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Vanilla
03-18-12, 03:49 PM
But it is all not that bad and the method for 'no-turning' does work indeed.

Vanilla
03-18-12, 04:13 PM
Ok, I know how to do the 'teleport' between waypoints automatically without turns, no more manual teleporting between compartments, you have to write only the destination. :sunny:

Sorry to hijack the thread.

The General
03-18-12, 04:24 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:I'd love to see a video of all this :DL

Vanilla
03-18-12, 04:25 PM
Characters/CharacterBodyParts.gr2 gives many 'Images found' errors.

Vanilla
03-18-12, 04:27 PM
I'd love to see a video of all this :DL

You mean with all these quirks and twists? :) Or the final, clean walk I'll do very soon?

TheDarkWraith
03-18-12, 04:35 PM
Characters/CharacterBodyParts.gr2 gives many 'Images found' errors.

Expected and normal as I don't read in image data yet so I had it show those errors so at least you knew why they didn't get loaded :up:

TheDarkWraith
03-18-12, 04:48 PM
@Vanilla: this should help:
http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5458

I now iterate over all the waypoints and seperate out the one-ways from the two-ways. I then render all the one-ways first then all the two-ways. You can also select which ones (one-way and/or two-ways) you want shown (rendered)

Vanilla
03-18-12, 04:56 PM
Was trying to adjust binos so that they point at horizont. Was hoping to rotate the mesh, not sure if it possible at all but here what has happened.
1. Opened /Characters/CharacterBodyParts.gr2 (opened with the abovementioned errors).
2. Unchecked all meshes
3. Found the 'object1_Binocular' mesh, checked it.
4. Right clicked -> 'Edit', it says that 'Bones - Show' must be unchecked.
5. Unchecked 'Bones - Show', rpt. 4, still the same message.
6. Unchecked everything on the 'Bones' tab. rpt.4 Had unhadled exception, says something about extendeddata and that it couldn't create a link.

Vanilla
03-18-12, 05:02 PM
@Vanilla: this should help:
...

Brilliant, thank you! That helps a lot, I apreciate your waypoints addition more and more, while not so 'visual' as the pathetic Goblin it is way easier to use and gives much more info since you see all bones parameters as well.

TheDarkWraith
03-18-12, 05:18 PM
Was trying to adjust binos so that they point at horizont. Was hoping to rotate the mesh, not sure if it possible at all but here what has happened.
1. Opened /Characters/CharacterBodyParts.gr2 (opened with the abovementioned errors).
2. Unchecked all meshes
3. Found the 'object1_Binocular' mesh, checked it.
4. Right clicked -> 'Edit', it says that 'Bones - Show' must be unchecked.
5. Unchecked 'Bones - Show', rpt. 4, still the same message.
6. Unchecked everything on the 'Bones' tab. rpt.4 Had unhadled exception, says something about extendeddata and that it couldn't create a link.

I'll try and duplicate problem :up: What was your ultimate goal with it?

Brilliant, thank you! That helps a lot, I apreciate your waypoints addition more and more, while not so 'visual' as the pathetic Goblin it is way easier to use and gives much more info since you see all bones parameters as well.

new test version releasing shortly :yep:

@Rubini: The hardest thing to do with the GR2 file is adding new anything:
http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5459

I have a new material in the GR2 file :rock: Now to do the second hardest thing in the GR2 file - add extended data to an object :DL

TheDarkWraith
03-18-12, 05:19 PM
Brilliant, thank you! That helps a lot, I apreciate your waypoints addition more and more, while not so 'visual' as the pathetic Goblin it is way easier to use and gives much more info since you see all bones parameters as well.

What else do you want it to do? Ideas, I rely on you all for ideas. I can make just about anything but I need to know what to make ;)

TheDarkWraith
03-18-12, 05:27 PM
In the new test version:

- fixed error when File-->New Texture was clicked
- changed how waypoint edges are rendered. The one-ways are rendered first then the two-ways are rendered next.
- added new checkboxes under waypoints show tab: Show one-ways and Show two-ways
- Made some visual changes to waypoints tab
- added code for adding new materials. New materials can now be added to GR2 file. Now I have to code the adding of it's extended data. Thus File-->New-->Material is still disabled.
- fixed other minor errors found while using the app myself

test version 1.1.121.1 available here: http://www.mediafire.com/?xbasut9l1wh8us9

Note: this is still an alpha state!

@Vanilla: now I'm looking into characters_bodyparts problem you posted

THE_MASK
03-18-12, 05:40 PM
Quick question . If i look at a dat file with goblin and change a parameter i cannot save the dat file but i can save it with GRANNY Ids . What is this for ? have never worked it out .

TheDarkWraith
03-18-12, 05:43 PM
Quick question . If i look at a dat file with goblin and change a parameter i cannot save the dat file but i can save it with GRANNY Ids . What is this for ? have never worked it out .

Never tried it so have no clue :hmmm: What does the file look like that Goblin makes?

It takes FOREVER to load CharacterBodyParts.GR2 when the app is in single-threaded mode :dead: I have to fix the problem in the multi-threaded mode :yep:

TheDarkWraith
03-18-12, 05:54 PM
Was trying to adjust binos so that they point at horizont. Was hoping to rotate the mesh, not sure if it possible at all but here what has happened.
1. Opened /Characters/CharacterBodyParts.gr2 (opened with the abovementioned errors).
2. Unchecked all meshes
3. Found the 'object1_Binocular' mesh, checked it.
4. Right clicked -> 'Edit', it says that 'Bones - Show' must be unchecked.
5. Unchecked 'Bones - Show', rpt. 4, still the same message.
6. Unchecked everything on the 'Bones' tab. rpt.4 Had unhadled exception, says something about extendeddata and that it couldn't create a link.

I can't duplicate the problem. I was able to load file and select binos:

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5460

Rotating the mesh will be difficult because it's not at world center. It's some distance away. So think about it visually: if you have an object say 5 feet to your left and the plane of rotation is about your center and you rotate say 45 degrees the object will rotate differently than if the object was at the plane of rotation.

Vanilla
03-18-12, 06:09 PM
I can't duplicate the problem. I was able to load file and select binos:
...

Were you able to enter edit mode, I mean what hapens when you right-click on the selected bino mesh and then choose edit? For me it gave an error. I will try again, though.

Thanks for the rotation tip, I think I'll manage. I am trying to rotate it because people are complaining that the watch crew point their binos onto the water, rather than onto the horizont. Simple mesh rotation issue it is - rotate the binos slightly and they will appear looking at horizont.

TheDarkWraith
03-18-12, 06:14 PM
Were you able to enter edit mode, I mean what hapens when you right-click on the selected bino mesh and then choose edit? For me it gave an error. I will try again, though.

Thanks for the rotation tip, I think I'll manage. I am trying to rotate it because people are complaining that the watch crew point their binos onto the water, rather than onto the horizont. Simple mesh rotation issue it is - rotate the binos slightly and they will appear looking at horizont.

ah ok, now I see what the error is :-?. I didn't click on Edit...Now to figure out why :shifty:

Vanilla
03-18-12, 06:20 PM
It is impossible to rotate it correcty around the world center unless it goes out of the char's hand, pity. :damn:

TheDarkWraith
03-18-12, 06:21 PM
Were you able to enter edit mode, I mean what hapens when you right-click on the selected bino mesh and then choose edit? For me it gave an error. I will try again, though.

found the problem and it's been fixed. Now verifying against Granny Viewer because something looks irai :hmmm:

TheDarkWraith
03-18-12, 06:23 PM
It is impossible to rotate it correcty around the world center unless it goes out of the char's hand, pity. :damn:

It can be done. I did it :yep: Just look at the object axis. Think about how you need to rotate it. I found you have to rotate the X and Y axis in 1 step motions (press shift so the steps are small). In between those X and Y steps pairs you have to reposition (translate) via Z axis one small step (shift enabled)

Vanilla
03-18-12, 06:29 PM
What else do you want it to do? Ideas, I rely on you all for ideas. I can make just about anything but I need to know what to make ;)

Well, for my purposes of crew modding it is already good enough, it does almost everything I can think of, I could've asked for things like waypoint information directly in the Editor, but that would be waisting your precious time and I am fine without it - there is the trusty Goblin I open parallel anyway.
I know you will kill me for this, but can you please look into the animation? :O:

Vanilla
03-18-12, 06:31 PM
It can be done. I did it :yep: Just look at the object axis. Think about how you need to rotate it. I found you have to rotate the X and Y axis in 1 step motions (press shift so the steps are small). In between those X and Y steps pairs you have to reposition (translate) via Z axis one small step (shift enabled)

Heh, a complete mod with a few touches, isn't your Editor great? I'll try to move it again, but tomorrow... it is 3:30AM, modding is addictive indeed! :timeout::haha:

TheDarkWraith
03-18-12, 06:32 PM
Well, for my purposes of crew modding it is already good enough, it does almost everything I can think of, I could've asked for things like waypoint information directly in the Editor, but that would be waisting your precious time and I am fine without it - there is the trusty Goblin I open parallel anyway.
I know you will kill me for this, but can you please look into the animation? :O:

What kind of waypoint information?

Something is irai in the charactersbodyparts.gr2 file. I'm not reading the extendeddata for binocular correctly. Granny Viewer verified this :hmmm: Now I have to figure out why :shifty:

TheDarkWraith
03-18-12, 06:53 PM
good news is my extendeddata reader is still bullet proof and reading the extendeddata correctly :D The 'problem' in the charactersbodyparts.gr2 file is actually self created :shifty: I'm not displaying the data correctly from it because my app gets confused when it encounters multiple entries of extendeddata with the exact same name. This will be a tough one to figure out a solution for as far as retrieving and setting extendeddata for those multiple items :hmmm:

TheDarkWraith
03-18-12, 10:24 PM
Were you able to enter edit mode, I mean what hapens when you right-click on the selected bino mesh and then choose edit? For me it gave an error. I will try again, though.

Fixed. Problem was in my extendeddata class's displaying of extendeddata for an object :up:

testversion 1.1.122.1 available here: http://www.mediafire.com/?p3kec6eme5vy2am

NOTE: STILL IN ALPHA STATE!

TheDarkWraith
03-19-12, 02:00 AM
I was moving/rotating meshes around and it was hard to determine how far or how much I repositioned the mesh from it's original position and orientation so I decided to take care of that little problem:

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5461

Add a new box to the meshes tab: Shallow clones

These are shallow clones (uses the original mesh just repositioned) that will show you the original position/orientation of the mesh. As soon as you reposition/rotate a mesh a new node will appear under the mesh in the meshes treeview: Render shallow clone. If checked it will render the shallow clone. Once any of the Changes, Positions, Rotations, or Scale buttons are pressed (if everything is reset) that node will disappear and the shallow clone will not be rendered anymore. You can set the opacity of the shallow clone via the opacity box. VERY USEFUL :yep:

test version 1.1.123.1 available here: http://www.mediafire.com/?r9i95vboy82i0tk

NOTE: STILL IN ALPHA STATE!

:|\\

BIGREG
03-19-12, 01:22 PM
:salute: Hi TDW

Thank you for this addition, it will be easier for me to redo the TDC needles :yeah:

The General
03-19-12, 02:33 PM
Pretty damn slick TDW :03:

Vanilla
03-19-12, 03:04 PM
What kind of waypoint information?

Three things would be cool as ice, if the info could be invoked by right-clicking on a waypoint:
1. Waypoint job (from the waypoint_info_$$$.txt)
2. Waypoint actions (from the same file)
3. If a waypoint is used in any of the AI/Crew/ scripts and in which ones, ideally in which 'strategies'

BIGREG
03-19-12, 04:30 PM
:salute: Hi Vanilla

I would like to know which room you're working, because I could take care of renaming the textures, to have only one. GR2 with all updates (textures, waypoint, scale etc ...) to present as a mod. :hmmm:

Not being, "The Artist" :D in graphic design, if anyone is interrested in the "finishing" textures :06:(he must know the different maps (Diffuse, Bump, UVW ...) :yep:
I can provide the work that I just made (with materials : Photos,pictures and more for a easy work ...) :03:

Edit : again a small mistake from ubisoft, with 5 cm it was good :har:
(That's what's great about SH5 is like a puzzle with 10000 pieces, but you know that is missing 1000)

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

Will-Rommel
03-19-12, 06:34 PM
Boy i love the passion in there! :up:

TheDarkWraith
03-19-12, 09:14 PM
:salute: Hi TDW

Thank you for this addition, it will be easier for me to redo the TDC needles :yeah:

I changed the operation of it in the next test version. Now there is an option in Edit-->Options-->Meshes-->Toggle render shallow clone on selected/deselected. If this is checked then anytime you have a mesh selected which you have changed it's orientation then the shallow clone node for that mesh will automatically check thus rendering the shallow clone :up: When you deselect the mesh the check mark will be automatically removed for the shallow clone node :DL

Also changed when they can render. They (shallow clones) only render when the mesh is selected (barring you have them enabled of course).

The adding of new materials is coming along nicely:
http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5463

The links for Texture and ExtendedData work :D Though I currently 'grabbed' the pointer from an existing material's extendeddata just to see if it worked or not. Now I have to have my allocater allocate the extendeddata space in the GR2 file for the new material and then write data into that space. Thus giving the new material it's own extendeddata (and not borrowed like I did with this test version)

You can verify for yourself in Granny Viewer: http://www.mediafire.com/?k21eu8glk4ogl3o

TheDarkWraith
03-19-12, 10:02 PM
Learned something new today about the GR2 file. I always thought that the layout of the items for each type (texture, material, mesh, etc.) in the GR2 file determined it's load order (and how they are seen in Granny Viewer). That was a totally incorrect assumption except for the bones. They are loaded in sequential order as found in the GR2 file.

I know about the root pointers for each type. I know the root pointers point to a list of pointers for that type. I never put 1 and 1 together to get 2 :shifty: It's the order of these list of pointers that determine load order. I found this out because when creating the new materials I forgot to update the list of material pointers I keep track of in the file's Sentinel. I created a second material and when I saved and reloaded the file in the app the newest material was shown above the other new material in my materials treeview. Verified this against Granny Viewer. Then it hit me :cool:

TheDarkWraith
03-19-12, 10:25 PM
Just got done testing adding new materials to those GR2 files I use to test with. No problems adding new materials to any of them :rock: They are a mix of special and non-special GR2 files, complex and simple. Sweet.

When you want to create a new material this is the UI you will be using:

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5464

Pretty self-explanatory. You select the texture from the list of available textures (double click a texture to view it). Now what you are creating is a new material with no maps and a texture. I'll add the ability to define maps later. I'll add the ability to create a material with no texture also but I don't see why you would want to do such a thing :06: Now you may be asking what about all the extended data? Good question. After you create the new material then you can edit the extended data just like you do for bones and meshes (I have to make that UI still). I know someone is asking why can't we just define the extended data right now? It's not that simple. Depending on whether the material has maps or not, has a texture or not changes the extended data blueprint. It's far easier to just grab the pointer needed for the extended data blueprint and create the material letting you edit it (extendeddata) later :yep:

Vanilla
03-20-12, 06:06 AM
:salute: Hi Vanilla

I would like to know which room you're working, because I could take care of renaming the textures, to have only one. GR2 with all updates (textures, waypoint, scale etc ...) to present as a mod. :hmmm:
...

Hey, BIGREG!
I don't think we are actually intersecting, I don't touch Room_*.gr2 files, I only edit waypoints_Room_*.gr2, that is if you're editing a certain room it is one file and when I'm editing waypoints for that room it is in a separate gr2 file, but we can surely coordinate, if you want I can give a list of files I'm changing. There are a few things however I will need to do with the rooms, like removing that ** oranges crate from the bow-upper-right bunk in the Room_QR2.gr2 file or opening the bunks in Room_TRF.gr2, but this one will require animation of bunks folding-unfolding for when the crew on battlestations or not, I don't know if it is possible at all.
I don't mind a joint mod, I don't give a.. how my work will be released. But on the other hand I know I am not such a reliable person, I don't want to slow you down with my laziness. :)

Vanilla
03-20-12, 06:17 AM
@TDW,

When I was working on the waypoints last night (actually when I was in the shower this morning thinking of the waypoints I was working on last night) one thing came to mind: would it be to much to ask if you can implement 'incorporate offsets' in the editor? Let me explain what I mean: fine-adjusting a waypoint for animation to play properly on it is way faster when using offsets in the waypoints_info_*.txt, but when you're satisfied with how the waypoint is positioned the offsets transfer into GR2 is rather cumbersome, I use OpenOffice Calc sheet where I write waypoints coordinates, then I write offsets there, do addition, then open the waypoint in the Editor and copy-paste the values, then I edit waypoints_info to zeroize the offsets. There is a huge room for an error as you can see. It would be much easier if we could just press 'Incorporate offsets', the editor would take offset values from the waypoints_info file adjust (x,y,z) of the respective waypoint and then zeroize the offset values in the waypoints_info.

gap
03-20-12, 06:48 AM
Not being, "The Artist" :D in graphic design, if anyone is interrested in the "finishing" textures :06:(he must know the different maps (Diffuse, Bump, UVW ...) :yep:
I can provide the work that I just made (with materials : Photos,pictures and more for a easy work ...) :03:


Salut BIGREG,
I am highly interested in your work and I would be glad to help you with the graphical part of it.
Too bad, I am currently involved in some other projects, not to mention the usual real life routine. Once I'll get time I'll inform you, just in case you will be still in need of help! :DL

@TDW
If only I could understand half of the features of your GR2 Editor, I am sure I would tell you: "brilliant work, as usual!"

BIGREG
03-20-12, 02:57 PM
:salute: Hi All

Long work day, today :yawn:

Thank you both

For Vanilla: Ok, I will continue on the conning tower :03:

I have just to redo the needles size and buttons location and the
conning_room.GR2 edition for me will be finished :up: Thank TDW :yep:

For GAP: Ok, as soon as you're "available" (disponible), send me a PM other if you want the Conning tower with the new textures
( 30 textures (diffuse&Bump) will just used for this room :D )


Annuler les modifications

Vanilla
03-20-12, 03:36 PM
I just managed to screw a gr2 with the Editor. Stupid me haven't done a back-up. :nope: I cannot say exactly how I did it since I knew it had been screwed only after trying to re-open it. Here is how I did it.
1. Opened up Submarine/Common/Rooms/Waypoints_Room_QR2.gr2
2. Selected first bone from the stern (this one was made by me)
3. Cloned it.
4. Selected second bone, this one is stock (SQ_SQ_WP02_DOOR), cloned it.
5. Selected third bone (SQ_SQ_WP03_DOOR stock as well), tried to clone. It gave me an unhandled exception error. Then I, if I remember correctly, saved the file, reopened it no prob. Repeated cloning for all the bones, renamed them, saved the file. Then when trying to open it failed. I'll try to reproduce. Stupid me have to re-do the file from scratch again. :damn:

Vanilla
03-20-12, 03:48 PM
One more screwed file, this time I was creating bones. I created all no problem and saved the file, but the last bone was somehow screwed, file cannot be open. I'll explore more.

Vanilla
03-20-12, 04:05 PM
Ok, it happens when several bones created in one go. Do this:
1. Open /Submarine/Common/Rooms/Waypoints_Room_QR2.gr2
2. Go to 'Bones' tab, select 'Skeleton' there
3. Do File-New-bone.
4. Choose 'Waypoints_Room_QR2' as a parent.
5. Create bone (see parameters below).
6. Repeat 1-5 for the other bones.
7. Save
8. Close
9. Try to open - error

here are the parameters (notice: the first and the last bones have rotation: x 0, y 1, z 0, w 0, the last number is LOD error)
X (red, Right+, Left-) Y (green, Up+, Down-) Z (blue, Bow+, Stern-) X Y Z W
SQ_BED_stern_upper_left 0,03 0,008581 -0,074704 0 1 0 0 1,330672
SQ_BED_stern_lower_right 0,097 -0,018419 -0,067704 1,330672
SQ_BED_bow_upper_right -0,021608 0,008581 0,155067 1,330672
SQ_1_Door_DER 0,007928 -0,015955 -0,25 0 1 0 0

Vanilla
03-20-12, 04:18 PM
This happens when third (or fourth, etc.) bone is added to a file which has two new bones already. I am sure that it is an issue of latest versions, since I have many files with more than two bones added.

One more thing, the Editor crashes on exit for me (Windows 7)

BIGREG
03-20-12, 04:31 PM
[Quote :] One more thing, the Editor crashes on exit for me (Windows 7)

Idem :-?

Madox58
03-20-12, 05:36 PM
For people extracting meshes for use in earlier versions of SH?
You'll have a problem or two.

Y needs to be negated and the textures will need to be flipped top to bottom.
:03:

Rubini
03-20-12, 10:52 PM
[Quote :] One more thing, the Editor crashes on exit for me (Windows 7)

Idem :-?
Here too!

TheDarkWraith
03-21-12, 02:26 PM
I can't get it to crash :hmmm:

I've been writing the code needed to read the trackgroup and animation data. Finished the trackgroups light night and should be finishing the animation today. This doesn't mean I can read animations, this means I'm reading the animation curve data (whatever that is).

Looking into problem with bones. Haven't found anything yet that would cause the problems Vanilla was having.

Rubini
03-21-12, 03:36 PM
Any news on new Material issue?

Vanilla
03-21-12, 03:39 PM
I can't get it to crash :hmmm:

I've been writing the code needed to read the trackgroup and animation data. Finished the trackgroups light night and should be finishing the animation today. This doesn't mean I can read animations, this means I'm reading the animation curve data (whatever that is).

Looking into problem with bones. Haven't found anything yet that would cause the problems Vanilla was having.

@TDW,

Let me send you a modded file, you try to clone a bone in it and let's see if it gives an error for you as well. Shall we?

Vanilla
03-21-12, 03:46 PM
PM's sent

TheDarkWraith
03-22-12, 08:16 PM
@TDW,

Let me send you a modded file, you try to clone a bone in it and let's see if it gives an error for you as well. Shall we?

The problem was a wicked problem to find :shifty: The problem is a serious one though and if you have created any bones then the text in the GR2 file before the/those bone(s) is mangled (only one or two entries depending on where it fell in the file * number of bones you have added). So what I'm saying is the GR2 file isn't shredded but some text may not display properly :-? If you added 5 bones you'll notice that the file fails to load in the app but does load in Granny Viewer. Anything after 5 bones is a crap shoot until you finally crash Granny Viewer also.

UNTIL I RELEASE A NEW TEST VERSION DO NOT ADD ANY NEW BONES! THE APP IS FLAWED CURRENTLY WITH THE ADDING OF THE NEW EMBEDDED STRINGS FOR THE NEW BONES.

Now that the problem is fixed in the upcoming test version you can add unlimited number of bones without problems. I've added 20 new bones to every test file and saw no problems (before the fix once I added the 5th new bone the app would fail).

The problem was the new embedded string pointer was not being adusted for the bone size. This resulted in the embedded strings being written in incorrect places and usually overwriting other embedded strings. Once an embedded string was written at an offset < startofdataoffset2 the app would fail (and rightly so!)

I'm now verifying that the adding of new materials doesn't have this problem :yep:

TheDarkWraith
03-22-12, 09:23 PM
Any news on new Material issue?

The code has been written and just a little more work to do on it. The finding of this wicked bug reported by Vanilla has taken my time for the last couple of days so I haven't been able to work on anything other than finding and correcting the source of this bug.

TheDarkWraith
03-23-12, 12:15 AM
test version 1.1.132.1 available here: http://www.mediafire.com/?n934te4y21yjvp4

Fixes problem when 5 or more new bones are added to GR2 file and app can't open file and shows error "Pointer to bone not found in pointers"

If the app won't open up your GR2 file that you added 5+ new bones to but Granny Viewer will then you will need to recreate those new bones using the data from Granny Viewer. If Granny Viewer can't open up the file then it's shredded and thus lost :shifty:

Vanilla
03-23-12, 05:01 AM
test version 1.1.132.1 available here: http://www.mediafire.com/?n934te4y21yjvp4

Fixes problem when 5 or more new bones are added to GR2 file and app can't open file and shows error "Pointer to bone not found in pointers"

If the app won't open up your GR2 file that you added 5+ new bones to but Granny Viewer will then you will need to recreate those new bones using the data from Granny Viewer. If Granny Viewer can't open up the file then it's shredded and thus lost :shifty:

Thank you! My modding itch was particularly strong last night but I couldn't do anything I'd planned without the Editor so I kept reloading this thread like 100 times in 2 hours. :) Only then had I figured that it is not an easy bug to kill, great you've squashed it for good!

BTW, I've made a char walk from the very stern to the very bow and back smooth (except cross-compartment teleports) without any turns, gymnastics and major clipping and this is with just giving him the destination waypoint - that is the routing is repaired, you don't have to care about teleporting him manualy or anything. Next thing to tackle is to create 'run' waypoints network.

TheDarkWraith
03-23-12, 06:51 AM
Thank you! My modding itch was particularly strong last night but I couldn't do anything I'd planned without the Editor so I kept reloading this thread like 100 times in 2 hours. :) Only then had I figured that it is not an easy bug to kill, great you've squashed it for good!

BTW, I've made a char walk from the very stern to the very bow and back smooth (except cross-compartment teleports) without any turns, gymnastics and major clipping and this is with just giving him the destination waypoint - that is the routing is repaired, you don't have to care about teleporting him manualy or anything. Next thing to tackle is to create 'run' waypoints network.

Excellent :yeah: A video would be nice to see :yep:

TheDarkWraith
03-23-12, 06:59 AM
@TDW,

When I was working on the waypoints last night (actually when I was in the shower this morning thinking of the waypoints I was working on last night) one thing came to mind: would it be to much to ask if you can implement 'incorporate offsets' in the editor? Let me explain what I mean: fine-adjusting a waypoint for animation to play properly on it is way faster when using offsets in the waypoints_info_*.txt, but when you're satisfied with how the waypoint is positioned the offsets transfer into GR2 is rather cumbersome, I use OpenOffice Calc sheet where I write waypoints coordinates, then I write offsets there, do addition, then open the waypoint in the Editor and copy-paste the values, then I edit waypoints_info to zeroize the offsets. There is a huge room for an error as you can see. It would be much easier if we could just press 'Incorporate offsets', the editor would take offset values from the waypoints_info file adjust (x,y,z) of the respective waypoint and then zeroize the offset values in the waypoints_info.

Will look into this on my plane flight out to Denver, CO :up:

Three things would be cool as ice, if the info could be invoked by right-clicking on a waypoint:
1. Waypoint job (from the waypoint_info_$$$.txt)
2. Waypoint actions (from the same file)
3. If a waypoint is used in any of the AI/Crew/ scripts and in which ones, ideally in which 'strategies'

Great ideas. I'll see what I can come up with this coming weekend :yep:

pedrobas
03-23-12, 07:16 AM
Excellent :yeah: A video would be nice to see :yep:
Yes please Vanilla:yep:

Gotmilk
03-23-12, 08:15 AM
Yes please Vanilla:yep:



Yes pretty please. Post the video :salute:

Vanilla
03-23-12, 08:31 AM
Man! If only I knew how to capture a video.. Ok, time to learn it at last. :)

reaper7
03-23-12, 08:32 AM
Fraps is probably the easiest method :up:
http://www.fraps.com/

Vanilla
03-23-12, 06:03 PM
Here is the video of a char walking up and down the boat. Don't expect much of it, it is a very early stage and the guy walking is just a proof of concept. The video illustrates that the crew routing (when you give a char his destination and he walks there on his own without you manually teleporting him etc.) can be made to work with some relatively simple modding. I will continue to work on this mod, the first tangible thing I intend to makr is the much-asked-for 'crash-dive run', it shouldn't take long now as all the major obstacles are down now, but who knows... we'll see.
Note that there are a few more guys in the boat already. :)
All praise for making this possible goes to TDW, without the great Editor it wouldn't be possible.

http://www.youtube.com/watch?v=AsavEWqi3x4&feature=youtu.be

Sorry, I don't know how to embed a youtube video on vBulletin -- so just a link.

pedrobas
03-23-12, 06:10 PM
Here is the video of a char walking up and down the boat. Don't expect much of it, it is a very early stage and the guy walking is just a proof of concept. The video illustrates that the crew routing (when you give a char his destination and he walks there on his own without you manually teleporting him etc.) can be made to work with some relatively simple modding. I will continue to work on this mod, the first tangible thing I intend to makr is the much-asked-for 'crash-dive run', it shouldn't take long now as all the major obstacles are down now, but who knows... we'll see.
Note that there are a few more guys in the boat already. :)
All praise for making this possible goes to TDW, without the great Editor it wouldn't be possible.

http://www.youtube.com/watch?v=AsavEWqi3x4&feature=youtu.be

Sorry, I don't know how to embed a youtube video on vBulletin -- so just a link.Thanks, it is really a great improvement. :up:

misha1967
03-23-12, 06:52 PM
Here is the video of a char walking up and down the boat. Don't expect much of it, it is a very early stage and the guy walking is just a proof of concept. The video illustrates that the crew routing (when you give a char his destination and he walks there on his own without you manually teleporting him etc.) can be made to work with some relatively simple modding. I will continue to work on this mod, the first tangible thing I intend to makr is the much-asked-for 'crash-dive run', it shouldn't take long now as all the major obstacles are down now, but who knows... we'll see.
Note that there are a few more guys in the boat already. :)
All praise for making this possible goes to TDW, without the great Editor it wouldn't be possible.

http://www.youtube.com/watch?v=AsavEWqi3x4&feature=youtu.be

Sorry, I don't know how to embed a youtube video on vBulletin -- so just a link.

Wow! :o :up:

Rongel
03-23-12, 08:12 PM
Great work! :yeah:

This kind of stuff is much needed in SH 5! It's looking good already!

TheDarkWraith
03-24-12, 03:34 AM
test version 1.1.135.1 available here: http://www.mediafire.com/?xq241eqc03qut60

You can now add new materials to the GR2 file :D One stipulation currently to this: the new material will have no maps and has to have a texture. I will change this in the future but for now this stipulation is enforced by the code.

NOTE: STILL IN ALPHA! BACKUP ALL FILES BEFORE EDITING AND SAVING

I'm 99% sure this new code is good and correct but there's that 1% chance it's not. Be safe and backup your work. Once the GR2 file is shredded it's lost forever :yep: If the app fails to open your file after saving but Granny Viewer does open it the file is OK and not shredded. If Granny Viewer cannot open it (crashes Granny Viewer) then it's shredded and lost forever.

Here is the lifeboat.GR2 file that I added multiple new materials and textures to if you'd like to view it in Granny Viewer for yourself: http://www.mediafire.com/?34ue02caanv6ool

:|\\

BIGREG
03-24-12, 04:04 AM
:salute: Hi all

TDW

I have just try the version : 1.1.132.1

-Bone binding don't work any more

-Shallow clone work but appear of the new location after a mesh rescale and not at the original location

i get try with the new version :03:

Edit : V 1.1.135.1

- Bone binding no longer works

- Shallow clone idem as 1.1.132.1

Re edit : and after saving nothing change after editing a TDC needle (rescale and repositioning) :06: :hmmm: I have reload the file with your editor , goblin & other no change !
and the save process has to work well ?

Charlie901
03-24-12, 09:59 AM
Here is the video of a char walking up and down the boat. Don't expect much of it, it is a very early stage and the guy walking is just a proof of concept. The video illustrates that the crew routing (when you give a char his destination and he walks there on his own without you manually teleporting him etc.) can be made to work with some relatively simple modding. I will continue to work on this mod, the first tangible thing I intend to makr is the much-asked-for 'crash-dive run', it shouldn't take long now as all the major obstacles are down now, but who knows... we'll see.
Note that there are a few more guys in the boat already. :)
All praise for making this possible goes to TDW, without the great Editor it wouldn't be possible.

http://www.youtube.com/watch?v=AsavEWqi3x4&feature=youtu.be

Sorry, I don't know how to embed a youtube video on vBulletin -- so just a link.


NICE JOB! :rock:

Is it now possible to also EDIT Crew Animations to get a guy to actually duck through the compartment hatches...?

tonschk
03-24-12, 10:05 AM
NICE JOB! :rock:

Is it now possible to also EDIT Crew Animations to get a guy to actually duck through the compartment hatches...?

The UBI developers already have done that

http://i194.photobucket.com/albums/z58/tonschk/5756575756.png

Vanilla
03-24-12, 10:15 AM
The UBI developers already have done that
I am sorry but no, unfortunately they have not. Let me re-iterate it once again: this animation is only half of the 'hatch-walk', it is not suitable for our purposes, it only suitable for this particular situation.

Vanilla
03-24-12, 10:15 AM
http://www.youtube.com/watch?v=qfyQussHrbU&feature=youtu.be

Here is the demonstration of 'run' network.

Vanilla
03-24-12, 10:29 AM
To make it finaly clear for everyone here is the video why the pseudo 'hatch-walk' animation that many happily point-out cannot be used. It is actualy a testament to a unfinished game, this animation is good for only one event in the tutorial and simulatneously we don't have a walk-hatch animation that can be used universaly. The same goes for another one: the lamp-change-ladder-climbing animation, it cannot be used as well. We have no doors animation, no through the hatch animation, no ladder climbing, no opening hatches, no foldin/unfolding bunks, miss half of the crew and simultaneously there are these custom made animations that are used only one time in the tutorial or in the bunker, funny eh?

http://www.youtube.com/watch?v=dc1qOzO433s&feature=youtu.be

Trevally.
03-24-12, 10:39 AM
http://www.youtube.com/watch?v=qfyQussHrbU&feature=youtu.be

Here is the demonstration of 'run' network.

:yeah:its looking good Vanilla

BIGREG
03-24-12, 11:07 AM
Hi Vanilla

Can't you not cut the scene to have just the "doorway" scene :06: without the displacement and teleportation

Vanilla
03-24-12, 12:09 PM
Hi Vanilla

Can't you not cut the scene to have just the "doorway" scene :06: without the displacement and teleportation

Hey BIGREG!

I could, but to my knowledge it requires hex-editing GR2 and even if I'd cut that walking part I would still need to create the 'entering into the hatch' part of the animation and doing that by hex-editing is a nightmare I recon. I don't really have that much enthusiasm. :oops: The ladder-climbing-lamp-changing animation cannot be edited either for the same reason even if I'd cut the 'lamp' part of it it wouldn't help much: the guy climbs the ladder at oblique angle (not vertical) and we need a vertical climbing for the boat.
In general why bother custom-editing some animations while TDW is already working on the animations' GR2? When he releases it then it would be way easier to create missing animations in some 3D editor (I recon) and plugging them in will be as simple as changing a few lines in txt files here and there provided of course that the routing modding is complete (it is tedious enough), that's why I think I better concentrate on what can be done with what we have now temporary placing 'teleports' where a new animations should be to insert it later rather than delwing into something long and complicated as hex-editing animations this way we'll have something tangible much earlier.

Vanilla
03-24-12, 12:40 PM
@TDW

The following file doesn't want to be open:
/Submarine/Common/Parts/Room_CR - Periscop + Anim.GR2
It gives: Incompatible GR2 error

I know that it contains animation but a similar file (I guess) opens no problemo:
/Submarine/NSS_Uboat7a/Submarine Parts/Room_EXT - TorpDoors + Anim.GR2

BIGREG
03-24-12, 01:35 PM
@ Vanilla

[Quote :]
In general why bother custom-editing some animations while TDW is already working on the animations' GR2? When he releases it then it would be way easier to create missing animations in some 3D editor (I recon) and plugging them in will be as simple as changing a few lines in txt

The files "animation_****.txt" :06:

Vanilla
03-24-12, 02:10 PM
@ Vanilla

...

The files "animation_****.txt" :06:

It does not give this functionality. Its structure is very simple, every string has this structure
<animation_file_name> <initial orientation> < final orientation> [no_interrupt] [no_head_turn]
Initial and final orientations do not actually rotate the animation, it is always played in-line with its waypoint orientation, they inform the AI strategy parser whether it should turn the char before and after the animation is played, that is to make smooth transitions between animations you should tell the parser how the animation is oriented and if it changes its orientation in process.
No_interrupt (I am not exactly sure) indicates that animation cannnot be interrupted while it is played, for example if the player clicks on an interactive char or char's current strategy is invalidated.
No_head_turn indicates that the char should not turn his head to look at the player if he gets close enough.

As you see there is nothing that can affect the actual animation. You cannot interfere with the animation playing anyhow.

Vanilla
03-24-12, 02:15 PM
Oh, I forgot those 'transition BB' things, they indicate that the animation is played to transit the char between two of his idle waypoints. As far as I know this bit of the string doesn't change or affect anything. My guess is that those are simply comments.

LemonA
03-24-12, 03:33 PM
http://www.youtube.com/watch?v=qfyQussHrbU&feature=youtu.be

Here is the demonstration of 'run' network.
Looks promising. Good work.

TheDarkWraith
03-24-12, 03:50 PM
I have just try the version : 1.1.132.1

-Bone binding don't work any more

-Shallow clone work but appear of the new location after a mesh rescale and not at the original location

i get try with the new version :03:

Edit : V 1.1.135.1

- Bone binding no longer works

- Shallow clone idem as 1.1.132.1

Re edit : and after saving nothing change after editing a TDC needle (rescale and repositioning) :06: :hmmm: I have reload the file with your editor , goblin & other no change !
and the save process has to work well ?

What's wrong with the bone bindings? I've tried it on many different GR2 files and it works fine :06:

The shallow clone not rendering when you are editing (changing orientation) a bone that has a mesh bound to it has been fixed

I don't understand what you're saying about saving and no change :06:

BIGREG
03-24-12, 04:05 PM
:salute: Hi TDW

I have try with the new version to rescale and repositioning the needles for the TDC in the conning tower ,for the two last version the save proces work well,but when i reload the .gr2 ,no change ! :06: :hmmm:
I don't understand why ,but with the old version, all works fine :yep: idem with the bone binding :doh: just with the 2 last versions i have problem with that !?

TheDarkWraith
03-24-12, 04:07 PM
Re edit : and after saving nothing change after editing a TDC needle (rescale and repositioning) :06: :hmmm: I have reload the file with your editor , goblin & other no change !
and the save process has to work well ?

After thinking about this more what I think you're trying to say is you edited a mesh by repositioning/rotating/scaling it and you saved the file and when you loaded it up in Goblin or the app it wasn't repositioned. There would be one reason why for this: Did you press the Update and Store buttons after chaning the mesh's orientation? Anytime you change the orientation of a mesh/bone you have to click Update to store the settings in memory. Then you have to press Store to commit those changes to the file. After pressing both of those then when you save the file you will see the changes :up:

BIGREG
03-24-12, 04:11 PM
Yes i know,but the button don't work ( not hightlighted), idem with the double clic in the menu -> " meshes" -> "edit"

Edit : I have just retry no highlighted "update" button !? and when i close the editor without save ,the editor say "save change bla.bla..." -> OK
Reload the .GR2 no change !?

Re edit : Retry with old version all works !!!??!!!???

TheDarkWraith
03-24-12, 06:43 PM
Yes i know,but the button don't work ( not hightlighted), idem with the double clic in the menu -> " meshes" -> "edit"

Edit : I have just retry no highlighted "update" button !? and when i close the editor without save ,the editor say "save change bla.bla..." -> OK
Reload the .GR2 no change !?

Re edit : Retry with old version all works !!!??!!!???

If a mesh is bound to a bone and you change the bone's orientation the mesh will change with it as you know. Now to get the Update and Store buttons (and any changes buttons that apply) to show for the mesh you have to unselect the bone (press spacebar), uncheck Bones's Show, then select the mesh that was bound to the bone. Now the Update and Store buttons will be active (along with all the reset buttons that apply). Sounds a little complicated and may not make sense to you but here's the reason for this: you need to have the mesh selected before any reset buttons or any of the changes button are enabled so that you visually see the mesh being rendered. This way you know for sure which one you are about to undo/save changes to :yep:

TheDarkWraith
03-24-12, 11:53 PM
test version 1.1.139.1 available here: http://www.mediafire.com/?1rio0o68ohxxqb6

Fixed some problems with bone bindings and changing of mesh orientation. Fixed a problem when mesh's Stored button was pressed
Fixed logic problems with shallow clones (dealing with when to render)
Fixed some other problems noticed while using app
If you have changed a mesh, bone, or vertex orientation and/or position and you did not Update and Store those changes then when you go to close the file and after it asks you if you want to save changes made it will warn you that you did not Update and Store those changes and if you want to continue with save or not
If a mesh is bound to a bone and you change the bone's orientation and/or position and you click any of the bone's Changes buttons it will ask you if you want to do the same thing to all meshes bound to the bone

BIGREG
03-25-12, 04:21 AM
HI TDW

For the version 1.1.139.1

- Bone Binding : Not works ( i have all try ,but nothing to do ) :hmmm:
the bone don't move with the mesh

- Shallows clones : The problem: works, but after the edition (displacement, resize ...) :-?
The checkBox for the "Render shallow clone" is visible just after editing the mesh

- Store button : Work fine

- The backup process works again

Edit : Is this not a way to have the bone axis ,when i edit a mesh ?
For me will be easier to positioned exactly the needles (even with the bone binding, I have to reposition the axis, due to resizing)

TheDarkWraith
03-25-12, 10:51 AM
HI TDW

For the version 1.1.139.1

- Bone Binding : Not works ( i have all try ,but nothing to do ) :hmmm:
the bone don't move with the mesh

- Shallows clones : The problem: works, but after the edition (displacement, resize ...) :-?
The checkBox for the "Render shallow clone" is visible just after editing the mesh

- Store button : Work fine

- The backup process works again

Edit : Is this not a way to have the bone axis ,when i edit a mesh ?
For me will be easier to positioned exactly the needles (even with the bone binding, I have to reposition the axis, due to resizing)

Now I understand why you're having problems with the bone bindings. The bone will not move with the mesh, the mesh will move with the bone. That means you have to move the bone to get the mesh to move with the bone. Moving the mesh will not move the bone.

The checkbox for rendern shallow clone will only visible when the mesh's orientation has changed or has been repositioned. It doesn't matter how it happens - you move/rotate it or it is moved via the bone it's bound to moves/rotates

You are wanting to have the bone axis visible along with the mesh's axis? Is that what you're asking?

BIGREG
03-25-12, 02:12 PM
[Quote :] You are wanting to have the bone axis visible along with the mesh's axis? Is that what you're asking?

Yes :yep: bone axis must be visible when i edit the mesh

TheDarkWraith
03-25-12, 03:53 PM
Yes :yep: bone axis must be visible when i edit the mesh

Coded and testing now :)

TheDarkWraith
03-25-12, 06:09 PM
Added a new option under Edit:

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5482

Pretty self-explanatory what it does. In order for the bone to be rendered all rendering rules apply just as if Bone's Show is checked (bone must be checked in Bone's treeview to be rendered). All options in the Bone's tab apply for this bone rendering also (turn label on/off, origin on/off, etc.).

Added a new box in the Bone's Origin Axis box: Scale. This allows you to change the length of the bone's origin axis

In this screenshot you'll see the bone's origin axis is able to be seen with a value of 25 for the scale. Scale range is from 1 to 255 (1 being value you're currently used to seeing)

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5481

Fixed rendering problem with selected mesh's axis when rendering being done with shaders (programmable)

When Bone's Show is checked anything selected is now cleared (unselected)

Fixed more minor bugs found while using the app myself

test version 1.1.140.1 available here: http://www.mediafire.com/?cub2e45bo82609m

NOTE: STILL IN ALPHA STATE! BACKUP YOUR WORK BEFORE SAVING WITH THE APP!

TheDarkWraith
03-25-12, 06:54 PM
@TDW

The following file doesn't want to be open:
/Submarine/Common/Parts/Room_CR - Periscop + Anim.GR2
It gives: Incompatible GR2 error

I know that it contains animation but a similar file (I guess) opens no problemo:
/Submarine/NSS_Uboat7a/Submarine Parts/Room_EXT - TorpDoors + Anim.GR2

That's because there's an internal value I read from the beginning of the file. If that value doesn't match the value I'm looking for it means the GR2 file is a different 'kind' that may/may not be compatible with my GR2 parser. To be safe I just throw the error that it's an incompatible file for now.

Madox58
03-25-12, 07:32 PM
Strange that the stock file opens fine in the latest version for me.
:hmmm:

Are you trying to open a modded version of that file?

TheDarkWraith
03-25-12, 09:03 PM
Strange that the stock file opens fine in the latest version for me.
:hmmm:

Are you trying to open a modded version of that file?

I can confirm that also. That GR2 file opens just fine :yep:

Making some changes as far as waypoints are concerned. I didn't really plan out the waypoints before coding it so now I'm paying the price for that. I originally had waypoints tied to Skeletons which is ok but not totally correct (it's ok because the Waypoints_Room_x GR2 file only contains 1 skeleton). The waypoints are actually tied to the GR2 file (Waypoints_Room_x) and thus I've changed the code to this. That means you will no longer see anything dealing with waypoints in the Bones treeview anymore. Anything relating to waypoints is found in the Waypoints tab.

I realized my error in attaching them to Skeletons when I was finally making the waypoints editor and implementing Vanilla's suggestions

TheDarkWraith
03-26-12, 01:38 AM
Waypoints are now associated with the GR2 file instead of skeletons
Bones treeview no longer displays any waypoint information. All waypoint information is now found in the Waypoints tab
Fixed logic errors found in the menu entries
Added new menu entries to LNK@ paths:

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5483

Prompt before resolving - when Automatically resolve is enabled and this is checked it will prompt you before automatically loading the resolved LNK@ entry. This allows the user to bypass automatic loading of some LNK@ entries.

Automatically set (check) LNK@ bone - when Automatically resolve is enabled and the GR2 file associated with the LNK@ entry is loaded the LNK@ bone will be automatically checked. As you know or may not know, LNK@ resolves are not rendered until the LNK@ bone is checked. This will ensure the LNK@ resolves are rendered when loaded.

Added missing tooltips to some menu items

Fixed crash that sometimes happened when the app was shutting down

Fixed other errors/bugs found while using the app myself


In the screenshot above I elected not to automatically load Room_CT

test version 1.1.141.1 available here: http://www.mediafire.com/?imqeppa057jnclp

NOTE: STILL IN ALPHA STATE! BACKUP YOUR FILES BEFORE SAVING WITH APP!

I found something that I missed. Since I gave the ability to define new materials I didn't provide a way to change a map of a material (thus letting you use your new material). I'll fix this in next version. I also noticed that the app sometimes incorrectly reports materials and meshes affected when you go to edit a material. I'll fix this in next version also.

:|\\

BIGREG
03-26-12, 11:44 AM
Hi TDW

Thank you for the change :yeah:
I get try this new version :D

BIGREG
03-26-12, 12:41 PM
:up:

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

Great :yep:

as I have already written, you can do that during the selection of Meshes, that the original texture can appear ? Other transparent :06:
Alternatively :hmmm:, moving the mesh axis to correspond with the bone axis ? :doh:

another question: is there a way to delete textures (completely)
in CT_Room, I have textures that are not used, therefore useless
eg: torpedo (1). dds :88)

Edit : one more question : No way to export/edit/import only the UVW (Diffuse) maps ?!?

Sartoris
03-26-12, 01:16 PM
The speed at which you guys are making progress is astonishing! Keep it up, it's so exciting! :yeah:

TheDarkWraith
03-26-12, 01:27 PM
:up:
Great :yep:

as I have already written, you can do that during the selection of Meshes, that the original texture can appear ? Other transparent :06:
Alternatively :hmmm:, moving the mesh axis to correspond with the bone axis ? :doh:

I don't understand what you're asking :06: I think you're wanting to know if when you select a mesh if the original texture can appear vice the selected texture? If so..hmm..Houston we have a problem. I never gave you a way to do this. I'll fix in next version :up:

another question: is there a way to delete textures (completely)
in CT_Room, I have textures that are not used, therefore useless
eg: torpedo (1). dds :88)

I'll look into adding this ability.

Edit : one more question : No way to export/edit/import only the UVW (Diffuse) maps ?!?

You have the ability to export the meshes and their UV coords. I can add an option to only import the UV coords when importing. I'll look into this also.



see above in yellow

Vanilla
03-26-12, 01:55 PM
Waypoints are now associated with the GR2 file instead of skeletons
Bones treeview no longer displays any waypoint information. All waypoint information is now found in the Waypoints tab
Fixed logic errors found in the menu entries
Added new menu entries to LNK@ paths:

...

Prompt before resolving - when Automatically resolve is enabled and this is checked it will prompt you before automatically loading the resolved LNK@ entry. This allows the user to bypass automatic loading of some LNK@ entries.

Automatically set (check) LNK@ bone - when Automatically resolve is enabled and the GR2 file associated with the LNK@ entry is loaded the LNK@ bone will be automatically checked. As you know or may not know, LNK@ resolves are not rendered until the LNK@ bone is checked. This will ensure the LNK@ resolves are rendered when loaded.

Added missing tooltips to some menu items

Fixed crash that sometimes happened when the app was shutting down

Fixed other errors/bugs found while using the app myself


In the screenshot above I elected not to automatically load Room_CT
:|\\

That's very impressive, thank you!

BIGREG
03-26-12, 02:04 PM
Merci TDW :03:

http://dl.dropbox.com/u/8655607/top_gauge.gif :woot:

TheDarkWraith
03-27-12, 06:26 PM
Under the Rendering tab's Selected box added a new box: Solid. Moved the Color button to this and added a new checkbox: Texture. When checked and you have a mesh selected this will render the mesh using it's defined texture instead of the selected color.

Under the Meshes tab added a new box: Reference axis. Included in this new box is Show, Scale, and Opacity. When show is checked the mesh's reference axis will be rendered when it's selected. Scale controls the size of it's reference axis and opacity controls the opacity (visibility) of it's reference axis. A scale value of 122 will render the reference axis at the size you currently know.

test version 1.1.144.1 available here: http://www.mediafire.com/?1d0z6zvetq1al3d

Still looking into things BIGREG suggested and Vanilla suggested.

Still haven't added the ability to change a material's map. Will be working on this now.

TheDarkWraith
03-28-12, 10:15 PM
Revised Import/Export:
http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5485

You now decide what you want exported and imported. One stipulation on importing: the OBJ file must contain vertex, texture, and normal data. Though you may not want to import all this data the file has to contain it.

Still using my first importer I wrote. That means the number of vertices to import must equal the current mesh's number of vertices. Number of subsets must also equal current mesh's number of subsets.

test version 1.1.145.1 available here: http://www.mediafire.com/?uzqdon600s0av4b

NOTE: STILL IN ALPHA STATE!

urfisch
03-29-12, 05:21 AM
:salute:

TheDarkWraith
03-30-12, 03:35 PM
Fixed probem of app sometimes reporting incorrect materials or textures being modified when modifying a material/texture

Added ability to change a material's map. If the material has >= 1 map then right clicking Usage: x will allow you to change the map

test version 1.1.147.1. available here: http://www.mediafire.com/?5o5ns5adc54u2nl

NOTE: STILL IN ALPHA STATE!

BIGREG
03-30-12, 04:02 PM
:salute: Hi TDW

Your are to fast for me ! http://dl.dropbox.com/u/8655607/7_5_120.gif
I have just try your new (old) version 1.1.145.1 :yeah:
just ,i have error with the vertices number (vertice x 2) :hmmm: when importating in editor
i get try to see in 3DSMax ,how to know the number of vertices,when i export in .Obj format :hmmm:
I try in same time your new version 1.1.147.1 :03:

TheDarkWraith
03-30-12, 06:53 PM
Let's recap where we are currently with this app:
- ability to add new bones: check
- ability to add new textures: check
- ability to add new materials: check
- ability to change a material's texture: check
- ability to change a material's map: check (for those who already have 1 or more maps - for those with no maps has yet to be coded)
- ability to add new meshes: next to do :DL

When I code the ability to add new meshes it will also enable us to change existing vertex data and be able to clone existing meshes. I start working on this this weekend :up:

First is to finish up Vanilla's ideas regarding waypoints

Gotmilk
03-31-12, 08:34 AM
thats great.

Bring on submarine interior designers. We have empty boring subs to make more lively :)

TDW you are my favourite brain. Thanks to you i am gonna install SH5 back very soon.

Thank you for your hard work.

A true hero :yeah:

Rubini
03-31-12, 08:48 AM
Let's recap where we are currently with this app:
- ability to add new bones: check
- ability to add new textures: check
- ability to add new materials: check
- ability to change a material's texture: check
- ability to change a material's map: check (for those who already have 1 or more maps - for those with no maps has yet to be coded)
- ability to add new meshes: next to do :DL

When I code the ability to add new meshes it will also enable us to change existing vertex data and be able to clone existing meshes. I start working on this this weekend :up:

First is to finish up Vanilla's ideas regarding waypoints
Thanks TDW!

I will mess/test the map issues asap and will post feedbacks.:up:

Ekmek
03-31-12, 09:08 AM
Let's recap where we are currently with this app:
- ability to add new bones: check
- ability to add new textures: check
- ability to add new materials: check
- ability to change a material's texture: check
- ability to change a material's map: check (for those who already have 1 or more maps - for those with no maps has yet to be coded)
- ability to add new meshes: next to do :DL

When I code the ability to add new meshes it will also enable us to change existing vertex data and be able to clone existing meshes. I start working on this this weekend :up:

First is to finish up Vanilla's ideas regarding waypoints



Great work! :salute:

Work with other type of GR2 files: later version :rock:

Vanilla
04-03-12, 03:21 PM
Made two machinists run to the bows when crash dive command is given. It is not perfect there are some glitches but it is something! :)

Rongel
04-04-12, 03:58 PM
Made two machinists run to the bows when crash dive command is given. It is not perfect there are some glitches but it is something! :)

Nice work! :D

TDW, two quick questions!

1. Can I change items ID number with the editor? Would be really useful.
2. Can I delete entries with the editor?

Thanks :salute:

Madox58
04-04-12, 08:40 PM
Great work! :salute:

Work with other type of GR2 files: later version :rock:

What Game files are you looking to work with anyway?
:hmmm:

There are many ways to screw with a GR2 file.
Compressing them with RAD's built in compression,
or createing a custom GR2 format, of which the sky is not a limit to do!

I know the compression used in several Games.
I also know how many are arranged as sections are mobile if so wished.

Granny is a 'bee-atch' if the Game producer wants Her to be!!
:haha:

TheDarkWraith
04-04-12, 08:48 PM
Nice work! :D

TDW, two quick questions!

1. Can I change items ID number with the editor? Would be really useful.
2. Can I delete entries with the editor?

Thanks :salute:

It is strictly 3D currently. I have to figure out how to convert name to UInt64 first before I can even think about doing anything like that.

What entries are you wanting to delete?

Rongel
04-05-12, 12:18 AM
Hi!

I'm trying to build a new "shipname"_FX.GR2 file in GR2 format. I know that it might be possible at this moment. Every SH 5 ship has a also _FX.GR2 file (the .lst file points to it) and when you open ships GR2 file in Goblin editor, it loads automaticly the _FX file too. The _FX file only has few dummy bones so it's a really simple file. I can build it in .dat format, but it seems that the game doesn't regocnice it.

All this is to get SH 5 damage effects (fire, explosions, sparks) to imported ships. Currently I can get them already to appear, but they are on all the time (they activate when game starts!).

EDIT: The _FX file has to have same ID than the main bone, so one way could be just to open the basic ship GR2 file and delete all the unneccessary entries and then add the Dummy bones. Save it as "shipname"_FX and it should work.

TheDarkWraith
04-06-12, 12:06 PM
Been working on figuring out why the TRA7A room was never loaded when LNK@ enabled. The problem was because I forgot about the lnx files. Now the app reads the lnx files so it knows what gets linked to what. The lnx files threw me for a loop also because the current way I was rendering LNK@ files was incorrect. I had to figure out the correct way (it involves the bone the LNK@ is tied to). I noticed this incorrect rendering when looking at NSS_Uboat7a in Goblin. The room placements were not in the same places as Goblin showed. Now that I'm rendering them correctly what Goblin shows and what the app shows are the same.
Also figured out why the main unit's (i.e. NSS_Uboat7a) waypoints were never loaded. I was never reading them :shifty:

Now the app finally renders a full sub with all it's rooms and waypoints (I disabled the hull mesh so the rooms can be seen):
http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5497

:|\\

The General
04-07-12, 04:46 AM
:o

In-credible!

tonschk
04-07-12, 08:33 AM
Can you tell me please where to download GR2EditorViewer_v_1_1_150_1.zip ?

TheDarkWraith
04-07-12, 01:04 PM
Can you tell me please where to download GR2EditorViewer_v_1_1_150_1.zip ?

Hasn't been released as test version yet. Still working on the next test version (lots of things added/changed/fixed) :up: Currently at v1.1.152.1 and I see that version number increasing before the next test version is released :yep:

Mainly concentrating on rendering fixes and waypoints in this next test version

TheDarkWraith
04-07-12, 02:19 PM
Just found a big bug dealing with waypoints in the current version. I was comparing waypoints rendered with the app to those in Granny Viewer. I noticed that some edges were not being rendered in mine. This got me digging into the code to see what I screwed up. Sure enough I made a big mistake :shifty: Effectively what I was doing was not generating a list of end points for a start point. I would only save the last end point found for a start point. I'm correcting the problem now :-?

TheDarkWraith
04-07-12, 03:07 PM
It was really annoying me when I would load the entire sub and it's waypoints and the app was telling me that a crap load of waypoints had problems (either missing start point or end point). Furthermore I found it oddly suspicious that the waypoints were mostly one-ways. I looked at the waypoint_edges files and saw that my app had a huge problem with waypoints. Problem now corrected:

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5500

:|\\

Vanilla
04-07-12, 03:49 PM
It was really annoying me when I would load the entire sub and it's waypoints and the app was telling me that a crap load of waypoints had problems (either missing start point or end point). Furthermore I found it oddly suspicious that the waypoints were mostly one-ways. I looked at the waypoint_edges files and saw that my app had a huge problem with waypoints. Problem now corrected:



:|\\

Aha! I've suspected that there is something not right with one- two-ways waypoints determination. Great, you've solved it!

TheDarkWraith
04-07-12, 04:17 PM
Aha! I've suspected that there is something not right with one- two-ways waypoints determination. Great, you've solved it!

It helps if I use my own app :-? I was converting my original mod of real u-boat crew from using clones of GR2 files to using just one GR2 file and these problems popped up and I noticed that almost all the waypoints were one-ways and I know for a fact I had them as two-ways in the files. This caused me to dig around in my code to see what I did wrong :yep:

Once I finish up the waypoints part I'll release a new test version. I'm basically adding the waypoints part of Goblin to the app plus some other things that Goblin is missing in regards to waypoints :up:

Sartoris
04-07-12, 04:19 PM
I love seeing this thread get updated, even though I don't understand all of it. Thank you for your continued efforts, TDW!:yeah:

TheDarkWraith
04-07-12, 04:37 PM
I love seeing this thread get updated, even though I don't understand all of it. Thank you for your continued efforts, TDW!:yeah:

Whatever you don't understand just ask :yep: The more people using the app and experimenting with it the better it will end up being because there's more chances for finding bugs and more input from you all as to what you would like added/removed/changed.

THE_MASK
04-07-12, 05:10 PM
What are the GR2 files in C:\Ubisoft\Silent Hunter 5\data\manip ?

TheDarkWraith
04-07-12, 05:14 PM
What are the GR2 files in C:\Ubisoft\Silent Hunter 5\data\manip ?

No idea. Tried opening them but it appears the files are corrupted. I'll have to invoke some special features of the app so I can see these datatype definitions and see if it really is corrupt or not

THE_MASK
04-07-12, 05:17 PM
No idea. Tried opening them but it appears the files are corrupted. I'll have to invoke some special features of the app so I can see these datatype definitions and see if it really is corrupt or notYou can see it in goblin .

BIGREG
04-07-12, 05:22 PM
Hi all :salute:

Sorry for my absence, but work and family first :yep:

@ TDW

Everything works perfectly with the new version for me, Thanks again :yeah:

But it would be possible to assign and not rename a Map :06:
Eg texture "textura_N" is assigned to several "material"
(same number map for multiple "material" used)

Ps:
For the moment, I do not have a successful to import a "edited" mesh via 3DSMax ,
still the vertices error :shifty:

TheDarkWraith
04-07-12, 05:28 PM
But it would be possible to assign and not rename a Map :06:
Eg texture "textura_N" is assigned to several "material"
(same number map for multiple "material" used)

Ps:
For the moment, I do not have a successful to import a "edited" mesh via 3DSMax ,
still the vertices error :shifty:

I think you're asking if you can assign a different material to a map when a material has maps :06: If so you have the ability to do that with the current version. Right click on the Usage node to select this.

Yes the 3DS Max optimizes the vertices and thus changes them and the current importer included can't handle this. In time the second importer I wrote will be added and this will no longer be an issue.

BIGREG
04-07-12, 05:31 PM
Thank TDW i get try with right click :up:

Edit: Ok ,Before, i have not try to right click of the node "usage:" :88)

TheDarkWraith
04-07-12, 05:37 PM
Thank TDW i get try with right click :up:

Let me know if you have any troubles with it. I don't think anyone has used this ability yet so I'm curious to know if it's working as designed :yep:

I write code but only test maybe 75% of it :-? I eventually test it all out but sometimes I forget what I wrote :shifty:

BIGREG
04-07-12, 05:43 PM
All right ,but yet i go to sleep :yawn: here it is one o'clock (am)

TheDarkWraith
04-07-12, 09:26 PM
Finally sorted out all the rendering problems with the waypoints. This is NSS_Uboat7a rendered with all supporting files loaded except for the FX ones (via it's lnx file). I disabled many of the sub's meshes so that all the rooms are clearly visible:

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5505

Doesn't that look much better? :D Except for one, all the edges are two-ways :yeah: That one, found in the radio room, is defined as a one-way according to the waypoint_edges file for it. Of course this needs to be corrected in the file.

Note that the room interconnects are now defined and rendered also

Now I'm really having a hard time finding the waypoints that are in error in the above screenshot. I'll try loading the FX files also to see if they contain any of them but I have my doubts :shifty:

Goblin always shows WT_01, WT_02, WT_03 and WT_04 but when you click on them you don't get any indication where they are located on screen. They seem to be some magical waypoints that don't reside in any files. Anyone have any clue as to where (what file) to find these :06:

The General
04-08-12, 04:50 AM
@TDW

Are the phantom waypoints associated with the opening Campaign tutorial? Maybe they're kept in a seperate folder, as they're only used once.

BIGREG
04-08-12, 06:21 AM
Bonjour :salute:

Voila, I just re assign the maps, and everything works great :yeah:
(except I still do not see the edited bump maps with the editor, but it works in the game and with goblin) :D

I want to know if you found a way to remove unused textures, and their "hierarchy" :06: to clean a little, all that :O:

TheDarkWraith
04-08-12, 08:36 AM
@TDW

Are the phantom waypoints associated with the opening Campaign tutorial? Maybe they're kept in a seperate folder, as they're only used once.

These phantom waypoints (WT_01, WT_02, WT_03, and WT_04) exist for all subs all the time from what I can tell. If you open up the sub's NSS_Uboatx.waypoints.GR2 and .chr files in Goblin you'll see what I'm talking about.

The General
04-08-12, 08:41 AM
These phantom waypoints (WT_01, WT_02, WT_03, and WT_04) exist for all subs all the time from what I can tell. If you open up the sub's NSS_Uboatx.waypoints.GR2 and .chr files in Goblin you'll see what I'm talking about.Maybe unused animations for AI Subs? Are the waypoints just on the exterior of the sub? One of them's for the gunner isn't it?

TheDarkWraith
04-08-12, 09:41 AM
Maybe unused animations for AI Subs? Are the waypoints just on the exterior of the sub? One of them's for the gunner isn't it?

I'm not sure what they are used for. If you click on them in Goblin nothing happens (doesn't show an axis on it). Click on any other waypoint and Goblin places a reference axis on it and highlights the selection in the treeview :hmmm:

Vanilla
04-08-12, 01:26 PM
Regarding the missing waypoints. I am 99% sure those are erroneous entries (i.e. that is a bug) in the waypoints_info files. If you have a waypoint in a waypoints_info it will show in Goblin tree but it will not be rendered as there is obviously nothing to render, opposite is true as well, if you have a waypoint in a GR2 but not in the waypoints_info it will be shown in the tree and when you click on it the axii (red, blue, green) will be shown but the waypoint will not be rendered and cannot be used.
As I said I am pretty much sure those three are erroneous extra entries ***8212; somebody had added them (or at least had planned to add) to the 3dsmax's file and to the waypoints_info but then did not imported it into gr2. Did I mention unfinished game already? ;)
I deleted those entries in my modding. Had no problems so far.
The same is true for this one-way edge in the radio room, you can as well delete it since it is not used anywhere in the scripts and the animation defined for it does not exist (which is true for like half of the animations defined in the edges files but not existing in SH5 as released). In this case I replaced the missing animations with WALK for now. Hopefuly will be able to create the missing animations later, though I have no knowledge whatsoever on 3d animations.

As a side note - the turning problem struck again. I cannot get rid of turning when transiting from one animation to another inside a compartment. If I use for example a jump out animation and then walk the bl**dy char first faces the stern then turn then walks. And it appears that I wrongy supposed that I can define orientation of animations in animations_info files, these two numbers that supposed to define the orientation have no effect on the game whatsoever, I wonder if they are there just for reference (?). So again, unless we can tap into the animations somehow we won't be able to get rid of this turning once and for all. As of now we will have to live with some extra turning and clipping for now, I proceed with what we have, then we'll see. At least I got rid of this cross-compartment turning. I already have several guys running towards the bows when crash dive happens. :sunny:

Vanilla
04-08-12, 01:28 PM
P.S. I mean these missing waypoints is the game bug and not a problem of the Editor.

Vanilla
04-08-12, 01:30 PM
WT* waypoints are defined in the conning towers' gr2s.

Vanilla
04-08-12, 02:10 PM
Pathetic! This Goblin cannot add a new sapiens controller to a submarine waypoints GR2 file, it can add one to a linked-in room GR2 file but not to the main sub's file. That means we cannot add a new char to TRA, EXT, or CT rooms. EXT and CT are not a problem but TRA is where E-machinen a located and there must be at least one more Matrose there but we cannot create him. I hoped to circumvent this by creating a new GR2 with waypoints for TRA room (I created an extra waypoints_info.txt already before) but this is not possible since I am not able to delete the bones from the main sub's waypoints file. I can rename them and move them somewhere off the screen, but this will be confusing, particularly for future modders. Hence the question:
@TDW,
I know it is problematic but can deletion of bones be enabled or is it to early/too much to ask?

THE_MASK
04-08-12, 03:34 PM
Pathetic! This Goblin cannot add a new sapiens controller to a submarine waypoints GR2 file, it can add one to a linked-in room GR2 file but not to the main sub's file. That means we cannot add a new char to TRA, EXT, or CT rooms. EXT and CT are not a problem but TRA is where E-machinen a located and there must be at least one more Matrose there but we cannot create him. I hoped to circumvent this by creating a new GR2 with waypoints for TRA room (I created an extra waypoints_info.txt already before) but this is not possible since I am not able to delete the bones from the main sub's waypoints file. I can rename them and move them somewhere off the screen, but this will be confusing, particularly for future modders. Hence the question:
@TDW,
I know it is problematic but can deletion of bones be enabled or is it to early/too much to ask?Is this valid ?
[UserPlayerUnit 1.Compartment 8.CrewMemberSlot 2]
ID=CrewMemberSlot_CR_CT2
NameDisplayable= Command Room Crew
Type= Sailor
ActivityCategory= BaseActivity-Diesel-Engine-Category
WatchIndex= 2
; csaitan: hack - use this human here (to change this!! a human must NOT be placed on 2 or more slots)
IDLinkCrewMember= Crew-Seaman-Rank-1-QRF
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= PM_dummy
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

TheDarkWraith
04-09-12, 11:52 AM
Regarding the missing waypoints. I am 99% sure those are erroneous entries (i.e. that is a bug) in the waypoints_info files. If you have a waypoint in a waypoints_info it will show in Goblin tree but it will not be rendered as there is obviously nothing to render, opposite is true as well, if you have a waypoint in a GR2 but not in the waypoints_info it will be shown in the tree and when you click on it the axii (red, blue, green) will be shown but the waypoint will not be rendered and cannot be used.
As I said I am pretty much sure those three are erroneous extra entries ***8212; somebody had added them (or at least had planned to add) to the 3dsmax's file and to the waypoints_info but then did not imported it into gr2. Did I mention unfinished game already? ;)
I deleted those entries in my modding. Had no problems so far.
The same is true for this one-way edge in the radio room, you can as well delete it since it is not used anywhere in the scripts and the animation defined for it does not exist (which is true for like half of the animations defined in the edges files but not existing in SH5 as released). In this case I replaced the missing animations with WALK for now. Hopefuly will be able to create the missing animations later, though I have no knowledge whatsoever on 3d animations.

As a side note - the turning problem struck again. I cannot get rid of turning when transiting from one animation to another inside a compartment. If I use for example a jump out animation and then walk the bl**dy char first faces the stern then turn then walks. And it appears that I wrongy supposed that I can define orientation of animations in animations_info files, these two numbers that supposed to define the orientation have no effect on the game whatsoever, I wonder if they are there just for reference (?). So again, unless we can tap into the animations somehow we won't be able to get rid of this turning once and for all. As of now we will have to live with some extra turning and clipping for now, I proceed with what we have, then we'll see. At least I got rid of this cross-compartment turning. I already have several guys running towards the bows when crash dive happens. :sunny:

Good info :yeah: The joys of voyaging into unchartered waters :D

WT* waypoints are defined in the conning towers' gr2s.

Ah yes, I didn't think about that :up: This leads me to think about adding something else to the app...

Pathetic! This Goblin cannot add a new sapiens controller to a submarine waypoints GR2 file, it can add one to a linked-in room GR2 file but not to the main sub's file. That means we cannot add a new char to TRA, EXT, or CT rooms. EXT and CT are not a problem but TRA is where E-machinen a located and there must be at least one more Matrose there but we cannot create him. I hoped to circumvent this by creating a new GR2 with waypoints for TRA room (I created an extra waypoints_info.txt already before) but this is not possible since I am not able to delete the bones from the main sub's waypoints file. I can rename them and move them somewhere off the screen, but this will be confusing, particularly for future modders. Hence the question:
@TDW,
I know it is problematic but can deletion of bones be enabled or is it to early/too much to ask?

Aren't the sapiens controller defined in the CHR file :06: I seem to recall seeing that controller in there.

Deletion of anything I'm still sorting out. My deallocater can remove the object no problem. It's the left over pointers (and datatype definition defines) that I have to deal with. I have to ensure they aren't referenced to anything before removing them. If I remove one that shouldn't be removed then the GR2 file is shredded. So this feature is still a WIP.

Vanilla
04-09-12, 02:02 PM
Is this valid ?
[UserPlayerUnit 1.Compartment 8.CrewMemberSlot 2]
ID=CrewMemberSlot_CR_CT2
NameDisplayable= Command Room Crew
Type= Sailor
ActivityCategory= BaseActivity-Diesel-Engine-Category
WatchIndex= 2
; csaitan: hack - use this human here (to change this!! a human must NOT be placed on 2 or more slots)
IDLinkCrewMember= Crew-Seaman-Rank-1-QRF
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= PM_dummy
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

Hey sober! Now you've got me puzzled! :) Sorry, I am not of much help I doesn't even know from which file is this piece! :doh: By all means please tell me!

Vanilla
04-09-12, 02:19 PM
...
Aren't the sapiens controller defined in the CHR file :06: I seem to recall seeing that controller in there.

Deletion of anything I'm still sorting out. My deallocater can remove the object no problem. It's the left over pointers (and datatype definition defines) that I have to deal with. I have to ensure they aren't referenced to anything before removing them. If I remove one that shouldn't be removed then the GR2 file is shredded. So this feature is still a WIP.

You're right abouth the CHR file, the problem is that the Goblin just cannot get its binary head around assigning a new controller to a bone defined in the main sub file not a one linked to it, that is it crashes even befre you even get to CHR part of it. The way you do it normaly is you just right-click on a waypoint in Goblin's Scene Tree, then choose Edit controllers, then add Sapiens controller, when you've finished creating a sapiens controller, you then drag it to the respective CHR file. It works for all the waypoints except the ones defined in the sub's main waypoints file (NSS_Uboat7a.waypoints.GR2 for example), it crashes as soon as you move Sapiens controller to the right in the controllers window. The main waypoints file contains only TRA (e-machined and aft-torpedo room) room and EXT room. EXT room only waypoint is the deck-gun so no problems here, but TRA room have many chars in it. I could create a new file for TRA waypoints and link it in, then we will be able to use Goblin, but I wil need to delete bones in the files I'll have cloned.
On the other hand it is not a major problem, it would be much better if each char was born on its 'home' waypoint if we hope to create watch-shifts later and 'home' (that is the bunks they sleep in) for the guys in the E-machinen and aft-torpedo rooms are the forward torpedo room where all the sailors sleep and live and the aft 'unteroffizieren' room - the room where all the juinor officiers reside. So I created the chars in the TRF room and don't actualy need to tinker with this Goblin problem at all. So don't bother too much! :)
Sorry if I am not explaining all this clear enough. :doh:

THE_MASK
04-10-12, 03:55 AM
So to change the color in the red box i need an external program ?
http://i39.tinypic.com/3v8np.jpg

TheDarkWraith
04-10-12, 08:55 AM
So to change the color in the red box i need an external program ?

You'll need to select the faces and then export the UVs and texture. If those UV coordinates don't overlap with anything then you can color them whatever you want via the texture assigned to those UV coordinates (using Photoshop or Gimp or the likes). Make sense? BIGREG can probably explain it better than I can :yep:

TheDarkWraith
04-10-12, 05:18 PM
Been working heavily on the next test version concentrating mainly on bug fixes, render fixes, and improving what the app can currently do. I expanded the LNK@ feature so that you can choose to automatically link in those entries that are Object_, Room_, and anything else (called Others in the menu's options). I tested this on the King George V and exposed a major overlook in my code: the same GR2 file can be assigned to many LNK@ entries :shifty: Prime example is the 1X10X6_version_01 on the King George V. It's used in two places. One of which was placed poorly:
http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5512

Notice one of the waypoints is off the side of the ship :o Well this 'error' gave me some insight into what the #01, #02, etc. mean after an entry: it's the current number of the item. Duh. Why I didn't realize that before I don't know :shifty: For example: the two 1X10X6_version_01's are LNK@1X10X6_version01#01 and LNK@1X10X6_version01#02.

After thinking about the problem above for some time I realized that this 'problem' would rear it's ugly head again but this time be even more sinister. Every GR2 file opened with the app has a variable that is a list of bones - these are the LNK@ bones that it is linked to. When I go to render the GR2 file I check to see if it has any LNK@ bones. If not, then I just render the file normally. If it does then it iterate over every link bone calculating the needed rendering position and rendering it. This is all fine and dandy. What I failed to plan for was user picking :shifty:

If the GR2 file is linked to only one bone then everything is ok. If it's linked to more than one then the problem rears it's ugly head. The code was taking the first link bone if it had one and calculating whether the picking ray intersected anything or not. If the user was trying to pick the second rendering of the GR2 file it would always fail (never be picked). I have to change the code to iterate over every link bone, calculating that position, and seeing whether the picking ray intersected it or not.

Even if the GR2 file is linked to only one bone there was still an underlying problem that didn't expose itself until I tried picking something in a room of one of the subs. In Room_TRF I tried picking the pinup poster that's mounted on the right wall. It took about 3 minutes for it to finally find it and pick it. I was thinking to myself WTH? I dove into the code and saw my error - I was iterating over every file's model's mesh finally testing for intersection at the mesh level. HIGHLY INEFFICIENT :x I have to change the code so that it looks at the file's overall bounding sphere first. If it passes that test then I check the overall bounding sphere of each model. If that passes then I check the overall bounding sphere of each model's mesh. If a mesh passes then I add it to a list of positives. I then iterate over all the positives and find the one that's closest to the user - thus rendering the selected mesh (this all applies to selecting vertices and bones also).

Found many problems in the menu also (logic wise). Those have been fixed.

The 3 numbers in the bottom right corner are for memory usage: current / max used at any time / max allowed. Max allowed can vary based on the current 'demand' placed on the app.

I adjusted the app so that it's process asks for more min and max memory. This resulted in a very noticeable speed improvement in loading and unloading GR2 files. I was checking GC (garbage collection) stats while the app was running and loading/unloading GR2 files and saw way too much activity. This made me realize that the app needed more working memory to play with!

I still haven't been able to code the UI for the waypoints. I have to stop finding my own errors :DL

The General
04-10-12, 05:27 PM
You're a one-man army :DL

TheDarkWraith
04-10-12, 11:23 PM
Had to take back what I said about the one waypoint being offscreen and it being because of Ubi's poor quality control (and edited my previous post about it). That was my fault. One little typo caused an incorrect matrix multiplication. Now the rendering of duplicate LNK@ nodes is correct. Even the user picking of them is working correctly :D In the below I picked one bone from the LNK@ file and since it is duplicated on the other side of the ship it shows that I picked 2 bones :rock:
http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5513

:|\\

PL_Andrev
04-11-12, 12:27 PM
Please forgive me my stupid question, but...

What do bones do at KGV?
I expected that bones are used in animations (uboat crew) only...
:doh:

BIGREG
04-11-12, 01:59 PM
So to change the color in the red box i need an external program ?
http://i39.tinypic.com/3v8np.jpg


TheDarkWraith:You'll need to select the faces and then export the UVs and texture. If those UV coordinates don't overlap with anything then you can color them whatever you want via the texture assigned to those UV coordinates (using Photoshop or Gimp or the likes). Make sense? BIGREG can probably explain it better than I can :yep:

Hi :salute:

I just tried to write, how to explain simply , but it is quite complicated :doh: or i need to redo a thread :06:, the trick is to know that:

- There are duplicates, as well as, the "Material and Maps" not used and both the same number of "Map" can be used by other Meshes ! :-?
- take a good look: The number and names of "Maps" used. by the "subset" of the mesh :yep:

If necessary, tell me what name. GR2 you want to redo (outside of the conning tower?)
And if you need my help and more advice for making the change
I also wanted to tell you that , I managed to add "halos "of light, for the lights indicators in the conning tower with the addition of" Bones "
Merci TDW :yeah: you it's really convenient because with "Bones" is an open door for adding full things (sounds, lights, objects :hmmm:
I should try the principle of antennas and other items taken in other files . GR2 (kinds of objects from other rooms or parts of charatere .gr2 :D)

TDW have you find a way to delete Material and/or Maps in .GR2 :06:

The General
04-11-12, 04:21 PM
I also wanted to tell you that , I managed to add "halos "of light, for the lights indicators in the conning tower with the addition of" Bones ":o Could we see a screenshot?

BIGREG
04-11-12, 04:38 PM
I just watched the file: data \ Submarine \ NSS_Uboat7c \ Submarine Parts \ Conning_7C_01.GR2 and no luck :shifty:, only two Materials, and Maps used
(one for the deck Map # 13 and the other for the coating Map # 12 )

Therefore no way to use many textures for the moment :cry:

Edit: @ The General ,Tomorrow, I'll post a screenshot ,but here it is midnight ,and i must going to sleep :yawn:
But is easy to do ,i have just use goblin editor and attach of the new bone the SHcontrollers: LightHallo in the merged .sim :D to have a white light hallo (no animation)

The General
04-13-12, 10:13 AM
How 'bout that screenshot BigReg?

BIGREG
04-13-12, 10:28 AM
:salute: Hi

Sorry I have not posted because I have not quite managed to reduce the hallo light enough, to make a presentable light indicator :-?, and the other light controllers don't not work :damn:
But I added, several bones, for later (to add noise, needles, buttons and lights in the conning tower, and this weekend I'll try to add items from the other. GR2 :yep:

Here a screenshot

http://dl.dropbox.com/u/8655607/SH5Img%402012-04-13_17.38.38.jpg

LemonA
04-13-12, 12:37 PM
But I added, several bones, for later (to add noise, needles, buttons and lights in the conning tower, and this weekend I'll try to add items from the other. GR2 :yep:

Will your work eleminates the vernier-scale-bug of the conning-tower-compass?

TheDarkWraith
04-13-12, 01:05 PM
:salute: Hi

Sorry I have not posted because I have not quite managed to reduce the hallo light enough, to make a presentable light indicator :-?, and the other light controllers don't not work :damn:

Here a screenshot

Looks good. Yes the light's halo needs to be reduced :yep:

BIGREG
04-13-12, 04:00 PM
Will your work eleminates the vernier-scale-bug of the conning-tower-compass?

What do you mean :06: a screenshot, please :03:

Looks good. Yes the light's halo needs to be reduced :yep:

I have try but impossible to reduce more the halo :nope:,but that can be used for other things :-? ?

Madox58
04-13-12, 04:29 PM
Pathetic! This Goblin cannot add a new sapiens controller to a submarine waypoints GR2 file, it can add one to a linked-in room GR2 file but not to the main sub's file. That means we cannot add a new char to TRA, EXT, or CT rooms. EXT and CT are not a problem but TRA is where E-machinen a located and there must be at least one more Matrose there but we cannot create him. I hoped to circumvent this by creating a new GR2 with waypoints for TRA room (I created an extra waypoints_info.txt already before) but this is not possible since I am not able to delete the bones from the main sub's waypoints file. I can rename them and move them somewhere off the screen, but this will be confusing, particularly for future modders. Hence the question:
@TDW,
I know it is problematic but can deletion of bones be enabled or is it to early/too much to ask?
Goblin was known WAYBACK to be a lacking Tool.
There's a world of hurt in many areas useing it and most issues are well known.

Goblin was a semi-failed attempt to give you a modding Tool.
I say semi-failed for a few reasons.
Yes, it does do some things fine.
Yes, it will crash on the important stuff you actually want to do.

If you just want to play? Goblin is fine.
You want to do serious work?
Goblin will bend you over the table at it's whim.

LemonA
04-13-12, 05:20 PM
What do you mean :06: a screenshot, please :03:
Look at the compass in the conning tower.

http://img.xrmb2.net/images/249347.jpeg

BIGREG
04-14-12, 12:40 AM
:salute: LemonA

Yes I redid the texture for the compass (valid for all submarine type ) ,
but the same texture / map / location is used for the speedometer bottom left :shifty:
So, I redid the dial needle speed for the speedometer from 0 to 10 (2 laps = 20 knot)

LemonA
04-14-12, 02:31 AM
Yes I redid the texture for the compass (valid for all submarine type ) ,
but the same texture / map / location is used for the speedometer bottom left :shifty:
So, I redid the dial needle speed for the speedometer from 0 to 10 (2 laps = 20 knot) Appreciate your work. So all speed-dials in the whole u-boat has changed?

BIGREG
04-14-12, 03:56 AM
No ,just this one in the conning tower :03:

TheDarkWraith
04-14-12, 08:06 PM
I proudly present the new release version. This is a major improvement over all previous versions :rock:

v1.1.167.1 released. See post #1

- fixed many logic errors found in menu
- added new menu options (under Edit-->Options)
- Shallow clone now properly renders all children affected
- App now reads the LNX file if one is found.
- When a GR2 file is added to the app it first consults all the opened file's LNX defines to see if a hit is found. If so then the new GR2 file is placed as a child under the defined bone. If a LNX file is not defined then it will search every file's LNK@ defines to find a hit. If one found then new GR2 file is placed as a child under the bone found. If no LNX or LNK@ hits found then app checks every open file's bones to see if it's name matches the filename of the new GR2 file opened. If a hit is found then new GR2 file is placed as a child under that bone. In none of those methods described are found then the file is a top-order file that is a child of the global world. All these automatic 'checks' can be overridden via Edit-->Options-->x
- Fixed all rendering problems dealing with changing the global scale value
- app now reads all the waypoint files found and associated with the GR2 file (mainly defined in it's associated LNX file)
- Fixed other rendering issues/bugs
- Fixed bug where app was not processing waypoints correctly (most waypoints were being shown as one-ways because of this)
- Dynamically adding/removing GR2 files is no longer an issue with the app (they will be linked/rendered correctly now :D)
- Fixed many other issues found while using the app myself
- when the app's process is created (a Windows thing) it requests more working memory than is usually allocated initially by the OS. This has resulted in a dramatic speed improvement in loading/processing GR2 files
- When exiting the app it may take a little time to shutdown (this applies to those GR2 files that link in many other GR2 files). There are many items that it has to address/configure on the remaining GR2 files open in case the user decides to terminate the closing (via a do you want to save changes dialog box where user clicks cancel)
- fixed many picking problems when the global scale was changed from the default 100
- have added the ability to link anything to anything. A link feature will be added in next version that will allow you to select an open GR2 file and link it to another's file bone. You'll also be able to view all the bones a file is linked to and remove any if so desired. This ability to link was needed for those GR2 files that have LNK@ entries that reference the same GR2 file. This upcoming link feature will allow you to create/edit LNX files.

Still haven't finished with the waypoints. I still have to make the UI for them.

As always let me know of any problems :yeah:

:|\\

tonschk
04-14-12, 08:31 PM
:yeah::salute::up::woot::sunny: TheDarkWraith :sunny::up::woot::D:rock:


I proudly present the new release version. This is a major improvement over all previous versions :rock:


:|\\

PL_Andrev
04-22-12, 02:38 PM
Hello there!

Is this thread dead?
I expected that TheDarkWraith is working at next version (maybe)...

But...
No ideas? No bugs? No new models or mods?
TDW created 'AI crew mod' with one hour only several weeks ago and none continues his work with this tool?

:wah:

Sartoris
04-22-12, 03:41 PM
Yeah, this tool needs to get more love. We should start a campaign to lure some modders away from SH3 and SH4, and get them to start exploring this awesome tool. :rock:

TheDarkWraith
04-23-12, 01:01 AM
Hello there!

Is this thread dead?
I expected that TheDarkWraith is working at next version (maybe)...

But...
No ideas? No bugs? No new models or mods?
TDW created 'AI crew mod' with one hour only several weeks ago and none continues his work with this tool?

:wah:

Not dead at all. Still working on it. Working on the waypoint stuff currently :DL

Ekmek
04-27-12, 11:35 PM
Not dead at all. Still working on it. Working on the waypoint stuff currently :DL


TDW,

I hope all is going well on the waypoints. I'm getting desperate on finding something that can import/export a standard gr2 model. Something that would give me the meshes and the skeleton with all the rigging. I'll paypal you some money if your willing to take it up soon. :D

TheDarkWraith
04-28-12, 02:01 AM
TDW,

I hope all is going well on the waypoints. I'm getting desperate on finding something that can import/export a standard gr2 model. Something that would give me the meshes and the skeleton with all the rigging. I'll paypal you some money if your willing to take it up soon. :D

If the GR2 file you are wanting to do is an SH5 one you currently have this ability with the current version posted.

Waypoints work is on hold. I'm deep into SH5.exe again and it's supporting .act files. Think I just figured out how to remove the CO2 generation bug when snorkel is raised...

Madox58
04-28-12, 05:25 PM
If it is infact a standard GR2 file?
Export of the skeleton can be done through the SMD format.
What Game are you messing with?

Ekmek
04-29-12, 11:37 AM
If it is infact a standard GR2 file?
Export of the skeleton can be done through the SMD format.
What Game are you messing with?


Civ5. I tried to import their GR2 already and no luck. They have their own format but I can convert it to a standard GR2 through a tool that someone else did (and they no longer hae their code and moved on). All their tool allowed to do was switch the materials. I really need something that will let me export the GR2 to something I can import into blender and keep the skeleton and rigging.

Not concerned about animations because I plan to use standard animations to move the model. I just need the skeleton and rigging!

Thanks!

Madox58
04-29-12, 09:59 PM
through a tool that someone else did



That would be NexusBuddy if I recall correctly?

Ekmek
04-29-12, 11:53 PM
That would be NexusBuddy if I recall correctly?


Correct. Lemmy and crew ended up getting picked up for their zombie game and moved on.

Tomi_099
05-01-12, 03:23 PM
Civ5. I tried to import their GR2 already and no luck. They have their own format but I can convert it to a standard GR2 through a tool that someone else did (and they no longer hae their code and moved on). All their tool allowed to do was switch the materials. I really need something that will let me export the GR2 to something I can import into blender and keep the skeleton and rigging.

Not concerned about animations because I plan to use standard animations to move the model. I just need the skeleton and rigging!

Thanks!

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

Has made a small summary and any help for the great work the TheDarkWraith.:up:
I tried it on two ways to import a test model (set):hmmm:

FIRST I USE !!:yeah:

3Ds-Max 7.0

Expotron 3ds/max>gr2
http://gr2decode.altervista.org/files/expotron.zip

Gr2 Mesh coverter gr2>3ds/max
http://gr2decode.altervista.org/files/gr2meshconv1_3.zip

Plugin Import Skeletron
http://vnfiles.ign.com/nwvault.ign.com/fms/files/nwn2plugins/27/nwn2utilsmaxplugins2.3.0.rar


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

Furst import Model as ( obj ) in Max 7.0

http://img824.imageshack.us/img824/4235/capturemkq.jpg (http://img824.imageshack.us/i/capturemkq.jpg/)

Then Exportit with Expotron 3ds/max>gr2
http://gr2decode.altervista.org/files/expotron.zip
....to... gr2_viewer..NO PROBLEM.
http://img195.imageshack.us/img195/7238/capture1jc.jpg (http://img195.imageshack.us/i/capture1jc.jpg/)

then import as GR2 file in GR2EditorViewer (TheDarkWraith)

this message !!

http://img10.imageshack.us/img10/3154/capture3lf.jpg (http://img10.imageshack.us/i/capture3lf.jpg/)

..HEADER FILE PROBLEM !!
http://img256.imageshack.us/img256/6910/capture44x.jpg (http://img256.imageshack.us/i/capture44x.jpg/)

.
.

NEXT WAY !!

ABAUT HEADER !!

Export from Little Table from GR2EditorViewer (TheDarkWraith) as obj.
Import as Obj to 3Ds Max7.0 and Merge two Models with one
CT_Body_table.obj ( orginal file )

http://img808.imageshack.us/img808/3201/capture5vp.jpg (http://img808.imageshack.us/i/capture5vp.jpg/)


Hmmm ..many questions !!Vertax Data i think (UVW )
UV1Diffuse..Map or UVWs /
and UV2 (AO) Ambiente Occlusion ??
Normal data i think Normal Map ( TGA /DDS )

http://img402.imageshack.us/img402/1721/capture6mc.jpg (http://img402.imageshack.us/i/capture6mc.jpg/)

Information !!
If you elected to import the AO data then
next youll be asked to select the AO OBJ
file to import
The importation of AO data ONLY affects the second texture coordinates.
-----------------------------------------------------------------------

http://img694.imageshack.us/img694/8909/capture7m.jpg (http://img694.imageshack.us/i/capture7m.jpg/)

How exactly do I do it now ??

o.k ..next !!

more leyers !! (maps )
back to max 7.0

bake Leyers !!

http://img207.imageshack.us/img207/9913/capture8u.jpg (http://img207.imageshack.us/i/capture8u.jpg/)

I Bake same layers

CT_Body_tableCompleteMap
CT_Body_tableDiffuseMap
CT_Body_tableNormalsMap
CT_Body_tableSpecularMap
and
contain with uvw
CT_Body_table1.uvw

USE AUTOMATIC UNWRAP !!

hope thats write !!

http://img17.imageshack.us/img17/1418/capture9z.jpg (http://img17.imageshack.us/i/capture9z.jpg/)

end one UVW

http://img710.imageshack.us/img710/1847/capture10.jpg (http://img710.imageshack.us/i/capture10.jpg/)

then export CT_Body_table1.obj ( thats Objekt (.obj ) file contains all 4Maps and one uvw (for all )

The Looks (left graphic)

http://img3.imageshack.us/img3/2457/capture11pu.jpg (http://img3.imageshack.us/i/capture11pu.jpg/)

ore DDS file ( Looks so )

http://img804.imageshack.us/img804/3586/capture14n.jpg (http://img804.imageshack.us/i/capture14n.jpg/)

o.k
NEW import in GR2EditorViewer (TheDarkWraith)--> CT_Body_table

http://img205.imageshack.us/img205/7333/19320790.jpg (http://img205.imageshack.us/i/19320790.jpg/)


This message!
http://img534.imageshack.us/img534/3351/74811877.jpg (http://img534.imageshack.us/i/74811877.jpg/)
http://img198.imageshack.us/img198/9302/74364262.jpg (http://img198.imageshack.us/i/74364262.jpg/)


Strained nothing!

PLEASE HELP!

urfisch
05-02-12, 01:50 PM
hey tomi. nice to see you are still around here!

:yeah:

rocker_lx
05-04-12, 05:54 AM
I think to remember that TDW has limited his editor to SH5 GR2 files.

You Expotron gr2 converter probably ads an other magic byte in the header as those used in SH5. I guess that's the reason why you get the first error.

For the rest I really don't know I just tested exporting files to .obj.

Madox58
05-04-12, 01:59 PM
I think Expotron also exports verts and such as a granny_real16?
:hmmm:

As such, TDW is only programming for real32's in such cases.
It's not hard to convert from real16 to real32 and there may be a program out there to convert those older GR2 files.
:03:

Ekmek
05-04-12, 05:23 PM
I think Expotron also exports verts and such as a granny_real16?
:hmmm:

As such, TDW is only programming for real32's in such cases.
It's not hard to convert from real16 to real32 and there may be a program out there to convert those older GR2 files.
:03:


how is it that civ5 grannys are different than SH5's? Did they just add headers or something. Or even whats the difference between a SH5 GR2 and a regular GR2?

TheDarkWraith
05-04-12, 05:42 PM
I think Expotron also exports verts and such as a granny_real16?
:hmmm:

As such, TDW is only programming for real32's in such cases.
It's not hard to convert from real16 to real32 and there may be a program out there to convert those older GR2 files.
:03:

Nope, I can handle real16's also :DL I coded that in :up:

TheDarkWraith
05-04-12, 05:45 PM
how is it that civ5 grannys are different than SH5's? Did they just add headers or something. Or even whats the difference between a SH5 GR2 and a regular GR2?

That is a very loaded question/answer. The GR2 format is highly customizable - I can't stress HIGHLY enough. It's a great format when you know exactly what you're working with. With SH5 they gave every GR2 file a specific magic number. I look for this magic number. If a GR2 file does not contain this magic number it's rejected (currently) by the app. That's how I know that the file I'm working with falls within the assumptions and capabilities of the app :yep:

Ekmek
05-04-12, 05:52 PM
That is a very loaded question/answer. The GR2 format is highly customizable - I can't stress HIGHLY enough. It's a great format when you know exactly what you're working with. With SH5 they gave every GR2 file a specific magic number. I look for this magic number. If a GR2 file does not contain this magic number it's rejected (currently) by the app. That's how I know that the file I'm working with falls within the assumptions and capabilities of the app :yep:


Do standard GR2s not have this magic number or they have a different one?

If they don't then I wonder if you could have an option to load a gr2 or and SH5gr2 the difference being one checks fr a magic number and the other doesn't. just hoping!

TheDarkWraith
05-04-12, 06:56 PM
Do standard GR2s not have this magic number or they have a different one?

If they don't then I wonder if you could have an option to load a gr2 or and SH5gr2 the difference being one checks fr a magic number and the other doesn't. just hoping!

Every GR2 file has a magic number assigned to them.

Tomi_099
05-04-12, 10:09 PM
Nope, I can handle real16's also :DL I coded that in :up:

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


Thanks for the info friends! :up:
Based on this information, I think that the import worked :hmmm:


http://img13.imageshack.us/img13/2281/capture3mk.jpg (http://img13.imageshack.us/i/capture3mk.jpg/)


http://img52.imageshack.us/img52/1464/99045353.jpg (http://img52.imageshack.us/i/99045353.jpg/)

BIGREG
05-05-12, 07:13 AM
Hi all :salute:

No, I'm not dead, I have not stopped working on the game!

Here are some views:

http://dl.dropbox.com/u/8655607/VUE01.jpg

http://dl.dropbox.com/u/8655607/VUE02.jpg

http://dl.dropbox.com/u/8655607/VUE03.jpg

http://dl.dropbox.com/u/8655607/VUE04.jpg

Slowly and surely, I advance ... :rotfl2:

PL_Andrev
05-05-12, 07:26 AM
Hi all :salute:

No, I'm not dead, I have not stopped working on the game!

Welcome back, BIGREG!

BIGREG
05-05-12, 07:42 AM
Thank Antar http://dl.dropbox.com/u/8655607/11_wink.gif

I was present, but I said nothing, before present you some views

TDW: Headlines for erasing unused Maps ?

Tomi_099
05-05-12, 11:21 AM
:damn:My damn !! goal is !!..:06::

http://img401.imageshack.us/img401/9184/capture1sm.jpg (http://img401.imageshack.us/i/capture1sm.jpg/)


..



..
.
.
http://img10.imageshack.us/img10/9810/54504818.jpg (http://img10.imageshack.us/i/54504818.jpg/)

.
http://img525.imageshack.us/img525/7996/conplitambient1.jpg (http://img525.imageshack.us/i/conplitambient1.jpg/)


http://img829.imageshack.us/img829/6668/diffusedifusecolor2.jpg (http://img829.imageshack.us/i/diffusedifusecolor2.jpg/)
.
http://img706.imageshack.us/img706/6118/shadowsmapselfiluminati.jpg (http://img706.imageshack.us/i/shadowsmapselfiluminati.jpg/)

.
http://img851.imageshack.us/img851/5170/normalmapbump4.jpg (http://img851.imageshack.us/i/normalmapbump4.jpg/)

.
http://img513.imageshack.us/img513/1767/82115634.jpg (http://img513.imageshack.us/i/82115634.jpg/)
.




.

.
and then Backen the Textur ..export UVW (1x) and export -->>> ST_strategica_AO.obj <<---



---RESULT -----

http://img696.imageshack.us/img696/9516/47128799.jpg (http://img696.imageshack.us/i/47128799.jpg/)


..

Before I import,
I can safely press the Import button
or do I create folders in which GR2EditorViewer ???

Tomi_099
05-05-12, 11:52 AM
If you can help me I build you the TYII in SH5 :woot:
.

http://img515.imageshack.us/img515/9152/66895890.jpg (http://img515.imageshack.us/i/66895890.jpg/)

.

http://img256.imageshack.us/img256/6596/captureaa1.jpg (http://img256.imageshack.us/i/captureaa1.jpg/)

.
http://img84.imageshack.us/img84/5908/captureabv.jpg (http://img84.imageshack.us/i/captureabv.jpg/)

.

http://img210.imageshack.us/img210/9062/51791022.jpg (http://img210.imageshack.us/i/51791022.jpg/)

LemonA
05-05-12, 02:29 PM
Hi all :salute:

No, I'm not dead, I have not stopped working on the game!


- When we are looking on the TDC in the conning-tower, reflects your TDC-display the true values we have choosen?
- Can we put data in the conningtower TDC?

Nice to see the corrected compass-display.

BIGREG
05-05-12, 03:05 PM
- When we are looking on the TDC in the conning-tower, reflects your TDC-display the true values we have choosen? Yes :D

- Can we put data in the conningtower TDC ?

Not yet, I must be able to add 3D meshes "mouse mask" for this,
But all dials work fine (buttons and needles) http://dl.dropbox.com/u/8655607/captain2.gif

Nice to see the corrected compass-display. http://dl.dropbox.com/u/8655607/victory.gif

And if you look closely I changed and I still change the needles (sizes, shapes) and the all texture , a lot of work http://dl.dropbox.com/u/8655607/sweatingbullets.gif

@ Tomi_099

Nice work ! http://dl.dropbox.com/u/8655607/15_top.gif We just need to know,how to import new meshes,i have see you use 3DSMax7 ? Me i have the 10th and i have all try to export in .obj and import in TDW editor nothing works :damn:
For export/modify/import i use 3DWings and all work fine http://dl.dropbox.com/u/8655607/this.gif http://dl.dropbox.com/u/8655607/nv4.gif

Ps: Tomy Really impressive work you've done http://dl.dropbox.com/u/8655607/drool.gif

LemonA
05-05-12, 03:12 PM
- When we are looking on the TDC in the conning-tower, reflects your TDC-display the true values we have choosen? Yes :D


Wow. Great.

longam
05-05-12, 04:04 PM
If you can help me I build you the TYII in SH5 :woot:

Is that the model you worked on before the release of sh5? Nice!

tonschk
05-05-12, 04:09 PM
:woot: (http://img210.imageshack.us/i/51791022.jpg/) :DL :yeah: Great :DL Tomi_099 :salute: :rock:

If you can help me I build you the TYII in SH5 :woot:

BIGREG
05-05-12, 04:34 PM
:salute: I have retry to export via 3DSMax10 and the only way i have found is to import the object (after 3dsmax export) with 3DWINGS and after export :hmmm: other i have vertice error :stare:

Here the export option in 3DSMax10 :

http://dl.dropbox.com/u/8655607/export%20obj.jpg

BIGREG
05-06-12, 06:20 AM
:salute: Hi

TDW

Here I think the problem comes from the editor, let me explain, on certain meshes no problems (needles, table, stair etc.)
but on larger meshes I end up with the error of vertices (1 to 5 in too much, kind the TDC, the base of the periscope etc.), without anything at all changed, just export / import with Wings3D :doh:

Maybe you have an idea to resolve that :06:

Tomi_099
05-06-12, 08:38 AM
:salute: I have retry to export via 3DSMax10 and the only way i have found is to import the object (after 3dsmax export) with 3DWINGS and after export :hmmm: other i have vertice error :stare:

Here the export option in 3DSMax10 :

http://dl.dropbox.com/u/8655607/export%20obj.jpg
-------------------

:up:

Thank you friends! :salute:
I have no experience with Wings3D.
Maybe you can show us the pictures .

---> Wings 3D to import GR2EditorViewer.<---
With the simplest images.

We are grateful to you all
That would save me much .:rock:

BIGREG
05-06-12, 09:22 AM
Here is one view of Wings 3D, but I use it only if verified for imports and exports work with the meshes exported with the editor of TDW (above problem specified above) and to "correct the errors of vertices" after I edited the meshes with 3DSMax

http://dl.dropbox.com/u/8655607/3DWINGS.jpg


Summary:
So I start by exporting with the TDW editor , I import into 3DWings
-> direct export without change, reload with the editor to verified if there is no problems, if it's good I import with 3DSMax
-> make changes (without adding or removing vertices etc.)
-> export in .Obj with the options I have indicated,reopening and export directly with 3DWings and finally import in TDW editor http://dl.dropbox.com/u/8655607/sweatingbullets.gif

Voila .... in the final analysis, I use 3DWings, just to "straighten" the modified meshes with 3DSMax

Here the new needles :

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

BIGREG
05-07-12, 07:21 AM
:salute: Hi

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

to see this comes from 3d wings add a vertice !? :hmmm: when is open the mesh :damn:

Tomi_099
05-07-12, 05:57 PM
:salute: Hi

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

to see this comes from 3d wings add a vertice !? :hmmm: when is open the mesh :damn:

Thank you! :up:

From the exporter's all correct! :hmmm:

BIGREG
05-07-12, 06:25 PM
Hi Tomi

Today I tried to understand why some meshes do not have the same number of vertices after open it with 3DWings without finding why ... :nope:
otherwise, for 3DSMax export options I found it to be at 9 the precision option, and check the box "optimizes: texture coord"
for the check box "Normal", I have not all understand, for example: the "wheel A" in 3DSMax, I have the right number of Vertices and normals, but when exporting I no longer have the same number of normals 61 instead of 67 ?!? with the normal box checked, and if I uncheck it , I end up with 156 normals :doh: But 3DWings redraw them :hmmm: :88)

Ps: for the material (textures) it is pointless to change them because they are assigned by the .GR2 and not by the .mtl or .obj

Tomi_099
05-07-12, 07:58 PM
Hi Tomi

Today I tried to understand why some meshes do not have the same number of vertices after open it with 3DWings without finding why ... :nope:
otherwise, for 3DSMax export options I found it to be at 9 the precision option, and check the box "optimizes: texture coord"
for the check box "Normal", I have not all understand, for example: the "wheel A" in 3DSMax, I have the right number of Vertices and normals, but when exporting I no longer have the same number of normals 61 instead of 67 ?!? with the normal box checked, and if I uncheck it , I end up with 156 normals :doh: But 3DWings redraw them :hmmm: :88)

Ps: for the material (textures) it is pointless to change them because they are assigned by the .GR2 and not by the .mtl or .obj

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

READ THIS !!
Old post from good friend !


Hi Tomi. On that object, the model needs to be cleaned up, as it has lots of excess geometry. I think part of your problem is also using 'optimise' when you export. Your model is very very small in dimensions - I normally model at 1000 times the scale required and scale it down to 0.001 when I export. When you export with optimise on, the exporter combines all close vertices together. The problem with this is:

Your model has in some places two planes almost back to back, sort of like a shell, so that when you optimise, the game welds all the vertices together and it gets it all wrong. You get vertices welded to triangle that are facing completely the wrong way and this causes all the black triangles. Where a triangle is welded to a triangle that is pointing the other way, this causes the graduation of to black towards that vertex. It also doesn't bake out on the AO map properly either and you are not using the texture as efficiently as possible.

To see the problem with your model, select the LU_ID9 model collection, attach them all together and convert them to an Editable Poly. Select vertex mode and then select all the vertices. Click on the Weld dialog button and selecte weld threshold of 0.0 - You will see that the model shape does not change, but the triangle count will fall by about 3,000 triangles - meaning that you have excess geometry that is all overlapping itself.

Check this as well in S3D - The ENGIN ROOM_LU_09 node will probably have much less triangles (about 3,000 less) as the optimise will have collapsed them all onto each other. So the problem is two fold, the excess geometry is causing the AO map to not bake properly, also the optimise is making you lose control of your model, your model needs to be stripped of the excess geometry and finally the automatic texture mapping for the AO channel 2 is too spaced out.

There's a lot of work to do!

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


Hi Tomi,

Hitman very kindly translated this step by step guide, so as to be clearer.

Wähle crewman (Manschaftsmitglieder) aus, rechts klicken und dann geh zu Group- >Explode
Alle Objekte unwählen
Wähle Crewman mesh aus
Wähle 'Editable Mesh' in den stack (?) aus, und dann füge einen 'Poly Select' modifier (Modifizierer) hinzu, geh ins Element Modus (Taste 5) und wähle Hände und Brust aus.

http://i251.photobucket.com/albums/gg307/Nisgeis/SubSim/Step1.jpg


Füge einen 'Normal' modifier (Modifizierer) den 'Flip Normals' tick (?) hinzu, und sei sicher dass 'Unify Normals' nicht ausgewählt ist.

http://i251.photobucket.com/albums/gg307/Nisgeis/SubSim/Step2.jpg


Füge einen weiteren 'Poly Select' modifier (Modifizierer) in den stack. Wähle nichts aus - dies ist nur ein Kurzweg um sicher zu sein, dass den 'Skin' Modifier in den vollen mesh (Model) wirkt.

http://i251.photobucket.com/albums/gg307/Nisgeis/SubSim/Step3.jpg



Zuletzt, an den shell modifier kicken, und die animation durch bewegen des Zeitkontrol prüfen. Alle Objekte zusammen binden falls nötig.

Du könntest auch die normals flippen durch direkt ins Editable Mesh gehen, die polys auswählen, und dann in die 'Normals' Abteilung in 'Surface Properties' Flip klicken. Aber da es ein kompletes Element ist, das flippen brauchte, war dies der schnellste und einfachste Weg es zu tun.

Um den Modell zu exportieren:

Den mesh wählen und File->Export auswählen
Wähle OBJ und ein Archiv mit Name 'anim0000.obj' oder ähnlich.
Sei sicher dass die Optimisierung Optionen nicht ausgewählt sind.

http://i251.photobucket.com/albums/gg307/Nisgeis/SubSim/Step4.jpg


Das wird dein Modell with alle Scheiteln exportieren, zusammen 1903

http://i251.photobucket.com/albums/gg307/Nisgeis/SubSim/Step5.jpg

Der Schlüssel um alle frames (Rahmen?) zu exportiern, ist sicher zu sein dass Scheitel Optimisation ausgewählt ist. Was diese Option tun wird, ist alle Scheiteln die eng nah sind zusammen zu schweissen. Da dein Modell animiert ist, verschiedene Scheiteln werden nah in verschiedene Zeiten sein, und die geschweisste Scheiteln werden insgesamt nicht immer gleich soviele sein. SH4 wird das nicht mögen, und wird nicht wissen, welche Scheiteln zu bewegen, weil Scheitel 1234 nicht derselbe ist als in die letzen frames (Rahmen?), und um alles schlimmer zu machen, Scheitel 1903 mag vielleicht sogar nicht mal existieren. Dieses Bild zeigt den Ergebnis wenn du mit Scheitel Optimisation exportierst. Wie du sehen kannst, 30 Scheitel sind optimisiert worden.

http://i251.photobucket.com/albums/gg307/Nisgeis/SubSim/Step5a.jpg

In S3D, importiere den 3D Modell. Nach Voreinstellung, S3D wird es mit ungefähr 20 fps importieren, du wirdst also deine Animation fps einstellen müssen (Verdoppeln), da sie jetzt bei 10 fps ist.

Schatten:

Ich glaube du weisst schon wie Schatten maps gemacht werden, also einfach die Animation mit del Schatten-Map exportieren, dann dein Schatten-Map (AO) wie immer machen, dann die UV Koordinaten für den AO Map als anim0000-uv2.uvw speichern, und es für die übrige Animation Archiven kopieren. Dann natürlich den Schatten-Map in den Material den du für deine Manschaft gemacht hast, hinzufügen.

>>>>>>>>> Original English: <<<<<<<<<<<<

To correct the flipped faces:

Select crewman, right click and 'isolate Selection', then go to Group->Explode.
Deselct all objects.
Select Crewman mesh
Select 'Editable Mesh' in the stack and add a 'Poly Select' modifier, go into element mode (key 5) and select the hands and torso.

<JPEG 1>

Add a 'Normal' modifier to the tick 'Flip Normals' and make sure 'Unify Normals' is unticked.

<JPEG 2>

Add another 'Poly Select' modifier to the stack. Don't select anything - this is just a shortcut to make sure the 'Skin' Modifier operates on the complete mesh.

<JPEG 3>

Finally, click on the shell modifier and check the animation by scrubbing the time slider.
Regroup all the objects if you need to.

You can flip the normals by going directly into the Editable Mesh and selecting the polys and clicking Flip in the 'Normals' section of 'Surface Properties', but as it was a complete element that needed flipping, this was the quickest and easiest way to do it.


To export the model:

Select the mesh and File->Export Selected
Choose OBJ and select a file name of 'anim0000.obj' or similar.
Make sure the optimize options are unticked.

<JPEG 4>

This will export your model with all the vertices, in total 1903

<JPEG 5>

The key to exporting all the frames is to make sure that optimize vertices is unticked. What this option will do is take any vertices that are very close together and will weld them together. As your mesh is animated, different vertices will be close at different times and the number of vertices welded together will change, causing the mesh to have a different vertex count. SH4 won't like this as it doesn't know which vertices to move, as vertex 1234 is not the same as it was in the last frames and to make matter worse,vertex 1903 might not exist. This screenshot shows the result if you export with optimize vertices turned on. As you can see, 30 vertices have been 'optimized' out.:

<Jpeg 5a>

In S3D, import the 3D model. By default S3D will import it at around 20 fps, so you will need to adjust your frame times (double them) as your animation is at 10 fps.

Shadows:

I think you know how to do shadow maps, so basically to export the animation with a shadow map, then bake your shadow (AO) map as you would normally, then save the UV co-ordinates for the AO map as anim0000-uv2.uvw and copy it for the remaining animation files. Then obviously add the shadow map to the material you have created for your crewman.
__________________
--------------------------------
This space left intentionally blank.


This is the same problem i have by SH4 Animation with wrong Flipping Face sides,
thats is same problem with Normals /Vertices by import to SH5
Spacial Thankless for---->> Nisgeis

>>> YOU Seen by the export NORMALS are out !!

In the explorer is 2x Normals Fields.
Hook out to take in all thees ..

BIGREG
05-08-12, 08:53 AM
:salute: Hi

Thank Tomi for this tutorial,But nothing to do :nope: when i make that i have more vertices 378->382

Here a compare view in Notepad+ :

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

I think there is a problem of inversion ?!? :hmmm::06:

BIGREG
05-08-12, 11:34 AM
TDW could you help us :06:
I tried everything but nothing to do, I tried with Blender and I have a problem of Material index in .mtl :damn::nope:

Edit:I just found a nice little free software,to view objects and create "normal map", for those interested it is called xNormal : http://www.xnormal.net/1.aspx

urfisch
05-09-12, 04:58 AM
:o

first thought in trying it, but then decided to capitulate on this...extremly complicated stuff...great to see you hard working on this! my compliments!

:salute:

tonschk
05-09-12, 03:28 PM
:salute: I agree :up: , I wish some day I have time to study this stuff :yeah:

:o...extremly complicated stuff...great to see you hard working on this! my compliments!:salute:

BIGREG
05-09-12, 06:33 PM
:salute: HI

Edit : False alarm :oops: , sorry problem. Mtl :nope:, I continue to seek a solution :-?

BIGREG
05-16-12, 09:23 AM
Hello TDW http://dl.dropbox.com/u/8655607/hello.gif

I was wondering if:

- Ability to change the material used by each "subsets" (number of identical map used by several "subsets")
-Possibility to export / import of "subset" alone (without exporting / importing the entire mesh)
- Watch the problem of format. "OBJ" the only software capable of exporting in the correct format is: 3DWings (I tried more than 20 programs)
-Ability to import just the coordinates of UVW

Bug: When exporting to an existing file name, already present

Progress: I managed to import meshes with errors of vertices, by welding two vertices (which gives me a lot of problems "explosion" of the mesh, if it is not good vertices offending)

Voila, I hope you have a little time to devote to your editor

http://dl.dropbox.com/u/8655607/merci.gif

THE_MASK
05-16-12, 07:41 PM
I noticed while looking at the stock clouds with the editor
Silent Hunter 5\data\Env\cloud_models.GR2
I get a LOD error .
OK , i notice LOD error on other files .

TheDarkWraith
05-18-12, 08:12 PM
On my plane flight home from Portland today I wrote the code to use my second importer. This will allow you to import mesh data that is different from the original (more/less verticies only currently). Now I need some OBJ exports that have more/less verticies from the original to test it. I know BIGREG has some, anyone else? Send them my way :yep:

BIGREG
05-19-12, 01:49 AM
Hi TDW :salute:

For vertices, it is still more, after export with 3dwings (1 vertices per subset, on average),
You can try to export / import the wheel_A TDC, there is only 1 vertex in addition, after export under 3DWings.
But if you really need "meshes" modified Tell me and I will send them :yep:

At the right, I found a 3DWings with Integrated plugins (ManifoldLab): http://s331378245.onlinehome.us/
which opens large files, unlike the original version

Sober : I noticed while looking at the stock clouds with the editor
Silent Hunter 5\data\Env\cloud_models.GR2
I get a LOD error .
OK , i notice LOD error on other files .

I have try to open the cloud_models.GR2 and is just Boxes :hmmm: and I have not seen any errors ?!

But with this one :

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

TheDarkWraith
05-19-12, 07:34 AM
Hello TDW http://dl.dropbox.com/u/8655607/hello.gif

I was wondering if:

- Ability to change the material used by each "subsets" (number of identical map used by several "subsets")

I'm pretty sure you have the ability to do this currently in the mesh treeview under the materials node. Right click the material.

-Possibility to export / import of "subset" alone (without exporting / importing the entire mesh)

The ability to do this has not been coded. It relied on my second importer which I finally coded in so I should be able to add this soon.

- Watch the problem of format. "OBJ" the only software capable of exporting in the correct format is: 3DWings (I tried more than 20 programs)

Yes the OBJ format is currently the only format the app supports. I have some Blender scripts to look at but haven't looked at them yet. I plan to add additional formats but that will be later on.

-Ability to import just the coordinates of UVW

You have this ability currently. When you see the import screen uncheck vertex data and normal data (and AO data if you want the diffuse UVW only). Now you will only import texture coordinate data.

Bug: When exporting to an existing file name, already present

What's the bug?

Progress: I managed to import meshes with errors of vertices, by welding two vertices (which gives me a lot of problems "explosion" of the mesh, if it is not good vertices offending)

Voila, I hope you have a little time to devote to your editor

http://dl.dropbox.com/u/8655607/merci.gif

See above in yellow.

I'll try exporting some items with Wings3D to see if the number of vertices alters. If you can I'd like for you to send me your files that have more vertices than the original export :yep:

The images found error above is normal and expected. The app currently doesn't have the ability to read this image data. Just keep clicking ok when you get this 'error'. Eventually the character/body parts will show :up:

BIGREG
05-19-12, 09:01 AM
I was wondering if:

- Ability to change the material used by each "subsets" (number of identical map used by several "subsets")

I'm pretty sure you have the ability to do this currently in the mesh treeview under the materials node. Right click the material.

Not the Map,But the material used by the subset
I have try with right click in the meshes menu, but nothing ,just view choice
and in material menu is i change one the other change

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


-Possibility to export / import of "subset" alone (without exporting / importing the entire mesh)

The ability to do this has not been coded. It relied on my second importer which I finally coded in so I should be able to add this soon.

:up: Thank I eagerly await the next version

- Watch the problem of format. "OBJ" the only software capable of exporting in the correct format is: 3DWings (I tried more than 20 programs)

Yes the OBJ format is currently the only format the app supports. I have some Blender scripts to look at but haven't looked at them yet. I plan to add additional formats but that will be later on.

Not other format ,But otherwise written the .OBJ


-Ability to import just the coordinates of UVW

You have this ability currently. When you see the import screen uncheck vertex data and normal data (and AO data if you want the diffuse UVW only). Now you will only import texture coordinate data.

Yes but the vertice need to correspond ?

Bug: When exporting to an existing file name, already present

What's the bug?

If I try to save a mesh on a file already exists (rewrite a file on .OBJ) gives me a freeze,i have the windows "do you want replace the file"
But nothing the windows freeze impossible to click "Yes"

TheDarkWraith
05-19-12, 02:02 PM
I was wondering if:

- Ability to change the material used by each "subsets" (number of identical map used by several "subsets")

I'm pretty sure you have the ability to do this currently in the mesh treeview under the materials node. Right click the material.

Not the Map,But the material used by the subset
I have try with right click in the meshes menu, but nothing ,just view choice
and in material menu is i change one the other change

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


You need to go to the materials tab. Find the material 'CT_Metal_Buro_Lamp_Periscope'. Expand it. You'll see 'Number of Maps: x' as a sub-node. Under that sub-node is 'Usage: y'. Right click on 'Usage: y' and you can select a new material for that. If you want to change the 'color' of the material you'll have to expand 'Material properties'. Right click on each sub node to change 'color'. Does that answer your question? :06:

Oh, I think I now understand what you're asking. You want to give a subset a different material? I just tried to do that and I didn't provide a way to do that. I'll work on it!

BIGREG
05-19-12, 02:21 PM
Merci encore :yep:

Anyway, thanks again for the work you do, if there is already way to export / import all meshes, it'll be great, I could finally redo all UVW

TheDarkWraith
05-19-12, 03:12 PM
Merci encore :yep:

Anyway, thanks again for the work you do, if there is already way to export / import all meshes, it'll be great, I could finally redo all UVW

There's no one click way to export/import every mesh. You have to do those one at a time :yep:

Testing the changes made for the selecting new material for a mesh's subset now :up:

BIGREG
05-19-12, 03:24 PM
Great News http://dl.dropbox.com/u/8655607/nv4.gif

TheDarkWraith
05-19-12, 04:07 PM
Looks like my VIIA sub is a real antique:

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5682

The hydrophone station is made of wood not metal :o :DL

You now have the ability to change a mesh subset's material. Here I changed the material for the hydrophone station subset 1 to one that uses wood instead of metal.

The stipulation for changing a mesh subset's material is the materials you can choose from will have the same number of maps or a greater number of maps as the material you are replacing.

To change a mesh subset's material right click on the material node under the subset node in the mesh treeview.

@BIGREG - I'll send you a new test version here shortly so you can test this along with importing OBJ files that have different vertice counts from the original mesh :up:

BIGREG
05-19-12, 04:40 PM
:salute: Thank i try it tomorrow :yawn: here is midnight

TheDarkWraith
05-19-12, 07:10 PM
Some new changes to upcoming test version. So far these changes deal with selecting materials:

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5683

Notice that when selecting a new material it will tell you how many maps are defined in the title bar of the window. That number can be used in a comparison to the material you select. Notice also that the materials listed as available to select now also list how many maps defined. If number of maps defined is 0 then it tells you whether a texture is defined or not. In certain situations the number of maps defined in the material being replaced is compared against number of maps defined in material selected. If they are not equal then a dialog box like the above displays asking for confirmation from the user (this is to avoid inadvertantly selecting a material with fewer maps defined).

Since this selecting material window now can list materials with maps defined I had to change the code so that when you double click a material with maps defined it will show you all the textures for those maps:

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5684

This way you can see the textures of the material before committing to your selection :up:

I can hear the question now "What happens if we select a material with fewer maps?" Answer: I'm not really sure. Try it and let me know. My best guess is the game will render those 'missing maps' as black or white.

Work continues...

TheDarkWraith
05-19-12, 11:58 PM
More changes to the importer:

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5685

A strict import uses my first importer. A loose import uses my second importer (second importer does not require the vertex data to match the mesh's vertex data - you are free to add/remove verticies).

Now for the big changes: the only thing required to be in an OBJ file are vertices now :D If you do a loose import and you do not import:
- vertex data then the existing vertex data of the mesh will be used
- diffuse data - the texture coordinate 0 data will be null
- AO data - the texture coordinate 1 data will be null
- normal data - the normal data will be null

A strict import uses the existing data of the mesh thus none of those will be null unless they were previously null.

What this allows you to do now is read these different datas from different files. You could have the vertex data in one OBJ file, the diffuse data in another OBJ file, etc. Remember the only requirement is the OBJ file HAS to contain vertex data (vertices).

If the diffuse, AO, or normal data is bigger or smaller than the existing vertex data of the mesh it will be clipped or not used as appropriate.

:|\\

BIGREG
05-19-12, 11:58 PM
:salute: Hi

For the material all work great :woot:
But,for the meshes import ,yet i have the VT (vertex texture) do not correspond with the vertices :-?

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

But, I'm sure you will succeed to settle this :yep::yeah:

TheDarkWraith
05-20-12, 12:00 AM
:salute: Hi

For the material all work great :woot:
But,for the meshes import ,yet i have the VT (vertex texture) do not correspond with the vertices :-?

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

But, I'm sure you will succeed to settle this :yep::yeah:

I'm sending you the newest version I've been working on here in a few (v1.1.175.1) :up:

BIGREG
05-20-12, 12:02 AM
Not too fast that I have time to make coffee :rotfl2:

TheDarkWraith
05-20-12, 12:05 AM
Not too fast that I have time to make coffee :rotfl2:

Any files you have trouble importing please send to me so I can try them while watching what's going on in VS. I'll need to know what kind of import you were trying to do also (strict or loose) and what mesh you were trying to import into :yep:

TheDarkWraith
05-20-12, 12:09 AM
The stipulation for changing a mesh subset's material is the materials you can choose from will have the same number of maps or a greater number of maps as the material you are replacing.

this no longer applies starting in v1.1.175.1. You can select any material you would like. If you select a material that has fewer maps than the existing material a dailog box will pop up warning you about this and asking for confirmation :up:

BIGREG
05-20-12, 03:57 AM
Room_CT.GR2 - TDC (mesh)

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

export from 3dWings : http://dl.dropbox.com/u/8655607/TDC_3dwings.zip

import in strict : error

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

in Loose : error

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


Export from 3dsMax : http://dl.dropbox.com/u/8655607/TDC_3dsMax10.zip
(show up the export stat)

in strict : error

http://dl.dropbox.com/u/8655607/TDC_3dsmax_strict.jpg

in loose : error

http://dl.dropbox.com/u/8655607/TDC_3dsmax_loose.jpg

:cry:

i get try with other meshes

Edit: I have try with other meshes same errors

TheDarkWraith
05-20-12, 11:16 AM
@BIGREG - I was able to use your Wings3D files to figure out what was wrong with my code :yeah: I fixed the errors and successfully imported your TDC from Wings3D (the app had to add 3 more vertices to the mesh's primary vertex data):

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5686

Now I think you have different materials assigned, no? That's the only reason I can see why the textures are messed up. As you can see from the screenshot above the app is rendering the TDC's subsets using the stock materials.

Your 3DS Max files are still screwed up. Your 3DS Max is splitting each subset into it's own object. Compare your Wings3D files to the 3DS Max ones and you'll see what I mean.

As far as one of the errors you posted above it appears you were not using the latest version I sent you. The number of texture coordinates != number of verticies check was totally removed and you should never see it.

I'm sending you the new GR2 file via PM so you can tell me if the import was correct or not :up:

I was not able to use a strict import because your wings 3D files have 3 more verticies than the stock thus I had to use a loose import.

BIGREG
05-20-12, 11:28 AM
Thank TDW i go to try it :yeah:

For the 3dsMax file ,yes i have see with notepad+ ,he wrote it in subsets sections

for the 3 vertices in more ,that come from 3dwings,not from me ,that seem 3dwings add this vertices

for the version i use the 1.1.175.1

have try it,but the textures are changed,and i have send you with the original mapping ( with just one texture attribute change )

i get send you my conning tower ,but that will take time to upload (I have an internet connection, not really fast) :shifty:

TheDarkWraith
05-20-12, 11:37 AM
Here is a OBJ file format question that I'm pretty sure I know the answer to but just want to clarify:

in the face definitions (f) there can be 3 entries separated by /s. For example: f 456/210/341 507/3/54 823/65/1002. Let's take 456/210/341 and break it down:
456 = vertice index
210 = texture coordinate index
341 = normal index

Now what happens if the OBJ file has normal data but no texture coordinate data? How does the face definitions look like? Would they look like this:
f 456//341 507//54 823//1002

or like this:

f 456/341 507/54 823/1002

My understanding is the first one :06:

TheDarkWraith
05-20-12, 11:39 AM
Thank TDW i go to try it :yeah:

For the 3dsMax file ,yes i have see with notepad+ ,he wrote it in subsets sections

for the 3 vertices in more ,that come from 3dwings,not from me ,that seem 3dwings add this vertices

for the version i use the 1.1.175.1

A loose import can add/remove vertices as needed to the GR2 file so no worries :up:

Why is 3DS Max doing these strange exports to OBJ files?

Does the Room_CT TDC render correctly with your materials?

TheDarkWraith
05-20-12, 12:11 PM
I need to clarify something related to strict or loose imports: the OBJ files are required to have vertice data only BUT the number of subsets defined in the OBJ file (g) HAS to match the number of subsets in the original mesh. Though the number of subsets has to match you are free to change the indices of each subset :up:

You would use a strict import when you don't want the number of vertices in the mesh to change. You would use a loose import when you do want the number of vertices defined for the mesh to change.

A strict import uses my first importer I wrote. A strict import does not allow the app to allocate/deallocate space in the GR2 file. A loose import uses my second importer I wrote. A loose import allows the app to allocate/deallocate space in the GR2 file as needed.

BIGREG
05-20-12, 12:16 PM
Does the Room_CT TDC render correctly with your materials

No here a screen :

http://dl.dropbox.com/u/8655607/black%20TDC.jpg

TheDarkWraith
05-20-12, 12:20 PM
Does the Room_CT TDC render correctly with your materials

No here a screen :

You didn't send me AO data so the AO texture coordinates are null (0,0). In the rendering tab uncheck Self-Illumination to see the diffuse texture coordinates being rendered :up:

BIGREG
05-20-12, 12:23 PM
Ok without AO i have the same texture :up:
look your PM i send you my conning tower

In any case, thank you for the opportunity to change the materials of subsets

TheDarkWraith
05-20-12, 12:43 PM
Ok without AO i have the same texture :up:
look your PM i send you my conning tower

In any case, thank you for the opportunity to change the materials of subsets

I just had a face palm moment :shifty: I realized that the answer to my question I posted some posts above regarding OBJ file format resided in my function that exports mesh data to OBJ file format. Sure enough if no texture coordinates defined then no entry in the f definition (f 803//243 ...) :dead:

BIGREG
05-20-12, 12:46 PM
have you try my conning tower ?

TheDarkWraith
05-20-12, 12:54 PM
have you try my conning tower ?

I downloaded it and opened it up but not sure where to start :06: I sent you v1.1.177.1 so you can import your conning tower and post a screenshot here :up:

BIGREG
05-20-12, 01:25 PM
Ok i can import the TDC :yeah:
But,i have problem with the textures (not this one used and no more the good UVW ) and i need to dissable the self-illumination ( other all is black) ,i have try to load the AO ,But that give me loading error :hmmm:

whereas before I did not need to take care of AO.GR2 :doh:

edit:that look the subsets has changed place http://dl.dropbox.com/u/8655607/18.gif

Before :

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

After :

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

TheDarkWraith
05-20-12, 01:33 PM
Ok i can import the TDC :yeah:
But,i have problem with the textures (not this one used and no more the good UVW ) and i need to dissable the self-illumination ( other all is black) ,i have try to load the AO ,But that give me loading error :hmmm:

whereas before I did not need to take care of AO.GR2 :doh:

edit:that look the subsets has changed place http://dl.dropbox.com/u/8655607/18.gif

I just loaded your Room_CT and imported the Wings3D TDC you sent me. The import went fine but the AO data was still null even though I told the app to use existing vertex data :hmmm: I'm looking into this...

Do you have AO data for the Wings3D TDC? If so can you send it to me? I'd like to see what this loading error the app is throwing is all about.

TheDarkWraith
05-20-12, 01:45 PM
Found the error in the app where it wasn't using the existing vertex data when you told it to :shifty:

I loaded up your Room_CT and imported the Wings3D TDC you had sent me. This was the result:

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5689

That doesn't look normal to me...or is that correct? I'll send you v1.1.178.1 in a few

I just found a bug that I need to correct. If the rendering tab's Self-Illumination is unchecked at app start then when you do check it nothing happens...

BIGREG
05-20-12, 01:47 PM
The TDC i send you before was the original :D ,not this one from me ;)

But,i have redo import/export the .GR2 and the AO.GR2 ,but impossible to open the AO file

and in 3dwings all is good !?

TheDarkWraith
05-20-12, 01:59 PM
The TDC i send you before was the original :D ,not this one from me ;)

But,i have redo import/export the .GR2 and the AO.GR2 ,but impossible to open the AO file

and in 3dwings all is good !?

Send me the AO file, send me everything related to what you are trying to import so I can open it up in VS and see what's going on.

I'm sending you v1.1.178.1 now (I fixed the self-illumination bug)

TheDarkWraith
05-20-12, 02:22 PM
But,i have redo import/export the .GR2 and the AO.GR2 ,but impossible to open the AO file

and in 3dwings all is good !?

Your AO file exposed a bug in my app which is good! The bug has been fixed. But now let's talk about this AO file. The number of AO texture coordinates defined is 3177. The number of diffuse texture coordinates defined is 4791. Is that correct?

I see something I have to correct in regards to the AO files in my second importer :yep:

TheDarkWraith
05-20-12, 02:29 PM
@BIGREG: here's your Room_CT with the Wings3D TDC OBJ and AO OBJ imported into it:

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5690

The AO is not being rendered correctly because I didn't read it correctly from the file (in the second importer I wrote). I see what I need to do to correct it but it'll take some time to write the code :yep:

If I disable the AO (self-illumination) the diffuse looks correct now:

http://www.subsim.com/radioroom/picture.php?albumid=553&pictureid=5691

BIGREG
05-20-12, 02:36 PM
Ok ,i get waiting :yep: ,I have already a lot of work with new changes :O:

But why the textures and UVW order are change ?

TheDarkWraith
05-20-12, 02:39 PM
But why the textures and UVW order are change ?

What changed? How do you know/can tell? I don't understand :06:

BIGREG
05-20-12, 02:42 PM
see post#1240

and in 3dwings the exported file look good !?

http://dl.dropbox.com/u/8655607/tdc3dw.jpg

That see the subset material : 1,2,4 are inversed when importing in the editor

TheDarkWraith
05-20-12, 03:00 PM
see post#1240

and in 3dwings the exported file look good !?
That see the subset material : 1,2,4 are inversed when importing in the editor

What do you mean by inversed? They are flipped horizontally? vertically? or ?

I think I understand...it's looks like either the subsets are swapped around or the materials are swapped around...