com/u/8655607/question.gif

Not until the mesh is selected will they be enabled. You can only select the mesh when the Show is not checked for Bones (under Bones tab). Uncheck Show for bones (under Bones tab) then reselect the mesh in the meshes treeview. You'll know when the mesh is selected as the second from the bottom status line will say 'Mesh x'

-The keyboard keys in meshes menu : R (otation)-T (ranslate)-Z (axis) do not work (Z sends to the backup menu UVW)

The keys R(otate), T(ranslate), S(cale), X, Y, and Z do not work until camera is locked (C key)

-Could you add a key (like shift) to soften or adjust the speed (or length) of displacement on the mouse and keys (often I find myself between "two displacements" and the mouse movement is super amplified (even at smaller dpi on my mouse)

That is something I am currently working on today

See above in yellow

BIGREG
03-05-12, 04:51 PM
Thank :salute:

Ok all work ,just i have some time ,freeze view screen and the menu work :hmmm:

TheDarkWraith
03-05-12, 05:35 PM
Ok all work ,just i have some time ,freeze view screen and the menu work :hmmm:

Don't understand :06:

BIGREG
03-05-12, 06:20 PM
The main view screen freezes impossible to move, but the menus work, even when leaving the backup works

TheDarkWraith
03-05-12, 10:17 PM
The main view screen freezes impossible to move, but the menus work, even when leaving the backup works

when that happens click the status tab and see what it says. If it says a rendering error or something like that I need to know what you did before the screen froze to cause the rendering error.

TheDarkWraith
03-07-12, 06:19 PM
test version 1.1.91.0 available here: http://www.mediafire.com/?nbu277calxx7poo

Under the camera tab you can now specify the movement speed for the unlocked and locked camera.

Direct input is now being used for keyboard input vice window's functions

Under the misc tab you can now specify the repeat speed for when a key is held down

Pressing shift will activate the other movement speed for the locked/unlocked

BIGREG
03-08-12, 04:22 PM
:salute: Hi TDW

It is a pleasure, to move with the new version :yeah: , thank you again :yep:

TheDarkWraith
03-08-12, 09:02 PM
Looks kinda cool doesn't it?

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5426

I just finished coding the ability to select new textures for the materials :D Here I selected a new texture for the material selected in the materials treeview (cfg#TXRStructuri). Here's how it works:
In the materials tab in the materials treeview the only thing you can select (currently) is Texture. If that node is checked and you double click it then you get to select new texture for it. If it is not checked and you double click it it will show you the current texture (via a render texture window - just like the meshes when you double click the materials for them).

Just a few more things to do with it then a new test version will be available :rock:

pedrobas
03-08-12, 09:35 PM
Better and better every day, youīre great. :rock:

TheDarkWraith
03-08-12, 10:49 PM
test version 1.1.92.0 available here: http://www.mediafire.com/?qdd696490j46bxb

fixed bug of direct input still enabled when app is not focused and/or minimized
Finished Materials treeview
Added ability to change Material's texture. In the Materials tab in the materials treeview, if the 'Texture: x' is checked and you double click it you can select the new texture. If it is not checked then it will display the current texture

Next I'll work on ability to change material's names

You all now have the ability to create clones and change the textures used for those clones. I hope to see some new clone units soon :yep:

:|\\

BIGREG
03-09-12, 12:35 AM
:yeah:Great !

TheDarkWraith
03-09-12, 01:46 AM
test version v1.1.93.0 available here: http://www.mediafire.com/?1mimr4fuyjwkjwh

Fixed bug of when texture going to be changed for a material the app was not reporting all the materials and meshes that would be affected
Fixed bug of mesh's materials (in the meshes treeview) were not being updated with the texture changes (all those that were affected)

:|\\

KarlSteiner
03-09-12, 09:43 AM
I'll have a solution for 3DS Max here soon. I have to because the majority of people use it for 3D modelling :up:

I just have to sit down and think about how I want to implement it. Rushing things never produces good results.

Hi TDW,

I am happy to see that good boys like you and the others (as testers) have the genius and the power to do this great work, thanks so much!

Working on modding in lowploydesign since the times of 3dsm4, I think to give out my models stored for SHIII, if it is possible in the future for me as an simple modder.

Best regards and good work.

http://www.subsim.com/radioroom/data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAADwAAABBCAIAAAA CIlA6AAAEv0lEQVRoge2aPavqTBDHU9gdYhE4WIi15FzQJt/BNnHL1Gk36QRBBDtJVCxMLSLYGIhFCuEWt3oaQQu/gIWN3+Ip/vfO2Rtf7lPsJufCMwyicR1/mczOvsxq2v/yQjj318tVkmZJmn3/8U+SZpPpvGyolzKZzsF6OJ4PxzOgkzRbL1dfFH29XAEuDt3JdL 5eruLQHfe7k+kcH9fLFed+2ZiCgGwynXPuBx4LPDbud+PQpTsh 9LJJfwnn/mQ6HwxHnPuc+4PhaDAcBR6LQ1cMj8Fw9IW4CRf06+WKMce2DM+ pBR6bTOfUIwOPoU3JxGBlzKEYaLdMz6ktenXbMk77zrjfbbdMx hxEDt6UHNwgBjRjTlV/sy1jM2vGocu5H4fuad9pt8yq/lbV38xGtd0ycQ9lQjPmAMJsVEHmObXNrImEPZnOT/tOHLr4irTdMgOPlUPMuU9eJAX0uN9FX3wIXdXfSnM24uFeF706 uOPQjUM38Fi7ZdKjIGeXQAyUh9AI3BylGNOlQYtxTEw57nbLtC 3j/h7MRlU0VVwyEWODgMxGVXTnvaIBBTTeALoIdILO+RvDim0Z4p1 EXN/MmruoEnF9F1VEO8UR33NDA48laYZZXhy6tmXYlhF47HA8X663y/V22ncOW/2w1XOmBsNRQdAQz6mRgrjdMjn3L9cbEl+SZsjll+vtcDyDOw5d unOtSE9rmhZ4bNGrL3r1iOs0EQVikmaAXi9XdCVJs2fOLk7G/e5m1tzMmkD3nNq430WGHve7EdfxBHBx3O8uenUQlwMNJowjxI0 uiL7oOTVA4wo04jpBY4pS6HgOoIjrooJVhBa5MfvbRZVdVDls9 V1U2cyap32nIGIkL03TiO9ec3ciXsfPscCBv5UTIzDQ69st0/p4JweTEqJtGdbHu/XxjsxtNqpoQIPiuN8twtnkZoLGK5Rydk7FdC6Oi55Tyw03yqEx AzEbVXInXPtwWoJmiGzqf4Ae97tqoRGp9JGeO0FvzW/I0FjUYH2OZliMYV0jQqslZszJQWuaRrFBE4+t+U1UXAe0bRni+ FeOp3EnIvdDtT7ecxPXkqEhFNkieq5rioEuQqslfhge9BVBP0s mD9eIu6iifFx8Bg0R0x9x0/qKFgfUvoSU94wbrzl92BjQnlNTwkpAf4TWNA357gUryVfxNARJ +o/cgF706vIAn/zHf4Sm19eC6Z4EuNf/ITEEbcvAZFWWwQeiot8oh8bSQ65NrAnk2vxNAC3X0yoc8Zuo8M pfDG1bhlyzn/JXehqrf7kbtZ5Tk95PPiXwGPaH5JoFtPxBkXOfNhGxJSdr941z n/YsD8ezFJufIpoGtxSzqKWL7pBi9qeI27iyCpio5eHgwuF4TtJM fgFJro9JKPbkF3OxwawIOkmzy/Um1+xPAXSSZnLNYg8bzpZrWZtM53Czioo86v6X603yCpeOzEiH RokfzpZ8toLynYr6CE6DwC/SjHLuk6elGRUExRokPmlGB8MRHapSUYtHeCBCZNqV7wlB6KiF5 JjGEKAOGgU7yY8R9UzpSZqMK3mMgFZ03Gsynat6jEqmB5qm/Yo9+R5B1lNUxEbRX75dhJ18u4JxJQeb1J1fxOCixHSRR7z+BRD dqrww19zAAAAAAElFTkSuQmCC:arrgh!:

BIGREG
03-09-12, 01:25 PM
:salute: Hi TDW

I just tried your new version v1.1.93.0
So I rename the texture labels for the TDC and replace also with the same texture name the maps and books texture (to use a single texture for both)
In the editor: OK work great :yeah:
In goblin: No texture
In game : crash -> exit to windows in savegame loading process

TheDarkWraith
03-09-12, 02:22 PM
:salute: Hi TDW

I just tried your new version v1.1.93.0
So I rename the texture labels for the TDC and replace also with the same texture name the maps and books texture (to use a single texture for both)
In the editor: OK work great :yeah:
In goblin: No texture
In game : crash -> exit to windows in savegame loading process

Can you send me your GR2 that you changed the texture on? I'd like to see what Goblin is doing that is causing no textures :yep:

BIGREG
03-09-12, 03:42 PM
Here the file : http://dl.dropbox.com/u/8655607/CT%20room%20TDC.zip

TheDarkWraith
03-09-12, 04:30 PM
Here the file : http://dl.dropbox.com/u/8655607/CT%20room%20TDC.zip

Okay, just I thought:

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5429

This is your modified Room_CT in Goblin rendered with textures :up: It works.
Looking at the texture you made and comparing my app to what Goblin rendered (which are the same) it appears you singled out the books on the shelf, no (the ones with the flourescent green highlight on them)?

There are some 'rules' that you cannot break about the game:
- all textures must be located either in the unit's folder or either in \data\Textures\TNormal\tex or \data\Textures\TLowRes\tex. Those are the only places textures can reside. All I did was take your texture dds file and place in \data\Textures\TNormal\tex. What you need to do is revise your GR2 file to point to a texture file in one of the two textures folders

You more than likely got the CTD because the game couldn't find the texture for Room_CT (because of where you had it - the path specified in the GR2 file is not valid)

BIGREG
03-09-12, 04:49 PM
Damage. I wanted to make a special folder for the modified textures :cry:

And thank you for the improvements, it is now a piece of cake :woot::rotfl2:

TheDarkWraith
03-09-12, 04:59 PM
Damage. I wanted to make a special folder for the modified textures :cry:

Make a JSGME mod out of it. Make a folder in the MODS folder called Modified_Textures or something. Create the necessary folders (data\Textures\TNormal\tex) in the mods folder and place the modified textures in \tex. Then just enable the 'mod' when you are testing or want to view the textures in Goblin :yep: This keeps the modified textures in one place and allows for easy addition/removal.

BIGREG
03-09-12, 05:01 PM
:salute: Merci , that work :D one texture optimised :yeah:

Ekmek
03-09-12, 05:48 PM
Can the editor read generic gr2's yet?

TheDarkWraith
03-09-12, 05:57 PM
Can the editor read generic gr2's yet?

I have it locked to a specific kind of GR2 file still - the SH5 'kind'

BIGREG
03-09-12, 06:07 PM
TDW , Have you tried in the game :06: I always a return to desktop :hmmm:

TheDarkWraith
03-09-12, 06:13 PM
TDW , Have you tried in the game :06: I always a return to desktop :hmmm:

Did you modify the GR2 to point the texture to a valid place?

I edited your GR2 file to point to \data\Textures\TNormal\tex. Tried to load game selecting a historic mission - got a strange error "this instance doesn't have a name"...trying to figure out what this means :hmmm:

BIGREG
03-09-12, 06:36 PM
yes in normal/tex with the other ,
in goblin all is ok :up:
idem in editor :yeah:
but return to desktop in game :shifty:
and same error as you "this instance doesn't have a name"

TheDarkWraith
03-09-12, 06:37 PM
yes in normal/tex with the other ,
in goblin all is ok :up:
idem in editor :yeah:
but return to desktop in game :shifty:
and same error as you "this instance doesn't have a name"

There is something wrong with your Room_CT.sim file. After I removed it and edited your GR2 file to point to \data\Textures\TNormal\tex for the texture:

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5431

Everything works :yeah: There's your new texture being rendered in game!

BIGREG
03-09-12, 06:40 PM
can you send me ,your CT room. gr2 ?

edit : you say it is the .sim ! and not the .gr2 ?

TheDarkWraith
03-09-12, 06:45 PM
can you send me ,your CT room. gr2 ?

edit : you say it is the .sim ! and not the .gr2 ?

Yes, problem is in .sim file. I'm looking at it currently to try and figure out what's wrong.

Here you go (GR2): http://www.mediafire.com/?1fqphw143r6gv1y

BIGREG
03-09-12, 06:49 PM
:salute: Thank
I must see what i have make in the .sim :hmmm: , (adding swicht,and wheel function) ,i have try without and all work great :rock:

TheDarkWraith
03-09-12, 06:57 PM
:salute: Thank
I must see what i have make in the .sim :hmmm: , (adding swicht,and wheel function) ,i have try without and all work great :rock:

I think your problem is in the KSwitch and KWheel controllers you added to some of the items. I don't think they are configured correctly and/or you cannot use those controllers on those items :hmmm:

TheDarkWraith
03-09-12, 06:58 PM
You now have me curious if we can define new texture folders or not. I'm going to try what you originally had for the texture folder and see if it works or not :hmmm:

Ekmek
03-09-12, 07:20 PM
I have it locked to a specific kind of GR2 file still - the SH5 'kind'


ok, thanks. I know its the priority, but I figured I'd check in. :)

TheDarkWraith
03-09-12, 07:35 PM
While doing the test I mentioned for BIGREG I found some errors in the current test version: if the texture cannot be found and you try to view it via the meshes treeview or materials treeview you will get an unhandled exception null reference error. I have fixed this and will be uploading a new test version here soon :up:

I'm also going to make a change in the tooltips for the textures. I'm going to have it also show the FromFileName entry for the Textures as defined in the GR2 file. This will show the path to the texture as read from the GR2 file.

TheDarkWraith
03-09-12, 08:30 PM
@BIGREG - test I mentioned failed. The paths to the textures I mentioned some posts above are the only places textures can be located. I think I see why you're getting that error with your .sim file:
http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5433

The name property is blank for the InteractiveObject. There has to be a name there (but I'm certain it can't be just any name - that name has to be defined somewhere)


Texture path tooltips have been revised. The first entry 'Path: x' shows the path that the app found the texture at. The app first tries to find the texture in the units folder, if that fails then it checks \data\Textures\TNormal\tex, if that fails then it checks \data\Textures\TLowRes\tex, if that fails it sets the texture to not found (null). The second entry 'GR2 texture path: x' shows the path to the texture as read from the GR2 file:

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5432

Fixed null reference exception error posted earlier.

test version 1.1.94.0 available here: http://www.mediafire.com/?nyfz9b45v36ftp4

Now I work on giving you the ability to edit the material names

:|\\

TheDarkWraith
03-10-12, 02:08 AM
test version 1.1.95.0 available here: http://www.mediafire.com/?eic0uyecbuxuo15

when making the AI sub crew mod I found that I had inhibited you from creating duplicate bones if they start with LNK@. This limitation has been removed and you can now create duplicate bones as long as they start with LNK@ (these are special entries to the game engine)

:|\\

BIGREG
03-10-12, 02:24 AM
:salute: Bonjour TDW

I get try the new version :03:

TheDarkWraith
03-10-12, 10:52 PM
Starting with v1.1.97.0 you can change bone and skeleton names:

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5438

Going to add ability to change model, mesh, and material names then a new test version will be released :DL

TheDarkWraith
03-10-12, 11:48 PM
Ability to change mesh names is now available:

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5439

That dialog box will appear anytime you change a mesh, bone, skeleton, model, or material name if the name change affects more than one object (the current object being edited plus another). This lets you see the impact of your name change.

Why does this happen you may ask? The Granny system HATES to duplicate things. Whenever the original exporter that made the file encountered a duplicate item it would just point the item to the existing item. That is why changing one name could impact many others.

TheDarkWraith
03-11-12, 12:43 AM
You can now change the material names:
http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5440

test version 1.1.98.0 available here: http://www.mediafire.com/?b5c1u0lqvf2cj4a

Added ability to change bone, skeleton, mesh, and material names

I'll work on the model and cloning of bones tomorrow

:|\\

Ekmek
03-11-12, 01:50 AM
Starting with v1.1.97.0 you can change bone and skeleton names:



Going to add ability to change model, mesh, and material names then a new test version will be released :DL


Can you see how the skeleton tree is structured? Sorry not clear in the picture.

BIGREG
03-11-12, 03:40 AM
:salute: Hi TDW

Super ! :woot:

This will be more practical to find the right textures used :up:
yesterday I rename it with your editor, all the textures of the conning tower
(that's a big mess, as Ubisoft, to do this) :nope:

Ps:can you make the texture menu windows expandable ? to have the entire text lines

and for the rest all work great :yeah:, no errors ! :rotfl2:

[Quote:] I'll work on the model and cloning of bones tomorrow <- cloning meshes :06: it interests me, to clone the TDC buttons meshes , to add the missing

TheDarkWraith
03-11-12, 03:53 AM
Ps:can you make the texture menu windows expandable ? to have the entire text lines

show me screenshots of what you're talking about :hmmm:

You're gonna like what I'm just about done coding. Bone's whose entries start with LNK@ are special entries to the game engine. They mean link (as in link an object to this object). I've just about finished an automatic LNK@ dereferencer that will automatically load those LNK@ GR2 files and link them to their respective bone :D

I've also made a stipulation in upcoming version that the only objects that can contain LNK@ at the start of their name are Bones. This is needed because I now let you rename things and we don't want the game engine confused because someone wrote a wrong name in the wrong place.

TheDarkWraith
03-11-12, 03:54 AM
Can you see how the skeleton tree is structured? Sorry not clear in the picture.

Don't understand what you're asking :06:

BIGREG
03-11-12, 04:03 AM
http://dl.dropbox.com/u/8655607/expandwindows.jpg

TheDarkWraith
03-11-12, 05:07 PM
In new version I have anchored the treeviews to the sides. This allows them to grow as the window grows in size. Something BIGREG was looking for.
I've also added some new File menu entries:
- Sentinel-->Show sentinel window on file open - determines whether the Sentinel windows open with each new file opened
- LNK paths:
edit paths - allows you to edit/add/remove paths for dereferencing Bone LNK@ entries
Automatically resolve - when checked will automatically resolve Bone LNK@ entries (will load GR2 models referenced)
I've also fixed a few small bugs I've found while using the app

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5443

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5444

To walk/view a complete sub, set up your LNK paths to those above. Ensure Automatically resolve is checked. Load up a human playable sub :D (you will then see the scaling issues with them :nope:)

test version 1.1.100.0 available here: http://www.mediafire.com/?vgb53a7juocpnra

NOTE: just found a PInvoke problem that can happen if you move the camera with the numpad keys. Use at own risk. Will be fixed in upcoming version.

:|\\

There are some other goodies like the automatic resolve of LNK@ entries in upcoming version

TheDarkWraith
03-11-12, 08:24 PM
v1.1.101.0 fixes the PInvoke problem.
It also has the LNK@ bone control the visibility of the linked in GR2 file. If the bone is checked then it's rendered, it not then it's not rendered

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5445

Here Room_QR1 is not being rendered because it's LNK@ bone is not checked

The operation of LNK paths-->Automatically resolve has been changed. It works like before except now:
- if you have GR2 files loaded with LNK@ entries and Automatically resolve was checked when these were loaded and you uncheck Automatically resolve it will ask you if you want it to automatically unload all these linked in GR2 files (close them)
- if you have GR2 files loaded with LNK@ entries and Automatically resolve was not checked and you check it it will ask you if you want it to load the GR2 files for all open GR2 file's LNK@ entries (opens them)

THE_MASK
03-11-12, 09:26 PM
Opened CharacterBodyParts GR2 with the latest . There are about 6 or so it wont open . I had LNK paths Auto .

TheDarkWraith
03-11-12, 09:49 PM
Opened CharacterBodyParts GR2 with the latest . There are about 6 or so it wont open . I had LNK paths Auto .

What are your LNK paths set to? It will try to find the LNK@ entries (GR2 files) based on the listed order of the LNK paths. When looking in each link path it will look in the folder and then it will look in all folders contained in that folder before moving onto next path.

TheDarkWraith
03-11-12, 11:37 PM
Alright, v1.1.102.0 is ready. I wanted a one-click way to open everything needed to do waypoints and I succeeded :rock: You'll see some new menu entries under File in the following screenshots. Based on how those are set (like I have them) will determine whether everything gets loaded when the first GR2 file is loaded. Here I had everything set to be automatically loaded and opened up the NSS_Uboat7a.GR2 file. The app loaded it and all the room GR2 files, waypoint room GR2 files, and all the waypoint edges files for the waypoint rooms with just one click :D You'll notice that my waypoints need some work....I have some breaks in them :shifty: But that's why I needed this - so I can work on my next mod with the app :yeah:

This shows the sub (all the rooms are loaded also) and the waypoint edges between waypoints:
http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5446

And zooming 'into' the sub we finally see all the rooms being rendered also:
http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5447

The nice thing about this is you can 'walk' around and see where all your waypoints are. I have more work to do on the waypoints editor but it's coming along nicely :D

test version 1.1.102.0 available here: http://www.mediafire.com/?zq1pcjc2jqwjt95

:|\\

THE_MASK
03-12-12, 12:04 AM
Opened CharacterBodyParts GR2 with the latest . There are about 6 or so it wont open . I had LNK paths Auto .PS , i dont really know what i am doing so i wouldnt worry too much :O:
I had to change the LNK cfg file to match my install
C:\Ubisoft\Silent Hunter 5\data\Library
C:\Ubisoft\Silent Hunter 5\data\Sea
C:\Ubisoft\Silent Hunter 5\data\Submarine
C:\Ubisoft\Silent Hunter 5\data\Submarine\Common
C:\Ubisoft\Silent Hunter 5\data\Terrain
C:\Ubisoft\Silent Hunter 5\data\Air

When it finishes loading on my system i will send the Dbgview , in about 300 thousand years .

TheDarkWraith
03-12-12, 12:27 AM
PS , i dont really know what i am doing so i wouldnt worry too much :O:
I had to change the LNK cfg file to match my install
C:\Ubisoft\Silent Hunter 5\data\Library
C:\Ubisoft\Silent Hunter 5\data\Sea
C:\Ubisoft\Silent Hunter 5\data\Submarine
C:\Ubisoft\Silent Hunter 5\data\Submarine\Common
C:\Ubisoft\Silent Hunter 5\data\Terrain
C:\Ubisoft\Silent Hunter 5\data\Air

There aren't any LNK@ bone entries in that GR2 file (CharacterBodyParts GR2 ). Are you talking about another GR2 file :06:

So what are these 6 things that you say won't open?

THE_MASK
03-12-12, 12:42 AM
sorry yeah , got confused . I was opening the C:\Ubisoft\Silent Hunter 5\data\Submarine\NSS_Uboat7a\NSS_Uboat7a GR2 file when i had to change the LNK cfg .
00000000 3:29:51 PM [4180] NSS_Uboat7a sentinel activated
00000001 3:29:59 PM [4180] Room_CR sentinel activated
00000002 3:30:03 PM [4180] CRC-32 value reported in file corrected to actual CRC-32 value (0x99C34038)
00000003 3:30:32 PM [4180] Waypoints_Room_CR sentinel activated
00000004 3:30:37 PM [4180] Room_QR1 sentinel activated
00000005 3:30:39 PM [4180] CRC-32 value reported in file corrected to actual CRC-32 value (0xA4AB8C27)
00000006 3:31:06 PM [4180] Waypoints_Room_QR1 sentinel activated
00000007 3:31:13 PM [4180] Room_DER sentinel activated
00000008 3:31:36 PM [4180] Waypoints_Room_DER sentinel activated
00000009 3:31:44 PM [4180] Room_QR2 sentinel activated
00000010 3:35:42 PM [4180] Waypoints_Room_QR2 sentinel activated
00000011 3:35:51 PM [4180] ********* Waypoint entry (SQ_COOK_B SQ_COOK_D no_loop SQ_COOK_B2D_Part02) end location was not found in Skeleton's bones *********
00000012 3:35:55 PM [4180] ********* Waypoint entry (SQ_COOK_B SQ_COOK_D no_loop SQ_COOK_B2D_Part02) end location was not found in Skeleton's bones *********
00000013 3:35:56 PM [4180] Room_TRF sentinel activated
00000014 3:36:36 PM [4180] ********* Exception of type 'System.OutOfMemoryException' was thrown. *********
00000015 3:36:46 PM [4180] Room_CT sentinel activated
00000016 3:36:46 PM [4180] ********* Exception of type 'System.OutOfMemoryException' was thrown. *********

Tried opening the 7b

00000000 4:28:25 PM [5236] NSS_Uboat7b sentinel activated
00000001 4:28:34 PM [5236] Room_CR sentinel activated
00000002 4:28:36 PM [5236] CRC-32 value reported in file corrected to actual CRC-32 value (0x99C34038)
00000003 4:29:03 PM [5236] Waypoints_Room_CR sentinel activated
00000004 4:29:08 PM [5236] Room_TRF sentinel activated
00000005 4:29:22 PM [5236] Waypoints_Room_TRF sentinel activated
00000006 4:29:27 PM [5236] Room_DER sentinel activated
00000007 4:29:49 PM [5236] Waypoints_Room_DER sentinel activated
00000008 4:29:56 PM [5236] Room_QR2 sentinel activated
00000009 4:30:15 PM [5236] Waypoints_Room_QR2 sentinel activated
00000010 4:30:23 PM [5236] ********* Waypoint entry (SQ_COOK_B SQ_COOK_D no_loop SQ_COOK_B2D_Part02) end location was not found in Skeleton's bones *********
00000011 4:30:27 PM [5236] ********* Waypoint entry (SQ_COOK_B SQ_COOK_D no_loop SQ_COOK_B2D_Part02) end location was not found in Skeleton's bones *********
00000012 4:30:29 PM [5236] Room_QR1 sentinel activated
00000013 4:33:52 PM [5236] CRC-32 value reported in file corrected to actual CRC-32 value (0xA4AB8C27)
00000014 4:33:57 PM [5236] ********* Could not find Texture in list of Textures for Material *********
00000015 4:33:57 PM [5236] ********* Could not find Texture in list of Textures for Material *********
00000016 4:33:59 PM [5236] ********* Could not find Texture in list of Textures for Material *********
00000017 4:33:59 PM [5236] ********* Could not find Texture in list of Textures for Material *********
00000018 4:34:00 PM [5236] ********* Could not find Texture in list of Textures for Material *********
00000019 4:34:07 PM [5236] ********* Could not find material in list of materials *********

Ekmek
03-12-12, 12:45 AM
Can you see how the skeleton tree is structured? Sorry not clear in the picture.
Don't understand what you're asking :06:


Something like this. So you can see how the bones work together

http://forums.civfanatics.com/downloads/skel_tree_6A9.jpg

urfisch
03-12-12, 05:32 AM
nice progress, tdw!!! so, let me know: when do we have the new boats? seems, as if we are not far from it...am i right? did you try to clone a vii boat 1:1 and add it to the game with a different type-name?

:salute:

TheDarkWraith
03-12-12, 10:06 AM
nice progress, tdw!!! so, let me know: when do we have the new boats? seems, as if we are not far from it...am i right? did you try to clone a vii boat 1:1 and add it to the game with a different type-name?

:salute:

I'm slowly making my way to cloning/adding new meshes. Code wise the core components to do it are there (allocater/deallocater, pointers adjuster) but it takes many items to make a mesh in a GR2 file (primary topology, vertex data, materials, bone bindings, materials references, etc.) and those I have class wise but haven't written anything for them to create new ones/clone yet.
It's a slow process because everything has to be perfect - one little mistake and you shred the GR2 file. All it takes is one pointer to be off or not adjusted and game over :shifty:

TheDarkWraith
03-12-12, 10:07 AM
Something like this. So you can see how the bones work together

http://forums.civfanatics.com/downloads/skel_tree_6A9.jpg

ah ok, yes I can make something that can show the bone hierarchy :yep:

BIGREG
03-12-12, 02:11 PM
:salute: Hi TDW

Here, news of me:
I tried to rename the entire tree textures, in the conning tower (Diffuse and Bump map)
He well ! What a mess ! :o
There are crosses everywhere, like, in Tile_metal_04 found Tile_metal_03 ! http://dl.dropbox.com/u/8655607/blink.gif
other, the bumpmap is addressed to a diffuse or otherwise ?!?:woot:
Ho ! my god ! http://dl.dropbox.com/u/8655607/vincent.gifhttp://dl.dropbox.com/u/8655607/smiley_699.gif
Now I have one of the "bumpmap" in goblin, but no more in the editor ?!?!? http://dl.dropbox.com/u/8655607/horsie.gif
More work! To find the right ! http://dl.dropbox.com/u/8655607/sweatingbullets.gif

Well, I still managed to optimize multiple textures
(less memory used)
Thus, all the textures (diffuse) and their Normal Map (Bump Map)
used in the conning tower and the precise location of each elements (UVW map)

A small thing, for the editor,
TDW, could you, look for the registration of the zoom level?
I used, to 0.000010 and when I relaunch the editor,
I find me with a zoom level at 10.000000
even after saving settings

Otherwise, all works fine on my side and thanks for the other addons :yeah:, as I get some time I would look at it more closely :know:

TheDarkWraith
03-12-12, 02:31 PM
A small thing, for the editor,
TDW, could you, look for the registration of the zoom level?
I used, to 0.000010 and when I relaunch the editor,
I find me with a zoom level at 10.000000
even after saving settings

ah crap, sounds like I forgot to adjust for regional settings again :shifty: I'll look into it :up:

BIGREG
03-12-12, 02:46 PM
I also found how to get around as I wanted :yep:
I zoom a maximum with the mouse and I adjust my view with the keyboard, that makes me, a rotation point "on the spot" :up:

Vanilla
03-12-12, 03:05 PM
...
This shows the sub (all the rooms are loaded also) and the waypoint edges between waypoints:
...
:|\\

:o Wow! No more cross-referencing with Goblin! Thank you!
By the way I've found waypoint offsets to be of much help when fine adjusting a waypoint position to ensure there is no clipping etc. - the offsets are reloaded with 'F9' in Goblin while adjusting them directly in GR2 requires complete model reload. When you're satisfied with the waypoint posit you can edit GR2 to correct values (since offsets are ignored in-game).

TheDarkWraith
03-12-12, 03:07 PM
:o Wow! No more cross-referencing with Goblin! Thank you!

Yes that was a royal PITA :yep: Now it's much easier :D

TheDarkWraith
03-12-12, 03:08 PM
I also found how to get around as I wanted :yep:
I zoom a maximum with the mouse and I adjust my view with the keyboard, that makes me, a rotation point "on the spot" :up:

that's what I was trying to explain to you before but you didn't understand. You figured it out now :yeah:

TheDarkWraith
03-12-12, 04:11 PM
By the way I've found waypoint offsets to be of much help when fine adjusting a waypoint position to ensure there is no clipping etc. - the offsets are reloaded with 'F9' in Goblin while adjusting them directly in GR2 requires complete model reload. When you're satisfied with the waypoint posit you can edit GR2 to correct values (since offsets are ignored in-game).

This 'reloading' problem is on my list of things to take care of very soon. I'm working on the waypoints editor now. I'm currently not reading the offsets so that is one thing on my list to start reading in also :up:

BIGREG
03-12-12, 04:41 PM
My english is not good enough :oops:
But,my german is better :03: seven year at " ULM " Deutschland http://dl.dropbox.com/u/8655607/drinks.gif

TheDarkWraith
03-12-12, 05:20 PM
A small thing, for the editor,
TDW, could you, look for the registration of the zoom level?
I used, to 0.000010 and when I relaunch the editor,
I find me with a zoom level at 10.000000
even after saving settings

Something like this. So you can see how the bones work together

http://forums.civfanatics.com/downloads/skel_tree_6A9.jpg

Under Edit-->Options-->Bones you'll find an entry to view the bones in a hierarchy fashion now. There is also an entry to force depth test. It works semi-correctly. The bones origin is forced to depth test but the labels still render no matter what. I have to figure out something to make the labels work correctly.

@BIGREG - problem with float values for camera should be fixed now

No one reported that the Zoom % under the world tab was broken. I just found that out when I tried to load the characters and set the zoom up and nothing happened. That has been fixed also.

The linked in files (LNK@) now have restrictions that you cannot edit them. As they can be cloned and used in many places that turns into a coding nightmare for me. I have thus disabled any editing of any linked in files.

test version 1.1.103.0 available here: http://www.mediafire.com/?uxvxmwzelu45zwj

Ekmek
03-12-12, 07:15 PM
Under Edit-->Options-->Bones you'll find an entry to view the bones in a hierarchy fashion now. There is also an entry to force depth test. It works semi-correctly. The bones origin is forced to depth test but the labels still render no matter what. I have to figure out something to make the labels work correctly.

wow thats fast!

TheDarkWraith
03-12-12, 07:17 PM
wow thats fast!

I think it works fine and correctly but you tell me :yep:

TheDarkWraith
03-13-12, 01:45 AM
test version 1.1.105.0 available here: http://www.mediafire.com/?y2q0qi3y0uhfay6

Fixed the broken rendering of LNK@ objects (they were being rendered in incorrect locations). This happened when I fixed the Scale % of the world tab in previous version.

Waypoints_Room_X and Room_X GR2 files are not under the same restrictions as other LNK@ objects now when they are 'called' in. This allows you to open a sub with everything automatic enabled and move waypoints around :D

New File menu entries --> Remove and Reload. Mainly for waypoint edge files. This allows you to edit a waypoint edge file outside of the app and reload it to see changes. Works great with the above change for those working on waypoints.

New options under Edit-->Options. They are pretty self explanatory what they do.

Waypoint edge files are now shown in the Bones treeview (listed under the Skeleton) and also in the Waypoints treeview of the Waypoints tab. You can check/uncheck to enable/disable the waypoint edges for that file

Waypoints tab's Show checkbox is now the master render controller for waypoints and waypoint edges (you switch on/off individual edge groups with the above)

:|\\

Vanilla
03-13-12, 04:57 AM
This 'reloading' problem is on my list of things to take care of very soon. I'm working on the waypoints editor now. I'm currently not reading the offsets so that is one thing on my list to start reading in also :up:

Well, I am not sure if we really need those offsets in the Editor since you see the changes straight away. The thing with Goblin is that we need to use it as of yet to see and adjust the animations. And the problem is that Goblin 'assumes' that GR2 is never changed, that's why you must re-open the files in Goblin if the GR2 file in question was edited, while using offsets you can fine-adjust a waypoint posit in Goblin using F9 to refresh it and then switch to the Editor and correct the coordinates in GR2. I guess those offsets were introduced just for this purpose so that devs wouldn't need to edit the model in Max, then export it, then check it.

Currently I use this procedure, I guess you do something similar when tinkering with those pesky waypoints and chars:


Open the editor, open waypoints and the room merged (or open the whole boat in the last version).
Write down 'reference coordinates', like height of the waypoints in the room or beds lateral positions etc., the ref. coords can then be used to roughly place a new waypoint. Write down all other info neede (edges, supposed animation, etc.) for future reference.
Create a new waypoint
Roughly adjust it.
Open Granny Viewer, select few appropriate animations for idling, etc.
Open Notepad, define the waypoint, its edges, char's script
Open Goblin, create new 'Sapiens' on the waypoint
Use offsets to fine-adjust the waypoint's posit so there is no animation clipping etc.
Adjust rotations etc. in animation file, adjust the script.

It is not difficult at all particularly with the recent changes when you can clone a link to create, say, running paths. The things that bother me the most however are:
- that I cannot clone bones, if I want to create, say, six new waypoints in a room I have to do 'create' procedure for every one of them, while I would prefer to copy a waypoint and then move it to the correct location, this way I don't have to 'alt-tab -> copy height -> alt-tab -> paste height -> alt-tab -> copy longtitude -> alt-tab .... alt-tab -> enter 0 into W, enter 1 into Y...'. :O:
- Then the other thing is that the hateful Goblin cannot refresh the scripts, it doesn't refresh them even if you reopen the files, you have to close Goblin completely, open it, open the files, only then you see the changes.
- That I cannot edit animations. :rotfl2:
- And since I've started whining: that I cannot reference time/weather etc. in the chars' scripting, so I cannot create watch system etc. (though I recon we can edit the framework.py to make these available).

TheDarkWraith
03-13-12, 07:57 AM
The thing I've found most useful in the changes I've made so far is the forcing depth test of edges. This lets you see if the line goes 'under the floor' and thus you need to raise the waypoints some.

The ability to reload the waypoint edge files is the second most useful thing. This really won't apply anymore once I complete the waypoints/edge editor.

I will agree that not being able to see the animations in the app is a hinderance currently to setting new waypoints. But animations are rising fast on my list of things to do for the app :yep: That may take some time though as first I have to figure out how granny is storing animation data (is it using offsets, complete vertex data, hybrid mix, etc.)

I need to code in the reading of the other waypoint edge files - the ones that define edges between rooms so we can see room interconnects.

Cloning of bones is next up on the list though :up:

Rubini
03-13-12, 08:58 AM
Hi TDW,

As you know I'm on my firsts steps on the GR2 editor.
I have some (basic) doubts:

1. I noticed that some .GR2 files inside SH5 folders aren't yet oppened by the editor. (or is something that I'm making wrong?)

2.After open/save some GR2 files with this editor I'm not more able to open them on the Goblin editor. (or is something that I'm making wrong?)

3. You editor have some keyboard short cuts, for example to accelarate the 3d image zoom, rotation, etc?

4. How I can set the GR2 editor to have/see big 3d images like we can see here in some pics?

Thanks by any advice!

BIGREG
03-13-12, 01:05 PM
:salute: Hi Rubini

I'll try to help you :

[Quote :]

1. I noticed that some .GR2 files inside SH5 folders aren't yet oppened by the editor. (or is something that I'm making wrong?)
Well did you settle, the parent folder in the menu "file"? choice or "regional" setting
Or you could tell us what are the names. GR2 incriminated ?


2.After open/save some GR2 files with this editor I'm not more able to open them on the Goblin editor. (or is something that I'm making wrong?)
No ideas, never had this problem :hmmm: Yet I mistreat the .GR2 in all directions http://dl.dropbox.com/u/8655607/boxing.gif

3. You editor have some keyboard short cuts, for example to accelarate the 3d image zoom, rotation, etc?

Number pad :

- 8/2 : forward/backward
- 4/6 : left/right
- 9/3 : up/Down

+ Shift = fine displacement

Mouse :

Right button pressed+Forward/Backward = Zoom ( there are precision settings for this in menu "camera" i have set my "clip planes:Near" to 0,000010 :03: other the meshes disappear)
Left button pressed rotation

http://www.subsim.com/radioroom/images/icons/icon2.gif For have a "spot view" Rotation : Zoom at maximum with the mousse and move after with the number pad and you'll be able to turn in place with the mouse :yep:

4. How I can set the GR2 editor to have/see big 3d images like we can see here in some pics?
You can maximise the windows , But this is true, that if we could minimize the bottom menu, it would be cool :D

Rubini
03-13-12, 01:39 PM
:salute: Hi Rubini

I'll try to help you :

[Quote :]

1. I noticed that some .GR2 files inside SH5 folders aren't yet oppened by the editor. (or is something that I'm making wrong?)
Well did you settle, the parent folder in the menu "file"? choice or "regional" setting
Or you could tell us what are the names. GR2 incriminated


2.After open/save some GR2 files with this editor I'm not more able to open them on the Goblin editor. (or is something that I'm making wrong?)
No ideas, never had this problem :hmmm: Yet I mistreat them. GR2 in all directions http://dl.dropbox.com/u/8655607/boxing.gif

3. You editor have some keyboard short cuts, for example to accelarate the 3d image zoom, rotation, etc?

Number pad :

- 8/2 : forward/backward
- 4/6 : left/right
- 9/3 : up/Down

+ Shift = fine displacement

Mouse :

Right button pressed+Forward/Backward = Zoom ( there are precision settings for this in menu "camera" i have set my "clip planes:Near" to 0,000010 :03: other the meshes disappear)
Left button pressed rotation

http://www.subsim.com/radioroom/images/icons/icon2.gif For have a "spot view" Rotation : Zoom at maximum with the mousse and move after with the number pad and you'll be able to turn in place with the mouse :yep:

4. How I can set the GR2 editor to have/see big 3d images like we can see here in some pics?
You can maximise the windows , But this is true, that if we could minimize the bottom menu, it would be cool :D

Many thanks by the tips BIGREG!

Later today I will look at these files that I mentioned and will return here.:up:

Vanilla
03-13-12, 01:55 PM
The thing I've found most useful in the changes I've made so far is the forcing depth test of edges. This lets you see if the line goes 'under the floor' and thus you need to raise the waypoints some.

The ability to reload the waypoint edge files is the second most useful thing. This really won't apply anymore once I complete the waypoints/edge editor.

I will agree that not being able to see the animations in the app is a hinderance currently to setting new waypoints. But animations are rising fast on my list of things to do for the app :yep: That may take some time though as first I have to figure out how granny is storing animation data (is it using offsets, complete vertex data, hybrid mix, etc.)

I need to code in the reading of the other waypoint edge files - the ones that define edges between rooms so we can see room interconnects.

Cloning of bones is next up on the list though :up:

Oh by all means take your time! :) I am not insisting on anything the Editor already does almost everything we need to mod those waypoints.

Charlie901
03-13-12, 04:52 PM
Before other subs are modelled I really have High hopes that this editor will open up some excellent crew mods that will give a more realistic and reactive crew that will run to their stations and react to damage and being dc'ed....

TheDarkWraith
03-13-12, 08:45 PM
Before other subs are modelled I really have High hopes that this editor will open up some excellent crew mods that will give a more realistic and reactive crew that will run to their stations and react to damage and being dc'ed....

There are some already being worked on :up:

@Rubini - press H for the dynamic help menu. This menu dynamically changes based on what you have selected/are doing (in that menu you'll find the key for camera settings which tells you all the possible mouse button/movement combinations) :yep:
Also, which files did you try to open in SH5 that the app couldn't open :06:

Rubini
03-13-12, 11:13 PM
There are some already being worked on :up:

@Rubini - press H for the dynamic help menu. This menu dynamically changes based on what you have selected/are doing (in that menu you'll find the key for camera settings which tells you all the possible mouse button/movement combinations) :yep:
Also, which files did you try to open in SH5 that the app couldn't open :06:
Thanks by the reply, itīs late here i need to go sleep asap!
Seems that was some mess from my end again, as today all files that i tried to open were ok. I will look carefully tomorow to make a good feedback on the matter.

Today i was tring to change the light/texture of the light bulbs inside rooms (they are always white day and night...with all that red light!:o). Found the bone, the mesh, the texture (seems that sh5 uses a empty one as in Sh3)...but was not able to put selflights on them (emissive propertiy?).
Sh3 also have empty texture for light bulbs but with S3d we can add emissive property and change the light colour. Probably this is also the same on Sh5, but seems that GR2 editor yet donīt allow me to change these properties?

The files in question:Room_CR.GR2, bone CR_bec_sticla, bec_submarine.dds.
See you tomorrow. Going to bed now!

TheDarkWraith
03-14-12, 08:46 AM
Today i was tring to change the light/texture of the light bulbs inside rooms (they are always white day and night...with all that red light!:o). Found the bone, the mesh, the texture (seems that sh5 uses a empty one as in Sh3)...but was not able to put selflights on them (emissive propertiy?).
Sh3 also have empty texture for light bulbs but with S3d we can add emissive property and change the light colour. Probably this is also the same on Sh5, but seems that GR2 editor yet donīt allow me to change these properties?

The files in question:Room_CR.GR2, bone CR_bec_sticla, bec_submarine.dds.
See you tomorrow. Going to bed now!

The app reads everything from the GR2 file except trackgroup and animation data currently. The data you are looking for is in the app and on your screen. It's just not in an intuitive place because of where the GR2 file puts this data. Look in the extendeddata for the object. The colors will be found towards the bottom of the extendeddata :up: And yes you are able to edit their values (double click them in app to edit)

Rubini
03-14-12, 08:57 AM
The app reads everything from the GR2 file except trackgroup and animation data currently. The data you are looking for is in the app and on your screen. It's just not in an intuitive place because of where the GR2 file puts this data. Look in the extendeddata for the object. The colors will be found towards the bottom of the extendeddata :up: And yes you are able to edit their values (double click them in app to edit)

I already found/noticed the extendedata...but not sure if it is working as I need. Willl look again in my lunch hour and you post here.:up:

THE_MASK
03-14-12, 03:46 PM
I cannot see what parameter changes the color for bec_stida ? Is the dds being used for the color ?
http://i42.tinypic.com/j65tw9.jpg

Madox58
03-14-12, 06:51 PM
Very Cool job you're doing!
I don't get home often enuff to play with your App now days.
But I'm happy to see you 'kicking behind' with your work!!
:yeah:

Rubini
03-14-12, 07:17 PM
I cannot see what parameter changes the color for bec_stida ? Is the dds being used for the color ?
http://i42.tinypic.com/j65tw9.jpg
You can find it at the bones itself, check and click on it, then a text properties window will open. Look for ExtendedData. Almost at the end you will find to lines with colours values on it (related to "cage"??)...but donīt works, at least for me.

Seems that this ExtendedData is about the 3D object itself...what we need is a Material colour property edition...at least for this work with light bulbs colour/light emission.

Letīs wait for TDW input on the matter.

TheDarkWraith
03-14-12, 08:27 PM
Seems that this ExtendedData is about the 3D object itself...what we need is a Material colour property edition...at least for this work with light bulbs colour/light emission.

Letīs wait for TDW input on the matter.

ah crap you're right! I forgot to add a UI for adjusting the material properties (aka the color values for diffuse, ambient, etc.) :o I'll get to work on it :up:

Rubini
03-14-12, 09:08 PM
ah crap you're right! I forgot to add a UI for adjusting the material properties (aka the color values for diffuse, ambient, etc.) :o I'll get to work on it :up:
So, we will have some work to do soon!:salute:

Rubini
03-14-12, 09:14 PM
@TDW,

One more thing "Material" related. I was tryiing to change my Rod antenna texture to avoid that feeling that it is the "same as periscopes" but obviously that material/texture is used for a lot of others sensors objects. So i need to change the attached Material (or must be able to create a new one ) to the round antena. This way i can use a exclusive texture only for it. But as it is now GR2 Editor donīt allow me to do this "simple" task. Any idea? Am i doing something wrong?

TheDarkWraith
03-15-12, 02:25 AM
You can maximise the windows , But this is true, that if we could minimize the bottom menu, it would be cool :D

You can now. It was an excellent idea btw!

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5452

Today i was tring to change the light/texture of the light bulbs inside rooms (they are always white day and night...with all that red light!:o). Found the bone, the mesh, the texture (seems that sh5 uses a empty one as in Sh3)...but was not able to put selflights on them (emissive propertiy?).
Sh3 also have empty texture for light bulbs but with S3d we can add emissive property and change the light colour. Probably this is also the same on Sh5, but seems that GR2 editor yet donīt allow me to change these properties?

A material properties node has been added to those materials that have diffuse, ambient, and specular colors. Emissive is a special one and needs a 1 set to a specific ExtendedData entry in order to use it. Hover over the material properties node and the tooltip will tell you which one it is

Double click a material prop (diffuse, ambient, etc) to edit color. You will be shown a color dialog to choose the color wanted :up:

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5451

In this new test version I fixed many errors in rendering, specifically when the device was lost and rest. I also fixed the remaining errors in the linked in files rendering (LNK@ entries).

test version 1.1.110.0 available here: http://www.mediafire.com/?2kz2cl03vp6duck

@Rubini - you can assign completely new textures to materials. Simply double click the texture node to select the new file for the texture. BIGREG can tell you all about it :yep:

:|\\

BIGREG
03-15-12, 01:11 PM
:salute:Hi TDW

Great :up: the full screen :yep:

Rubini : For the texture use in SH5 ,UbiSoft have make it to bad :nope:
and I am sure, there are textures allocation errors in .GR2

The only way I found to change just one mesh texture,this is to use the "suffix" of the camouflage used :03:
but, no choice of the mesh to be altered, it's like the lotto ! :88)
I tried with the texture of the navigation map and only this one in the control room changes :doh: and the problem with this tricks is to make as many textures as camouflage :cry:

Other way is to able to change just the texture of the mesh needed without change the other in the "tree" :yep: Please TDW :D

Edit : For the errors one exemple

If you change the diffuse map of the mesh you want , all works fine :yeah:
(see in the "Meshes" menu -> select the Mesh->Subset->material and look in material to know how to "map number" is used)

But if you change the BumpMap ( relief ) in the editor you get not see the new one ,but just a "flat" one or not be loaded and when you look again in the menu "Meshes" the "material" is present !? :hmmm::06:
But that work ingame and in the goblin editor :rotfl2:

Re-Edit : The next error is the "first" part of the material write in the .GR2 ( see with Hex editing ( Me ,i use just Notepad+ ) The name of "3DSMax" appears !
Half of the material are (to see) used to export to 3DSMax, or import ? and not used in game

Oher thing , For the Light texture,this is not a "normal" texture ! This is a Light texture !
The only software that I got through to open this damn texture :stare:, it is with 3DSMax 2010 ! transparent ,but light preset is present for it ,and i have not found how to save this texture into 3DSMax :hmmm:

Rubini
03-15-12, 02:51 PM
@TDW:
Thanks for this new version.:up:
Here some feedback:

1. the full screen is very good addtion but it is yet bit slow to go full/UI when a heavy file is loaded. Also I noticed that the help menu is gone (when pressing "H")

2. the new material's edition isn't available for that light bulb issue. It continues without possibility to edit/change/add anything. I tried to use a new real dds texture for bec_submarine.dds (so, no changes on .GR2 files at all). The game reads it but it loss the light emission...then probably the light emission/color for this material is yet hidden somewhere.

3.About to change a texture (now the rod antenna issue), it don't work because a lot of others objects uses the same material/texture. What need to be made here is to change/create a new material only for the rod antenna.

TheDarkWraith
03-15-12, 03:31 PM
@TDW:
Thanks for this new version.:up:
Here some feedback:

1. the full screen is very good addtion but it is yet bit slow to go full/UI when a heavy file is loaded. Also I noticed that the help menu is gone (when pressing "H")

2. the new material's edition isn't available for that light bulb issue. It continues without possibility to edit/change/add anything. I tried to use a new real dds texture for bec_submarine.dds (so, no changes on .GR2 files at all). The game reads it but it loss the light emission...then probably the light emission/color for this material is yet hidden somewhere.

3.About to change a texture (now the rod antenna issue), it don't work because a lot of others objects uses the same material/texture. What need to be made here is to change/create a new material only for the rod antenna.

1) There are two reasons why this is slow: 1) this is a managed app (C#) so there is overhead on everything and 2) when you elect to hide the UI the 'device' is 'lost' and thus has to be 'reset'. Once 'lost' all textures, meshes, basically anything in video memory has to be recreated (device reset). It's this recreating of everything that is really slowing everything down. Help menu should still work - I tested that many times using different combinations of full screen/normal screen UI hidden/not hidden to ensure it worked. You'll have to give me a step by step of what you did so I can try and recreate the problem.

2) I'm not sure why. Which material is this? What file do I need to open to see this?

3) I just coded in cloning of bones so next on list is adding/cloning new materials :up:

TheDarkWraith
03-15-12, 03:35 PM
Other way is to able to change just the texture of the mesh needed without change the other in the "tree" :yep: Please TDW :D

I don't understand the above :hmmm:

Edit : For the errors one exemple

If you change the diffuse map of the mesh you want , all works fine :yeah:
(see in the "Meshes" menu -> select the Mesh->Subset->material and look in material to know how to "map number" is used)

But if you change the BumpMap ( relief ) in the editor you get not see the new one ,but just a "flat" one or not be loaded and when you look again in the menu "Meshes" the "material" is present !? :hmmm::06:
But that work ingame and in the goblin editor :rotfl2:

Are you saying you found a bug? Tell me which file and give me a step by step procedure of what you did so I can try and recreate the problem

Re-Edit : The next error is the "first" part of the material write in the .GR2 ( see with Hex editing ( Me ,i use just Notepad+ ) The name of "3DSMax" appears !
Half of the material are (to see) used to export to 3DSMax, or import ? and not used in game

Once again don't understand :06:

Oher thing , For the Light texture,this is not a "normal" texture ! This is a Light texture !
The only software that I got through to open this damn texture :stare:, it is with 3DSMax 2010 ! transparent ,but light preset is present for it ,and i have not found how to save this texture into 3DSMax :hmmm:

What is this texture's name and in which file is it located?

see above in yellow

Rubini
03-15-12, 04:07 PM
1) There are two reasons why this is slow: 1) this is a managed app (C#) so there is overhead on everything and 2) when you elect to hide the UI the 'device' is 'lost' and thus has to be 'reset'. Once 'lost' all textures, meshes, basically anything in video memory has to be recreated (device reset). It's this recreating of everything that is really slowing everything down. Help menu should still work - I tested that many times using different combinations of full screen/normal screen UI hidden/not hidden to ensure it worked. You'll have to give me a step by step of what you did so I can try and recreate the problem.

2) I'm not sure why. Which material is this? What file do I need to open to see this?

3) I just coded in cloning of bones so next on list is adding/cloning new materials :up:

Thanks again by the reply!

1.I will look again at the "H" key/help on screen issue. On the anterior version it was working. But you know...isn't the first time that in the end I found something messed at my end, so hold on!:DL

2.The files in question:Room_CR.GR2, bone CR_bec_sticla, matetrial 4-Default, cfg#498, bec_submarine.dds. (IIRC - I'm at my work now - anyway this bone only have one material attached to it)

3.Will be a great advance to we edit/change/add material and textures on SH5 models!:up:

TheDarkWraith
03-15-12, 10:32 PM
test version 1.1.112.0 available here: http://www.mediafire.com/?n9unlfo3vc5am6j

Enter key does nothing anymore. I have taken the app into the modern area as far as windows is concerned - context menu strips :D (These are those menus that appear when you right click on things). Now what you used to use enter for you right click and select what you want to do (tooltips have been revised and added as needed). This applies to the main render window also. If you have an item selected in the render window you can right click to see what options you have.

Fixed more PInvoke errors (those that I have found/encountered while using the app). These PInvoke 'errors' are because I took the app multi-threaded many versions ago.

Cloning of bones has been added. The new bone will be a clone of the original except:
- it's extendeddata will only be MaxProperties data
- it's name will default to the original bone's name + _clone. You are free to change the name to whatever you want after it's created

To clone a bone:
- select bone from Bones treeview
- File-->Clone-->Bone (I'll add a context menu strip item for this in the Bones treeview in next version)
- edit bone name if wanted :up:

:|\\

BIGREG
03-16-12, 01:09 AM
:salute: Hi

http://dl.dropbox.com/u/8655607/name%20change.jpg

http://dl.dropbox.com/u/8655607/error%20bumpmap.jpg

http://dl.dropbox.com/u/8655607/GR2%203DSMax%20texte.jpg

What is this texture's name and in which file is it located ? i talking about the bec_submarine.dds

TheDarkWraith
03-16-12, 02:22 AM
test version 1.1.114.0 available here: http://www.mediafire.com/?19vtglwls1bwvql

You can now add new textures (File-->New-->Texture)

To change a material's texture:
- select material's Texture in materials tab
- right click and select 'Select new Texture from avaible textures'

@BIGREG - I'll look into the above tomorrow :up:

Vanilla
03-16-12, 05:34 AM
...
Cloning of bones has been added.
...

Much awaited! Thank you! :yeah:

Rubini
03-16-12, 12:19 PM
Here some quick feedback on your last version 114:

1. The "H" help key contend works at first but continues not be showing after you hide/show UI.

2. The clone bone function works, but not for the bone that iīm working on!!:damn:. Confirm here: file Rom_CR.gr2, bone CR_bec_sticla. It gives a error and stop the GR2 editor.

3. To solve the light bulb and the rod antenna issue (that iīm working on) we need to have the hability to add/delete a material for a bone. As it is now i can only change names (material and textures) but not really "edit" the material for a bone.

4. I canīt open the file UBoot_Sensors.GR2 without an error and automatically close of GR2 editor.
It says: "extendeddata unknown x is not 0x0!" (where x = 1, 2, 3...etc)

Vanilla
03-16-12, 02:07 PM
'New->Bone' stopped doing anything for me (the skeleton is selected). My bad?

When panning view with the RMB 'Edit' context menu always appears when you release right button, makes zooming a bit clumsy.

Vanilla
03-16-12, 04:15 PM
It is getting buisier in the Unteroffizierenraum (or how this room is called?). :)

http://i1167.photobucket.com/albums/q640/VanillaUps/th_QR2.jpg (http://i1167.photobucket.com/albums/q640/VanillaUps/QR2.jpg)

TheDarkWraith
03-17-12, 03:24 AM
1. The "H" help key contend works at first but continues not be showing after you hide/show UI.

2. The clone bone function works, but not for the bone that iīm working on!!:damn:. Confirm here: file Rom_CR.gr2, bone CR_bec_sticla. It gives a error and stop the GR2 editor.

3. To solve the light bulb and the rod antenna issue (that iīm working on) we need to have the hability to add/delete a material for a bone. As it is now i can only change names (material and textures) but not really "edit" the material for a bone.

4. I canīt open the file UBoot_Sensors.GR2 without an error and automatically close of GR2 editor.
It says: "extendeddata unknown x is not 0x0!" (where x = 1, 2, 3...etc)

1. will look into it

2. will check them out

3. You can add new textures. I'll work on adding new materials in the upcoming days

4. I broke extendeddata again :o :damn: I'll look into it :shifty:

TheDarkWraith
03-17-12, 03:47 AM
I didn't break extendeddata :rock: The problem is a multi-threading problem, more specifically more than one object (thread) trying to read from a variable at the same time. I know it has to do with GR2 files with more than one model so I have a place to start looking in the code. Multi-threaded bugs are the hardest to eliminate :shifty:

One excellent thing I did was used pre-processor directives to allow me to enable the app as multi-threaded or single threaded. I switched it back to single-threaded and was able to load the UBoat_sensors.GR2 file which tells me a multi-threaded problem.

Good news is almost all the errors posted so far by you all have been fixed :DL

pedrobas
03-17-12, 03:56 AM
I didn't break extendeddata :rock: The problem is a multi-threading problem, more specifically more than one object (thread) trying to read from a variable at the same time. I know it has to do with GR2 files with more than one model so I have a place to start looking in the code. Multi-threaded bugs are the hardest to eliminate :shifty:

One excellent thing I did was used pre-processor directives to allow me to enable the app as multi-threaded or single threaded. I switched it back to single-threaded and was able to load the UBoat_sensors.GR2 file which tells me a multi-threaded problem.

Good news is almost all the errors posted so far by you all have been fixed :DL:up:

TheDarkWraith
03-17-12, 04:38 AM
@TDW,

One more thing "Material" related. I was tryiing to change my Rod antenna texture to avoid that feeling that it is the "same as periscopes" but obviously that material/texture is used for a lot of others sensors objects. So i need to change the attached Material (or must be able to create a new one ) to the round antena. This way i can use a exclusive texture only for it. But as it is now GR2 Editor donīt allow me to do this "simple" task. Any idea? Am i doing something wrong?

Creating a new texture won't work? Or many other materials reference this material as a map? :hmmm:

other way is to able to change just the texture of the mesh needed without change the other in the "tree" :yep: Please TDW :D

Edit : For the errors one exemple

If you change the diffuse map of the mesh you want , all works fine :yeah:
(see in the "Meshes" menu -> select the Mesh->Subset->material and look in material to know how to "map number" is used)

But if you change the BumpMap ( relief ) in the editor you get not see the new one ,but just a "flat" one or not be loaded and when you look again in the menu "Meshes" the "material" is present !? :hmmm::06:
But that work ingame and in the goblin editor :rotfl2:

I fixed the renaming problem. I knew that the Granny System hates duplicates of anything but I still went ahead and renamed the object vice creating a new embedded string for it. Now I create a new embedded string in the GR2 file for the object you change the name of. Now word of caution: everytime you rename an object I create a new embedded string in the GR2 file (even if it already exists). This means that if you change an object's name and then you go and change it again the first name is now 'orphaned' in the GR2 file (akin to memory leaks in windows).

1. Also I noticed that the help menu is gone (when pressing "H")

2. the new material's edition isn't available for that light bulb issue. It continues without possibility to edit/change/add anything. I tried to use a new real dds texture for bec_submarine.dds (so, no changes on .GR2 files at all). The game reads it but it loss the light emission...then probably the light emission/color for this material is yet hidden somewhere.

3.About to change a texture (now the rod antenna issue), it don't work because a lot of others objects uses the same material/texture. What need to be made here is to change/create a new material only for the rod antenna.

The rendering of the text (key H) bug has been fixed. This bug happened when you had text being rendered (help screen or the likes) and you minimized the app and then restored it.

You have multiple materials referencing a given texture? Why can't you create a new texture and have one of those materials reference the new texture? :06: Creating new materials I'll be working on in the next coupe of days.

2.The files in question:Room_CR.GR2, bone CR_bec_sticla, matetrial 4-Default, cfg#498, bec_submarine.dds. (IIRC - I'm at my work now - anyway this bone only have one material attached to it)

3.Will be a great advance to we edit/change/add material and textures on SH5 models!:up:

2. I'll take a look at these files

3. You can edit/change/add new textures currently. Materials are coming shortly.

1. The "H" help key contend works at first but continues not be showing after you hide/show UI.

2. The clone bone function works, but not for the bone that iīm working on!!:damn:. Confirm here: file Rom_CR.gr2, bone CR_bec_sticla. It gives a error and stop the GR2 editor.

3. To solve the light bulb and the rod antenna issue (that iīm working on) we need to have the hability to add/delete a material for a bone. As it is now i can only change names (material and textures) but not really "edit" the material for a bone.

4. I canīt open the file UBoot_Sensors.GR2 without an error and automatically close of GR2 editor.
It says: "extendeddata unknown x is not 0x0!" (where x = 1, 2, 3...etc)

1. see above

2. I'll load this file up tomorrow and try to clone it to see what's going on

3. As I mentioned above I'll be working on adding new materials in the upcoming days. Deleting of anything will come much later (I have the code to do it it's just figuring out the correct order to remove everything that I need to figure out)

4. Problem is due to a multi-threading problem in the app. There are mutliple objects (thread) trying to read from one/many (:06:) variables all at the same time which is a problem. I have to narrow down the offenders and use locks on them. Because of this I have taken the app back to single-threaded (loading times will increase some).

'New->Bone' stopped doing anything for me (the skeleton is selected). My bad?

When panning view with the RMB 'Edit' context menu always appears when you release right button, makes zooming a bit clumsy.

Fixed the New-->Bone problem. The problem appeared when I enabled the ability to clone bones.

The panning view RMB 'Edit' context menu has been removed from the render window.

More context menus and menu items have been added to the treeviews.

Fixed other errors I encountered while using the app.

Test version 1.1.116.0 available here: http://www.mediafire.com/?8z7tw2q9lpd7qiq

BIGREG
03-17-12, 09:08 AM
:salute: Hi TDW

Here a little picture :D

http://dl.dropbox.com/u/8655607/BumpmapError.png

TheDarkWraith
03-17-12, 10:40 AM
Bump maps are for normals. Normals are used in lighting. Thus you have to enable lighting and add some lights to see the bump maps :yep:
The app defaults to no lighting so under lighting Tab ensure that lighting is checked. I would add some ambient light also so ensure ambient is checked. And the best light to use for all around lighting is directional :up:

You could just use ambient lighting and 'crank up' the light output by selecting a higher white value for the diffuse and specular.

Ensure you are rendering using shaders for best possible picture. Rendering using fixed-function pipeline will give you SH3 like rendering, rendering using programmable pipeline will give you SH5 rendering.

Vanilla
03-17-12, 04:47 PM
...
I fixed the renaming problem. I knew that the Granny System hates duplicates of anything but I still went ahead and renamed the object vice creating a new embedded string for it. Now I create a new embedded string in the GR2 file for the object you change the name of. Now word of caution: everytime you rename an object I create a new embedded string in the GR2 file (even if it already exists). This means that if you change an object's name and then you go and change it again the first name is now 'orphaned' in the GR2 file (akin to memory leaks in windows).

So we'd better not rename anything or risk unnecessary increasing file-size? I mean I am creating several 'layers' of waypoints for different situations and needs (like 'run-web' layer in addition to standart 'walk-web' layer, or 'crash-dive TRF positions' layer in addition to standard TRF one) by copying and editing original files and then linking them through @LNK, I guess it will be easier to understand and edit, but this requires renaming of many waypoints in the copied files, should I better not do this but rather create complete new bones instead?

- bug: cannot clone bone SQ_SQ_WP02_DOOR, gives unhandled exception: cannot convert bone to skeleton error

- issue noticed: when I 'add' waypoints.gr2 to the room.gr2 linking the waypoints to their intended locations in the room no longer work. I mean the waypoints appear at 0, 0, 0 world coordinates.

- this is one is long there: if you modify something, then save, then close not changing anything, the Editor still pops the 'The file was modified. Do you wish to save?' dialog, that's a bit confusing. Just opening and closing not doing anything does not invoke the dialog.

- On 1400 x 900 resolution bone creation dialog is messed: name, parent, gr2 file and flags fields are clipping onto each other.

And a wish: is it possible to have a default camera position, so that I don't have to 'zoom-in' everytime I open a file? I mean if it is not too difficult to do, there are many more important things I know.

Rubini
03-17-12, 05:09 PM
Creating a new texture won't work? Or many other materials reference this material as a map? :hmmm:

You have multiple materials referencing a given texture? Why can't you create a new texture and have one of those materials reference the new texture? :06: Creating new materials I'll be working on in the next coupe of days.


Yes, exactly this is the problem. I have one texture being used by a lot of materials. I canīt remember if others materials are using the same map in this case ... I will look at this now with this last GR2 Editor version (because i could not open the file on the lasts versions):up: feedback soon!

Madox58
03-17-12, 05:15 PM
Are you programing in CS or C++?
I may have some source code on the animations stuff you'd be interested in. It's in CS.

Rubini
03-17-12, 05:24 PM
Ok! tested!

1. The help key problem is gone!
2.The file UBoot_Sensors.GR2 is now openned without problems!
3. And really that texture is attached to a material that is used by a lot of objects. See:

http://img6.imageshack.us/img6/936/map107.jpg

TheDarkWraith
03-17-12, 06:27 PM
So we'd better not rename anything or risk unnecessary increasing file-size? I mean I am creating several 'layers' of waypoints for different situations and needs (like 'run-web' layer in addition to standart 'walk-web' layer, or 'crash-dive TRF positions' layer in addition to standard TRF one) by copying and editing original files and then linking them through @LNK, I guess it will be easier to understand and edit, but this requires renaming of many waypoints in the copied files, should I better not do this but rather create complete new bones instead?

Don't understand what you're asking :06: I think I have a way that I can search for 'orphaned' embedded strings in the GR2 file. I'm testing it currently. If it works then I'll have a new menu item File-->Clean that will remove these orphaned embedded strings and anything else that isn't being used.

- bug: cannot clone bone SQ_SQ_WP02_DOOR, gives unhandled exception: cannot convert bone to skeleton error

I need to know which GR2 file this is in

- issue noticed: when I 'add' waypoints.gr2 to the room.gr2 linking the waypoints to their intended locations in the room no longer work. I mean the waypoints appear at 0, 0, 0 world coordinates.

Looking into this currently

- this is one is long there: if you modify something, then save, then close not changing anything, the Editor still pops the 'The file was modified. Do you wish to save?' dialog, that's a bit confusing. Just opening and closing not doing anything does not invoke the dialog.

This has been annoying me too and I just haven't gotten around to fixing it. I'll look into it now

- On 1400 x 900 resolution bone creation dialog is messed: name, parent, gr2 file and flags fields are clipping onto each other.

This is my fault. I anchored everything to the bottom when I was resizing the form and forgot to set their anchors back to the top. This has been fixed.

And a wish: is it possible to have a default camera position, so that I don't have to 'zoom-in' everytime I open a file? I mean if it is not too difficult to do, there are many more important things I know.

Not a bad idea. I'll have to think about how I want to implement such a thing :up:



see above in yellow

TheDarkWraith
03-17-12, 06:29 PM
Are you programing in CS or C++?
I may have some source code on the animations stuff you'd be interested in. It's in CS.

C#. I can read/write C#, C++, C, Java, Python, VB, and some others. I'm interested in anything that will help speed development of this app along :up:

Madox58
03-17-12, 06:39 PM
I'll send a PM with the source code DL link.
I've not looked at it since it was sent to me so I can't say it's what you may need.
A quick look tells me it's got a bit of interesting info.
:yep:

TheDarkWraith
03-17-12, 07:13 PM
I'll send a PM with the source code DL link.
I've not looked at it since it was sent to me so I can't say it's what you may need.
A quick look tells me it's got a bit of interesting info.
:yep:

Thank you much. I'll look it over tomorrow :up:

- issue noticed: when I 'add' waypoints.gr2 to the room.gr2 linking the waypoints to their intended locations in the room no longer work. I mean the waypoints appear at 0, 0, 0 world coordinates.

Pre-processor directives are nice for compiling in different manners/forms but they are frowned upon because they are a source of bugs. Such is the case with this. Once the pre-processor directive of multi-threaded was commented out so was the function call that takes care of this. I have fixed it now :up:

TheDarkWraith
03-17-12, 08:46 PM
So we'd better not rename anything or risk unnecessary increasing file-size? I mean I am creating several 'layers' of waypoints for different situations and needs (like 'run-web' layer in addition to standart 'walk-web' layer, or 'crash-dive TRF positions' layer in addition to standard TRF one) by copying and editing original files and then linking them through @LNK, I guess it will be easier to understand and edit, but this requires renaming of many waypoints in the copied files, should I better not do this but rather create complete new bones instead?

I just coded an embedded string remover that used my de-allocater for the first time. It worked flawlessly :rock: That opens up the door for deleting items now :D

Now this means there's no worry (well there is until we fully prove my code is working as intended and the GR2 file isn't hiding some surprises that I haven't figure out yet) about renaming items now :up: I don't see any surprises happening as the pointers are the life blood of the GR2 file and I check every pointer to see if the embedded string to remove is referenced or not. If referenced I don't remove it, if not referenced it gets removed. I've tested the code on several GR2 files (special and non-special types) and have had no problems. Verified them all with Granny Viewer also :yep:

TheDarkWraith
03-18-12, 12:28 AM
NOTE: We are in an alpha state now (the ending .1 in the version) due to when changing an object's name the app creates a new embedded string in the GR2 file then it looks to see if the old embedded string isn't referenced anymore. If it's not referenced anymore then it removes the old embedded string from the GR2 file (via my de-allocater). It's this removing of the old embedded string that has put us into an alpha state. I'm 99% sure that I have everything correct code wise for this but there's that 1% chance I don't. If that old embedded string is in-fact referenced by something then the GR2 file is most likely shredded. Once a GR2 file is shredded it's nearly impossible to fix (due to all the pointers). Once enough people have changed names on many different objects and have experienced no errors (error would be shredded GR2 file that app AND Granny Viewer is not able to open) then I will take it out of alpha state. If you're going to edit an object's name ensure to backup your files when using this version before letting the app save them in case something goes irai.

Fixed all errors reported except for this:

- bug: cannot clone bone SQ_SQ_WP02_DOOR, gives unhandled exception: cannot convert bone to skeleton error

because I need to know which GR2 file this is located in so I can try and duplicate the problem.

Added ability to store camera settings into cfg file. Camera tab's Reset box has been updated with boxes of Loaded and Designed. The buttons in those boxes will reset the camera to as-loaded (Loaded - as read from cfg file) or to as-designed (Designed - as I designed the app to be) values. When the app starts it reads the cfg file and will apply the last camera settings it saved to the cfg file (position, rotation, and zoom).

New File-->Settings menu entry: Store Camera. When clicked this will store the current camera settings in memory and it makes these settings the new as-loaded values. When the app closes the current 'as-loaded' values are written to the cfg file. You can force a write of the cfg file by clicking File-->Settings-->Save

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5455

The changing of Texture names (path) has been updated so that it creates a new embedded string in the GR2 file. Before it was just changing the embedded string which could impact many other Textures. Now it only changes the embedded string (path) for that Texture only.

Adding a Waypoints_Room_x file to the app when the app already has a Room_x (where x is equal to both) loaded results in the waypoints being automatically moved to correct position in room. This was broken in last version and has been fixed now.

File-->Save problem has been fixed

App is still in single-threaded mode as I haven't been able to track down the error(s) of multiple objects reading/writing to common variable(s) yet

@BIGREG: did you enable lighting and get the bump maps to show (using programmable pipeline for rendering) :06:


test version 1.1.118.1 available here: suspended due to finding pointers in Texture's extendeddata (char * bitmap and char * File Name) not being updated

BIGREG
03-18-12, 02:58 AM
:salute: Salutation

[Quote :] @BIGREG: did you enable lighting and get the bump maps to show Yes But nothing to do , i have all try, no Bump Map in the editor and ingame&Goblin all works :hmmm:
(using programmable pipeline for rendering) How so ? :06:

TheDarkWraith
03-18-12, 03:38 AM
I had to remove the link to test version 1.1.118.1 due to the pointers for the extendeddata items bitmap and File Name were not being updated for the texture you change the file path on. This has been fixed and all is good to go :yeah:

test version 1.1.119.1 available here: http://www.mediafire.com/?sj6msyggeljka24

NOTE: still an alpha version!

TheDarkWraith
03-18-12, 03:48 AM
:salute: Salutation

[Quote :] @BIGREG: did you enable lighting and get the bump maps to show Yes But nothing to do , i have all try, no Bump Map in the editor and ingame&Goblin all works :hmmm:
(using programmable pipeline for rendering) How so ? :06:

In the Rendering tab in the Mode box ensure Programmable (Shaders) selected

Here is stock Room_CT rendered with lighting and bump enabled:
http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5456

:|\\

BIGREG
03-18-12, 04:02 AM
Yes with the original all is OK :yep: :yeah:
But when you change just a BumpMap ,this one will be not more render in editor :cry: and I have see after the full textures editing&renaming in CT,
There has Lots of inconsistencies in the Map tree and few are not used ingame :06::hmmm:

BIGREG
03-18-12, 05:36 AM
:salute:

TDW , PM for you :03:

edit : When i actvate the "Programmable (Shaders)" in Rendering Menu ,I can not see anything ( all is black)

keltos01
03-18-12, 06:15 AM
@thedarkwraith :

now that there's a good editor coming for sh5, is there a way to backward engineer the ai torpedoes from sh5 to sh4 and maybe sh3 ?

regards

keltos

Charlie901
03-18-12, 07:59 AM
@thedarkwraith :

now that there's a good editor coming for sh5, is there a way to backward engineer the ai torpedoes from sh5 to sh4 and maybe sh3 ?

regards

keltos


Wow, I was just gonna ask the same question about SH4 and AI torpedos...


Additionally is this editor portable to SH4...???


I would love to have AI ships use torpedos against your sub and each other. :yeah:

TheDarkWraith
03-18-12, 11:21 AM
@thedarkwraith :

now that there's a good editor coming for sh5, is there a way to backward engineer the ai torpedoes from sh5 to sh4 and maybe sh3 ?

regards

keltos

You're wanting the sub AI from 5 to be in 4? This app doesn't do anything with sub AI. It's strictly for editing GR2 files.

What you're asking requires reverse engineering the SH5 exe and some of the ACT files to figure out the routines for the AI subs. While it's not impossible to do it's not something I plan on doing anytime. I have no interest in SH3 or SH4 anymore.

Wow, I was just gonna ask the same question about SH4 and AI torpedos...


Additionally is this editor portable to SH4...???


I would love to have AI ships use torpedos against your sub and each other. :yeah:

This app wouldn't do anything for you in SH4 since SH4 doesn't have any GR2 files. I'm confused as to why you would want to use this app in SH4 :hmmm:

TheDarkWraith
03-18-12, 11:23 AM
:salute:

TDW , PM for you :03:

edit : When i actvate the "Programmable (Shaders)" in Rendering Menu ,I can not see anything ( all is black)

You have to enable some lights. You'll notice in my screenshot some posts back I have ambient checked and I have 2 lights enabled - a directional and a point light. Think about it: if you don't turn on any lights at home it's black also (you can't see anything) :yep:

TheDarkWraith
03-18-12, 12:22 PM
@BIGREG: your Room_CT looks fine and bump map renders fine when you turn on some lights:
http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5457

BIGREG
03-18-12, 12:23 PM
I have 6 lights enable,but always no bumpmaps,and with the programmable shaders always black :06:

Edit : Have you looking in the MapTree ?

TheDarkWraith
03-18-12, 12:25 PM
I have 6 lights enable,but always black :06:

Click the status tab. Does it say there are any errors in the log?

Is Lighting Enabled checked (lighting tab upper left corner)?

What does Max lights say? In my screenshot is says 10 / 2 (10 is the maximum amount of lights the video card supports and 2 is the number currently active)

When you added new lights did you change the ambient, diffuse, or specular color of the light? Change them all to full white and see what happens.

BIGREG
03-18-12, 01:00 PM
http://dl.dropbox.com/u/8655607/probbumpmaplight.jpg

and i have nothing change in the ambient, diffuse, or specular color of the light

Edit : and i have try with other colors ( or with the 3 settings in white) ,the lighting change.But,no bumpmaps !

Rubini
03-18-12, 01:06 PM
Hi TDW,

Any progress on the material edition directly? Do you saw my post #954, on page 64?

TheDarkWraith
03-18-12, 01:12 PM
Hi TDW,

Any progress on the material edition directly? Do you saw my post #954, on page 64?

Writing code for it as I speak :DL Hopefully be done with it before end of today

Vanilla
03-18-12, 01:16 PM
@TDW

- bug: cannot clone bone SQ_SQ_WP02_DOOR, gives unhandled exception: cannot convert bone to skeleton error

This is in /Submarine/Common/Rooms/Waypoints_Room_QR2.gr2 , sorry for not giving the file name in the first post, this is what happens when you do something at 3:30AM... :doh:

Thanks for lightning fast error corrections!

TheDarkWraith
03-18-12, 01:17 PM
and i have nothing change in the ambient, diffuse, or specular color of the light

Edit : and i have try with other colors ( or with the 3 settings in white) ,the lighting change.But,no bumpmaps !

I'm at a loss, I don't know why you are having problems :hmmm: Can anyone else view bump maps with lighting enabled?

If you go to the materials tab and try to view the texture used for the bump map can you view it? Is it black or is something rendered in the window?

Rubini
03-18-12, 01:21 PM
Writing code for it as I speak :DL Hopefully be done with it before end of today
:salute::woot:

TheDarkWraith
03-18-12, 01:24 PM
@TDW



This is in /Submarine/Common/Rooms/Waypoints_Room_QR2.gr2 , sorry for not giving the file name in the first post, this is what happens when you do something at 3:30AM... :doh:

Thanks for lightning fast error corrections!

Have you tried cloning that bone with the new test version? I just tried it and it clones fine. I probably fixed the problem with the changes made in the last two test versions. Let me know if it's still a problem for you to clone it :up:

The 'lightning fast corrections' only happens because you all report the errors:yeah: Without the feedback I wouldn't know. The reason I release test versions so often is because I like to make a few small changes and maybe one big change and then let you all test it to see if I broke something. It's easier to fix the bugs/errors this way :yep:

Vanilla
03-18-12, 01:32 PM
I did a quick check, here is what I've found (opened /Common/Rooms/Room_CT.gr2):
1. Enabled 3 lights (directional, point, spotlight) of different colours, all work.
2. Switched to 'Rendering' tab, unchecked 'Specular - Enabled', nothing changed, checked it back, suddenly all goes flooded with white light (the picture is there but it is all in like a light-white fog), appears that it is checked wrongly at the start(?).
3. Switched to programmable shaders, all went black. :o Disabled/enabled the lights, tried many other things, still all black unless I switch it back to fixed.
4. I am not sure how to check the bumpmap, but I see bumps in fixed shaders. Sorry for being silly, I don't really into 3d that much. Can do other checks if you tell me what to do.

Max # lights 10/3, status doesn't give any errors.

TheDarkWraith
03-18-12, 01:34 PM
I did a quick check, here is what I found (opened /Common/Rooms/Room_CT.gr2):
1. Enabled 3 lights (directional, point, spotlight) of different colours, all work.
2. Switched to 'Rendering' tab, unchecked 'Specular - Enabled', nothing changed, checked it back, suddenly all goes flooded with white light (the picture is there but it is all in like a light-white fog), appears that it is checked wrongly at the start(?).
3. Switched to programmable shaders, all went black. :o Disabled/enabled the lights, tried many other things, still all black.
4. I am not sure how to check the bumpmap, but I see bumps in fixed shaders. Sorry for being silly. Can do other checks if you tell me what to do.

Excellent, well not excellent because it appears you found a bug. Now I must see what's going on :yeah:

BIGREG
03-18-12, 01:37 PM
Exactly the same problem as Vanilla,with the no render BumpMaps after editing :hmmm:

I have a Radeon 59** serie

TheDarkWraith
03-18-12, 01:42 PM
I can't reproduce the above. Everything renders fine not matter what I select/unselect. The specular checkbox does seem to be 'backwards' from the start and I will fix that. But I can't reproduce this blackness rendering...try this when you get blackness rendering click Shaders-->Recompile.

When you unzip the new test versions you are using the new included Shaders folder also correct?

Maybe a clue is in the video card...Vanilla what kind of video card do you have? I have an nVidia 590 :hmmm:

Vanilla
03-18-12, 01:43 PM
Exactly the same problem as Vanilla,with the no render BumpMaps after editing :hmmm:

I have a Radeon 59** serie

@BIGREG,

I don't like silly questions myself, but please tell me your modding: will it be possible, providing we 'rename' all the textures, replace those silly plaques in the E-machine room? I mean things like word 'range' over all the volt- and ammeters there? :dead:

TheDarkWraith
03-18-12, 01:45 PM
What video card are you using Vanilla?

Here's something to try also: when the 'blackness' appears uncheck Bump map enabled under Rendering tab and see what happens :hmmm:

Vanilla
03-18-12, 01:49 PM
Recompile didn't work, but that reminded me of one thing: I actually tried that yesterday on my laptop, I mean changing from fixed shaders to programmable, and you know what, I remember for sure that it worked, I mean I saw exactly the same picture after enabling 'programmable' and recompiling the shaders. My laptop has NVidia card, my desktop I did the last test on has ATI card, maybe that is the problem?

Vanilla
03-18-12, 01:51 PM
Tried recompiling with Specular disabled/enabled, with Bumpmap enable/disabled to no avail, still black, sorry. :cry:

BIGREG
03-18-12, 01:52 PM
[Quote :] I don't like silly questions myself, but please tell me your modding: will it be possible, providing we 'rename' all the textures, replace those silly plaques in the E-machine room? I mean things like word 'range' over all the volt- and ammeters there? :dead:
Yes we can change them,But if i remenber ,just one texture and location is used :-?

TheDarkWraith
03-18-12, 01:54 PM
Recompile didn't work, but that reminded me of one thing: I actually tried that yesterday on my laptop, I mean changing from fixed shaders to programmable, and you know what, I remember for sure that it worked, I mean I saw exactly the same picture after enabling 'programmable' and recompiling the shaders. My laptop has NVidia card, my desktop I did the last test on has ATI card, maybe that is the problem?

That's what I'm thinking also...seems to be a video card brand issue. But I don't understand why :hmmm: Shaders should be device independent. The only problem I can see is if the users video card doesn't support vertex shader model 3.0 and/or pixel shader model 3.0. But this shouldn't be a problem as I query the users video card to see if they support it or not. If it doesn't then I disable programmable shaders from being able to be selected :hmmm:

Vanilla
03-18-12, 02:05 PM
Kick-started the laptop: I confirm, it works on the laptop, bumpmap including, the only thing that is different is that the gauges faces are all-black when in programmable mode. The cards:
- NVIDIA GeForce GT 240M - works
- ATI Radeon HD 5850 - no go :(

Pathetic... Don't you hate it! When I was doing web-design it was soooo hateful to adjust all the pages to all the different browsers out there and it still didn't work on some, I thought cross-browser compatibility is the worst nightmare of IT and here we have problems with vcard brands... I don't have a clue on how and if at all this problem could be tackled. I am sorry TDW... :cry:

TheDarkWraith
03-18-12, 02:06 PM
Kick-started the laptop: I confirm, it works on the laptop, bumpmap including, the only thing that is different is that the gauges faces are all-black when in programmable mode. The cards:
- NVIDIA GeForce GT 240M - works
- ATI Radeon HD 5850 - no go :(

Pathetic... Don't you hate it! When I was doing web-design it was soooo hateful to adjust all the pages to all the different browsers out there and it still didn't work on some, I thought cross-browser compatibility is the worst nightmare of IT and here we have problems with vcard brands... I don't have a clue on how and if at all this problem could be tackled. I am sorry TDW... :cry:

No worries. Thanks for confirming this though :up:

Now I have to figure out why which will probably be a daunting task especially since trying to test and fix will be impossible as I don't have any computers using AMD/ATI viedo cards :shifty:

Vanilla
03-18-12, 02:38 PM
Found a glitch:
/Submarine/Common/Rooms/Room_QR2.gr2 appears all white, textures are missing as if I set the 'installation' patch wrong.

Vanilla
03-18-12, 02:39 PM
No worries. Thanks for confirming this though :up:

Now I have to figure out why which will probably be a daunting task especially since trying to test and fix will be impossible as I don't have any computers using AMD/ATI viedo cards :shifty:

If I can help anyhow with testing, please tell me, I'll try to do my best.

Vanilla
03-18-12, 02:58 PM
Issue with waypoints edges: two-way vs. one-way classification is odd. As I get it the path is announced 'two-way' when two different animations are used, one for going up the other for going down, all other paths are announced one-way and 'start-finish' are taken from the first entry the parser finds. In fact most of the stock waypoints are two way, for example:

...
SQ_SQ_WP03_DOOR SQ_WP04 loop WALK
...
SQ_WP04 SQ_SQ_WP03_DOOR loop WALK
...
Means that the path between the above two is two-way path, walk animation is used for either going up or down. This path is shown as 'one-way' in the editor.

One-way is a path when one of the two paths (going up or down) is omitted, it bars the char from using this path for going respectively up or down forcing him to look for another route.

A path with two different animations one for going the other for going down is the third case, but it is still a two-way path.

TheDarkWraith
03-18-12, 03:02 PM
Found a glitch:
/Submarine/Common/Rooms/Room_QR2.gr2 appears all white, textures are missing as if I set the 'installation' patch wrong.

Do you have lighting enabled? If so:

- if have fixed-function pipeline rendering then uncheck specular enabled and see if problem goes away (it's not really a problem but how fixed-function pipeline rendering renders specular)
- check lights to ensure the ambient and specular colors are not full white (set slider to somewhere near bottom)

- if have programmable (shaders) rendering then check lights to ensure the ambient and specular colors are not full white (set slider to somewhere near bottom)

- disable lighting to see if 'problem' goes away


if lighting is not enabled: :hmmm:

TheDarkWraith
03-18-12, 03:05 PM
Issue with waypoints edges: two-way vs. one-way classification is odd. As I get it the path is announced 'two-way' when two different animations are used, one for going up the other for going down, all other paths are announced one-way and 'start-finish' are taken from the first entry the parser finds. In fact most of the stock waypoints are two way, for example:

...
SQ_SQ_WP03_DOOR SQ_WP04 loop WALK
...
SQ_WP04 SQ_SQ_WP03_DOOR loop WALK
...
Means that the path between the above two is two-way path, walk animation is used for either going up or down. This path is shown as 'one-way' in the editor.

One-way is a path when one of the two paths (going up or down) is omitted, it bars the char from using this path for going respectively up or down forcing him to look for another route.

A path with two different animations one for going the other for going down is the third case, but it is still a two-way path.

They should be classified as two-way if the parser finds two entries that have a start and end that are the same only swapped for one of them. Which file is in question? :06:

Vanilla
03-18-12, 03:21 PM
They should be classified as two-way if the parser finds two entries that have a start and end that are the same only swapped for one of them. Which file is in question? :06:

All of them, I think. There is always only one green path I see. For example Submarine/Common/Rooms/Waypoints_Room_TRF.gr2
There is only one green path between TRF_1_DOOR and TRF_LOAD05, all others are white-blue, while all of them should be green as I see from the edges file.

Vanilla
03-18-12, 03:23 PM
Do you have lighting enabled? If so:

- if have fixed-function pipeline rendering then uncheck specular enabled and see if problem goes away (it's not really a problem but how fixed-function pipeline rendering renders specular)
- check lights to ensure the ambient and specular colors are not full white (set slider to somewhere near bottom)

- if have programmable (shaders) rendering then check lights to ensure the ambient and specular colors are not full white (set slider to somewhere near bottom)

- disable lighting to see if 'problem' goes away


if lighting is not enabled: :hmmm:

Please disregard, just opened it fine after the Editor restart. Don't know what caused it, maybe it was messed waypoints file (by me) which was loaded automaticaly...

TheDarkWraith
03-18-12, 03:31 PM
All of them, I think. There is always only one green path I see. For example Submarine/Common/Rooms/Waypoints_Room_TRF.gr2
There is only one green path between TRF_1_DOOR and TRF_LOAD05, all others are white-blue, while all of them should be green as I see from the edges file.

I think I know why. I disabled z buffer test so everything gets rendered no matter what when it comes to these (you have option to enforce z buffer test via Edit-->Options-->Waypoints). If the two-way is rendered first and then a one-way is then rendered (same waypoints) it will overwrite the two-way. What I need to check for is if a two exists then don't render the one-way paths that made the two way :yep: I'll check to see if I'm doing this or not :up:

Vanilla
03-18-12, 03:48 PM
Just made one of my new chars walk from the very stern to the very bow and back again. Man! What a testimony to an unfinished game! The guy sometimes jumps a bit because compartments have different floor heights or because some waypoints are lower then others, then in half of the points he does 'gymnastics' because there is an animation referenced that is not there, then there is turning between some of the stock waypoints because next animation has wrong orientation [facepalm]. As if it was not enough there are also some waypoints referenced that do not exist in the stock files (animation for them does exist however!) and most patheticaly there is even a loop in the path! :arrgh!::rotfl2: