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Yes, in SH5 that seem something strange :huh:
I don't understand how they attribute the all things :doh:
But if you can just add the "d" parameter for the (no map/no texture)
that is enought for me :yep:
repport v 1.1.238.1
The opacity map is good exported/imported in 3dsmax ,but the uvw location seem to missing
TheDarkWraith
06-16-12, 02:41 PM
The opacity map is good exported/imported in 3dsmax ,but the uvw location seem to missing
What do you mean by missing :06:
Added the ability to change a material's extendeddata. Here I changed the opacity of the material used to render the TDC just to see if it would work or not:
http://www.subsim.com/radioroom/picture.php?albumid=642&pictureid=5740
Result: the Opacity parameter of the material controls the rendering opacity of the mesh it's attached to
:yeah: Great
Seem some uvw are missing in 3dsmax (i have a message : no uvw for subset1) :hmmm: But i can redo them :03:
i have use the grass01 from seabed.gr2 and redo a new material with 2 maps (diffuse & opacity)
:o I think , i need 2 days to all try/understand the all news paramaters :D :yeah: :woot::rotfl2:
TheDarkWraith
06-16-12, 04:45 PM
:o I think , i need 2 days to all try/understand the all news paramaters :D :yeah: :woot::rotfl2:
Well you know what Opacity does and Two-sided means no culling (renders backfacing triangles also). Most of them are for 3dsMax and don't really play any part in SH5 game engine. I haven't played with them all so if you find some that do impact the SH5 game engine please post them so we can keep a record of them :up:
Yes,of course :salute:
and have you find a way to import new meshes or transform subsets :06:
TheDarkWraith
06-16-12, 04:51 PM
Yes,of course :salute:
and have you find a way to import new meshes or transform subsets :06:
The ability to add new meshes hasn't been coded yet.
What are you wanting as far as transforming subsets?
Possibility of transforming the subsets into meshes, it would be really practical :yep:
just need to detach the wanted elements (needles, buttons,lights indicators etc. ...) to create new subsets with 3dsmax( and we don't need to relocate them :D)
import them in editor as subsets and just transform them into a new mesh and binding a new bone ....
eg : the needles for the electro motors in type VIIa,echolot,bridge center compass etc ..... are present ,but welded ! into one subset or mesh :shifty:
or else directly in the creation of bones.
eg : add new bone-> attach a mesh to bone (or as this moment transform an existing subset into a mesh )
TheDarkWraith
06-16-12, 05:31 PM
Possibility of transforming the subsets, in meshes, it would be really practical :yep:
just need to detach the wanted elements (needles, buttons,lights indicators etc. ...) to create new subsets with 3dsmax( and we don't need to relocate them :D)
import them in editor as subsets and just transform them into a new mesh and binding a new bone ....
doing a loose import you can add subsets to a mesh. Why not take the item(s) you want to 'de-weld' and create a new subset(s) for it/them in 3dsMax. Export to OBJ file. Import into app with a loose import and you'll have your new subsets :06:
Adding ability to add/remove maps from an existing material now...
doing a loose import you can add subsets to a mesh. Why not take the item(s) you want to 'de-weld' and create a new subset(s) for it/them in 3dsMax. Export to OBJ file. Import into app with a loose import and you'll have your new subsets :06:
Adding ability to add/remove maps from an existing material now...
Yes,new subset is great :yeah: or adding objects as subsets
(i have try with a 200.000 vertices object :D )
but,how i make to bind a bone just to a subset ? just meshes have this ability ?
i need a bone to have the control of the mesh with the .sim (or subsets if is possible)
Adding ability to add/remove maps from an existing material now...
:rock:
TheDarkWraith
06-16-12, 05:47 PM
but,how i make to bind a bone ? just meshes have this ability ?
(i need a bone to have the control of the mesh with the .sim)
Yes, unfortunately, only a mesh (and all of it's subsets) can be bound to a bone. This is GR2 limitation not mine.
Once I add the ability to define new meshes you'll be able to do this.
:yeah: Merci TDW :salute:
Hello :salute:
This morning I tried the new version 1.1.240.1
The Little export UVW problem was my fault: the import option UVW coordinates, was unchecked. :oops::nope:
I think is a little problem with the opacity value "d" :hmmm:
Now all materials have the opacity map :yeah:
But in 3DsMax all value is at 100 ! result everything is transparent :huh:
and i need to disable or change the value to 0 to have opaque texture
(i have take a look in. MTL and all "d" value = 1.000000)
edit : i have check in 3dsmax the option "force black ambient"
and that work ,the opacity is good render :D
TheDarkWraith
06-17-12, 09:36 AM
I think is a little problem with the opacity value "d" :hmmm:
Now all materials have the opacity map :yeah:
But in 3DsMax all value is at 100 ! result everything is transparent :huh:
and i need to disable or change the value to 0 to have opaque texture
(i have take a look in. MTL and all "d" value = 1.000000)
edit : i have check in 3dsmax the option "force black ambient"
and that work ,the opacity is good render :D
In SH5 an opacity value of 1.0 means opaque and a value of 0.0 means transparent. You're telling me that 3dsMax is backwards from this? What about Wings3D? If both Wings3D and 3dsMax are backwards from this then I'll invert the 'd' value before writing it (exporting) and invert it when reading it back in (importing)
Having many problems with my extendeddata deleter :-?
In SH5 an opacity value of 1.0 means opaque and a value of 0.0 means transparent. You're telling me that 3dsMax is backwards from this? What about Wings3D? If both Wings3D and 3dsMax are backwards from this then I'll invert the 'd' value before writing it (exporting) and invert it when reading it back in (importing)
for the opacity we need just check the "force black ambient" option in 3dsmax :yep:
in 3DWings the material as no more good render,they are present ,but no texture assigned :hmmm:
i have try just to import a mesh (CT_body) in 3dsmax and export without modif
but when i import i have problem :shifty: the editor reset
try with original exported without open it ,Ok that work great
take a look in .mtl from 3dsmax and see i have no more the "Ka" coordonate all 0.000000000 :doh:
look in the original,all is good :hmmm: :huh:
in "green" is this a bump value ?
https://dl.dropbox.com/u/8655607/mtlnoka.jpg
I have try with v1.238.1.1 same "ka" values 0.00000000 ,but with the v1.1.235.1 the "ka" values are good exported from 3dsmax :hmmm:
(to test i have exported the original CT_body in each version of editor and import/export in 3dsmax without change with the same import/export options)
TheDarkWraith
06-17-12, 12:17 PM
In the MTL files exported by the app try placing the Ns and d parameters before Ka and see what happens
Sorry,I was cutting up subsets :D
Yes,i have just try and that work ,now the exported .mtl from 3dsmax have the right values "ka" :yeah:
the d and ns values need to be in first position in file ( before ka,kd,ks etc ..) and that for all subsets
try to import in editor -> error with the texture ,all is black or transparent ,but all materials are present
TheDarkWraith
06-17-12, 05:38 PM
Yes,i have just try and that work ,now the exported .mtl from 3dsmax have the right values "ka" :yeah:
the d and ns values need to be in first position in file ( before ka,kd,ks etc ..) and that for all subsets
I'll make the change so that Ns and d come before everything else :up:
Cool :yeah:
Can you add an option to not export the opacity map ? to try ? i have an opacity probleme !? (imported loose,without AO,use existant...)
other maybe i need to redo the AO object too ? but now the AO map is the opacity map ???
edit: to see something a need to disable the self-illumination render and add lights ( 3 directionals mini)
TheDarkWraith
06-17-12, 05:56 PM
Cool :yeah:
Can you add an option to not export the opacity map ? to try ? i have an opacity probleme !? (imported loose,without AO,use existant...)
other maybe i need to redo the AO object too ?
Are you talking about the map_d?
Are you sure the opacity problem isn't because of the d parameter? You led me to think that the d parameter is backwards in 3dsMax and I asked you test something to see for sure. What was the result of that test?
I have look the extendata the opacity and few other and all is good :hmmm:
show in .mtl and all see good :same values,maps etc ... :doh:
here with self-illumination without lighting :
https://dl.dropbox.com/u/8655607/probrender.jpg
witout self-illumination ,with lighting :
https://dl.dropbox.com/u/8655607/probrender2.jpg
mtl :
https://dl.dropbox.com/u/8655607/mtl..03.jpg
TheDarkWraith
06-18-12, 12:40 AM
My extendeddata deleter is now working correctly :rock: Now I can finally delete items that have extendeddata (materials, meshes, models, etc.) :D
:salute: Hello
Great news :yeah:,i go to try the v 1.1.245.1 now :03:
other i wait the next version :06::D
edit:
Repport test v 1.1.245.1
- Import in loose ,without AO make error with the texture
- Import in loose mod ,with AO all work great ( with all optimize options enable)https://dl.dropbox.com/u/8655607/nv4.gif
some request :
In the "normal".OBJ : That seem the AO material eported as "d" is not used as AO map but to make transparent ? :hmmm:
other is not better to export the alpha channel from diffuse as opacity :06:
eg : the plants in undersea.gr2 use the alpha from diffuse as opacity
in the "_AO".OBJ : can you delete the "opacity" material,we don't need it :yep:
and if you can export in _AO just one material and one uvw for all subsets ? (AO use just one diffuse (no alpha) map for the all room)
other that make me for the CT_body : 14 uvw maps and 14 materials (one by subset ,but the same material) :o :doh:
edit : one more thing :D
when exporting ,the editor can not write just the used materials by subset :06:
TheDarkWraith
06-19-12, 09:47 AM
Been trying to track down a really nasty bug for the last couple of days. I added code to give the ability to remove maps from a material. It all works perfect as long as there are still maps defined for the material. Once the number of maps = 0 the extendeddata for that material has to be replaced with new extendeddata. Everything works perfect until the file is saved. During saving there is some rogue pointer overwriting the offset for the material's new extendeddata - this causes the app to think the new extendeddata for the material is located somewhere else when the GR2 file is opened and read thus reading in incorrect data :shifty:
Yes,me i saw after few tests
- to have a transparent object (with opacity value) : the all mesh must be transparent (with all subsets) ,try of just one subset make black texture ingame/goblin (dito with lights)
- after first import ,the .gr2 ,need to save and reload to have the right texture and/or uvw (bug: need to redo the AO uvw again in 3dsmax and re export/import)
some progress :in connng tower
Today: i have weld the chepeng to the body ,and use the chepeng mesh "empty shell" for the bottle (detached from body) to make it green transparent :D with env mapping in .sim
and i have succeded :rock: ingame/goblin tested :yep:
(after some AO textures/uvw bugs)
try to change opacity value (after save/load the .gr2 otherwise: error)
OK ,all is great :O: but too transparent ,change the opacity value again...
and in goblin/ingame make crash :nope: ,try to reopen the .GR2 in editor..
and all is OK :doh: ....
try to save it again : crash again in goblin/ingame :/\\!!
retry to re-open it in editor all is ok !!!! :88):doh::dead:
take a look in granny viewer still error in the extenddata (i have other texture names in :hmmm:)
TheDarkWraith
06-19-12, 08:11 PM
Been trying to track down a really nasty bug for the last couple of days. I added code to give the ability to remove maps from a material. It all works perfect as long as there are still maps defined for the material. Once the number of maps = 0 the extendeddata for that material has to be replaced with new extendeddata. Everything works perfect until the file is saved. During saving there is some rogue pointer overwriting the offset for the material's new extendeddata - this causes the app to think the new extendeddata for the material is located somewhere else when the GR2 file is opened and read thus reading in incorrect data :shifty:
Finally tracked down this bug. It was a nasty one! It all came down to duplicate pointers :shifty: The app created a few duplicate pointers when it cloned the extendeddata. I have since added code that checks pointers being removed to ensure they exist before deallocating space and code that checks to see if a pointer already exists before allocating space for it. Problem solved.
Now I just have to remedy some embedded string pointer corruption that happens when you elect to add the 'necessary' pointers :D
:salute: Hello
Finally tracked down this bug. It was a nasty one! It all came down to duplicate pointers :shifty: The app created a few duplicate pointers when it cloned the extendeddata. I have since added code that checks pointers being removed to ensure they exist before deallocating space and code that checks to see if a pointer already exists before allocating space for it. Problem solved.
:yeah: :D
For the AO texture error in editor ,i have re try and to have the good one (no black/strange :doh:) i need to import the mesh 2 times :hmmm: (the same .obj)
:salute: Bonsoir
Some news TDW :06:
Me,i have little problem in the conning tower :
- I can't add material in the CT_Body Mesh -> adding material in editor is OK ,But in goblin/ingame error :hmmm: On meshes with only one subset all work fine
( and i need it :D)
- I can't rename some meshes (eg:chepeng -> now is the bottles)
What i have make :
- Detach few objects as subsets (Guns,helmets,boxes...)
- Attach as subsets in CT_body : Table,support sticla,stair and chepeng
- Recreate new meshes (with the "empty" meshes previously detached) to have control via .SIM ,that give me 4 meshes for : bottles (green trans now), and to add knobs for the TDC :yep:
- Reorganization of many subsets ....
Work in progress ... :O:
I have found i way to not use the bec_submarine map to make lights (with a "empty" material as lens) ,Thank for the extented data :rock:
TheDarkWraith
06-23-12, 11:56 AM
Repport test v 1.1.245.1
- Import in loose ,without AO make error with the texture
What's the error? What happens?
some request :
In the "normal".OBJ : That seem the AO material eported as "d" is not used as AO map but to make transparent ?
other is not better to export the alpha channel from diffuse as opacity
eg : the plants in undersea.gr2 use the alpha from diffuse as opacity
I thought you asked if the 'd' parameter could be used to specify the AO map? That's what I did.
The plants aren't rendering correctly with the app because I haven't coded in the color key part yet.
in the "_AO".OBJ : can you delete the "opacity" material,we don't need it
Are you talking about the 'd' parameter here?
and if you can export in _AO just one material and one uvw for all subsets ? (AO use just one diffuse (no alpha) map for the all room)
other that make me for the CT_body : 14 uvw maps and 14 materials (one by subset ,but the same material)
Yes I can make that change for the material. What is uvw? It is silly to be listing x different materials in the AO MTL file when they all use the same material :-?
edit : one more thing
when exporting ,the editor can not write just the used materials by subset
What are you wanting to see? I don't understand.
- after first import ,the .gr2 ,need to save and reload to have the right texture and/or uvw (bug: need to redo the AO uvw again in 3dsmax and re export/import)
Currently yes you do in order to see the real material's being used by the subsets. Once I finish the MTL importer you shouldn't have to do this anymore. Still working on finishing the MTL importer.
some progress :in connng tower
Today: i have weld the chepeng to the body ,and use the chepeng mesh "empty shell" for the bottle (detached from body) to make it green transparent :D with env mapping in .sim
and i have succeded :rock: ingame/goblin tested :yep:
(after some AO textures/uvw bugs)
try to change opacity value (after save/load the .gr2 otherwise: error)
What is the error?
OK ,all is great :O: but too transparent ,change the opacity value again...
and in goblin/ingame make crash :nope: ,try to reopen the .GR2 in editor..
and all is OK :doh: ....
try to save it again : crash again in goblin/ingame :/\\!!
retry to re-open it in editor all is ok !!!! :88):doh::dead:
take a look in granny viewer still error in the extenddata (i have other texture names in)
What is the error?
Me,i have little problem in the conning tower :
- I can't add material in the CT_Body Mesh -> adding material in editor is OK ,But in goblin/ingame error :hmmm: On meshes with only one subset all work fine
( and i need it :D)
Can you load it up in Granny Viewer? Are there any noticeable problems with it in Granny Viewer?
- I can't rename some meshes (eg:chepeng -> now is the bottles)
Why not? Do you get an error or ?
See above in yellow.
:salute: Hi TDW
- Import in loose ,without AO make error with the texture
What's the error? What happens?
Strange texture render in editor (but i think that come of the vertices numbers) :hmmm: now i redo the 2 (normal an AO.obj with the same numbers
and i have not more problems :03:
In the "normal".OBJ : That seem the AO material eported as "d" is not used as AO map but to make transparent ?
other is not better to export the alpha channel from diffuse as opacity
eg : the plants in undersea.gr2 use the alpha from diffuse as opacity
I thought you asked if the 'd' parameter could be used to specify the AO map? That's what I did.
Map "d" is Not AO ,but opacity AO use another UVW "VerticeTexture" and .Obj can't contain 2 UVW "vt" (vertice texture coordonate)
in the "_AO".OBJ : can you delete the "opacity" material,we don't need it
Are you talking about the 'd' parameter here?
Yes,For the "meshe"_AO.obj we need just a diffuse map :yep:
and if you can export in _AO just one material and one uvw for all subsets ? (AO use just one diffuse (no alpha) map for the all room)
other that make me for the CT_body : 14 uvw maps and 14 materials (one by subset ,but the same material)
Yes I can make that change for the material. What is uvw? It is silly to be listing x different materials in the AO MTL file when they all use the same material :-?
For the AO is just one texture used ( just little things use another)
eg : in Conning tower all AO is on the texture : conning_tower_room_01.dds and just the "chepeng" use another : conning_tower_room_03 and support sticla (use door rust diffuse texture !!!!)
but i have enought place to replace the chepeng AO and sticla support on the conning_tower_room_01 texture
and i think is better to have just one AO texture by room !?
when exporting ,the editor can not write just the used materials by subset
What are you wanting to see? I don't understand.
eg : after export in the .mtl all meshes have opacity,but only plants and think the trees use them !?
idem with the AO.mtl i don't think for AO the Bump map and opacity is needed :hmm2:
and i have succeded :rock: ingame/goblin tested :yep:
(after some AO textures/uvw bugs)
try to change opacity value (after save/load the .gr2 otherwise: error)
OK ,all is great :O: but too transparent ,change the opacity value again...
and in goblin/ingame make crash :nope: ,try to reopen the .GR2 in editor..
and all is OK :doh: ....
try to save it again : crash again in goblin/ingame
retry to re-open it in editor all is ok !!!!
take a look in granny viewer still error in the extenddata (i have other texture names in) (i don't remenber what mesh,i have look :oops:,but in Granny viewer in the texture extend data ,I've seen textures that had nothing to do there
What is the error?
When i import a mesh in editor the textures aren't good render ,i need to save the.GR2 (i open it with goblin and all is good :doh:) and reload again in editor and all is ok :o
For the opacity value error ,now i have no more problems
- I can't add material in the CT_Body Mesh -> adding material in editor is OK ,But in goblin/ingame error On meshes with only one subset all work fine
( and i need it :D)
Can you load it up in Granny Viewer? Are there any noticeable problems with it in Granny Viewer?
No,Problem to open it in granny viewer/editor
But goblin/ingame make crash and return to Windows :shifty:
(i can add materials to the mesh ,but not binding (use) to a subset)
- I can't rename some meshes (eg:chepeng -> now is the bottles)
Why not? Do you get an error or ?
Yes :
************** Texte de l'exception **************
System.NullReferenceException: La référence d'objet n'est pas définie à une instance d'un objet.
à TheDarkWraith.SilentHunter5.GR2EditorViewer.SettvM eshesSelectedNode(TreeNode tn)
à TheDarkWraith.SilentHunter5.GR2EditorViewer.SettvM eshesSelectedNode(GR2Mesh& m)
à TheDarkWraith.SilentHunter5.GR2EditorViewer.tvMesh es_AfterLabelEdit(Object sender, NodeLabelEditEventArgs e)
à System.Windows.Forms.TreeView.OnAfterLabelEdit(Nod eLabelEditEventArgs e)
à System.Windows.Forms.TreeView.TvnEndLabelEdit(NMTV DISPINFO nmtvdi)
à System.Windows.Forms.TreeView.WmNotify(Message& m)
à System.Windows.Forms.TreeView.WndProc(Message& m)
à System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
à System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
à System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
BlaBla.... :D
other little thing : i need to add one subset by one subset ,other if i add 2 subsets (in 3dsmax) when i import it in editor that make an error
But my big problem in moment is to assign new material on a subset ,the other things is not urgent
TheDarkWraith
06-23-12, 02:32 PM
For the AO MTL files I can't just place one material entry in them. This is because each subset can have a different material and thus there would be different entries. I'm thinking it over as to how I want to remedy the duplicate entries though.
The 'd' parameter and 'map_bump' and 'bump' entries have been removed from the AO MTL file.
I played around with the material bindings to ensure the app wasn't causing an error in the file. App is writing files fine. The problem is it appears Goblin and the game will only allow x material bindings for x mesh subsets. i.e.: if the mesh has 5 subsets then you HAVE to define 5 material bindings for the mesh. Anything more or less and Goblin and the game will crash. This is the devs not understanding the Granny format it appears. Granny Viewer will load GR2 files with more or less material bindings than subsets with no problems. Not much I can do about that - those are the rules defined by Goblin and the game :shifty:
@BIGREG - the error you are getting when you rename a mesh I can't reproduce. I'll need to see the GR2 file and tell me what you did so I can try and recreate the problem to see why it's throwing an error.
For the AO MTL files I can't just place one material entry in them. This is because each subset can have a different material and thus there would be different entries. I'm thinking it over as to how I want to remedy the duplicate entries though.
OK ,if you want i can send you a "redo" .obj ,to see how is writting the .mtl :06:
The 'd' parameter and 'map_bump' and 'bump' entries have been removed from the AO MTL file. :yeah:
I played around with the material bindings to ensure the app wasn't causing an error in the file. App is writing files fine. The problem is it appears Goblin and the game will only allow x material bindings for x mesh subsets. i.e.: if the mesh has 5 subsets then you HAVE to define 5 material bindings for the mesh. Anything more or less and Goblin and the game will crash. This is the devs not understanding the Granny format it appears. Granny Viewer will load GR2 files with more or less material bindings than subsets with no problems. Not much I can do about that - those are the rules defined by Goblin and the game :shifty:
Yes ,but now i have more subsets (eg : in CT_body mesh,i have more as 20 subsets now) :hmmm:
and I think as you, to the "knowledge" of the guys who made the game :nope:
That seem all are working in his corner,and a guy tried to bring all together ! in a format that was unknown to him !
@BIGREG - the error you are getting when you rename a mesh I can't reproduce. I'll need to see the GR2 file and tell me what you did so I can try and recreate the problem to see why it's throwing an error
That is with the original CT_room.GR2,try to rename the chepeng mesh :yep:
TheDarkWraith
06-23-12, 02:56 PM
OK ,if you want i can send you a "redo" .obj ,to see how is writting the .mtl :06:
Send away
Yes ,but now i have more subsets (eg : in CT_body mesh,i have more as 20 subsets now) :hmmm:
There is another 'anomoly' with Goblin/the game. The material bindings HAVE to be in subset order. i.e.: the first material binding will be for subset 0, the second material binding will be for subset 1. If you have a subset referencing a material binding out of order (either greater or less than) Goblin/the game will crash. I don't understand why Goblin/the game is like this :shifty:
That is with the original CT_room.GR2,try to rename the chepeng mesh :yep:
I'll try it now and report back :up:
see above in yellow.
EDIT:
was able to rename that mesh with no problems.
OK ,if you want i can send you a "redo" .obj ,to see how is writting the .mtl :06:
Send away
Here the CT_body AO with just one material assigned for all subsets (bump+opacity deleted) ,all subsets are present in (i think in .obj :06:) : https://dl.dropbox.com/u/8655607/CT_Body_AO.7z
Yes ,but now i have more subsets (eg : in CT_body mesh,i have more as 20 subsets now) :hmmm:
There is another 'anomoly' with Goblin/the game. The material bindings HAVE to be in subset order. i.e.: the first material binding will be for subset 0, the second material binding will be for subset 1. If you have a subset referencing a material binding out of order (either greater or less than) Goblin/the game will crash. I don't understand why Goblin/the game is like this :shifty:
Do you think ,if i sort in good place my materials ,it will work :06:
was able to rename that mesh with no problems.
:o i have just retry ,and i have always the error :doh:
(but the new name is taken into account) :hmmm:
TheDarkWraith
06-23-12, 03:35 PM
Do you think ,if i sort in good place my materials ,it will work :06:
:o i have just retry ,and i have always the error :doh:
(but the new name is taken into account) :hmmm:
Would love to know how to reproduce the error you are getting.
As far as sorting your materials: do you have any subsets that reference the same material? This is where I see there might be a problem. I'll have to test some more things. First I have to let the app be able to add the same material to a mesh's material bindings that way subsets referencing the same material still follow the rule of material bindings/subset ordering set forth by Goblin/the game.
Would love to know how to reproduce the error you are getting.
Yes,but i don't can help ,i have take the original file and just rename the chepeng :shifty: and me i would love that not reproduce any more :haha:
(that is not a big problem in any case :yep:)
Well, I think I need to store all the materials in the order of the subsets
and assign the new material every time I add a subset
TheDarkWraith
06-23-12, 03:59 PM
Well, I think I need to store all the materials in the order of the subsets
and assign the new material every time I add a subset
Do you have any subsets that reference the same material? Or is each subset using a different material?
I have send you my .gr2
and yes after importing all "new" subsets take the first material in the list (floor_metal) ,but i have reassign existing material to some subsets
(table,chepeng..)
TheDarkWraith
06-23-12, 04:15 PM
I have send you my .gr2
and yes after importing all "new" subsets take the first material in the list (floor_metal) ,but i have reassign existing material to some subsets
(table,chepeng..)
I'll have to send you a new version of the app that will allow you to add a material binding already defined to material bindings. Not sure how Goblin/the game will handle this but we're about to find out!
Thank I'll try that, as soon as I receive it :D
TheDarkWraith
06-23-12, 04:57 PM
Thank I'll try that, as soon as I receive it :D
Just finished making the necessary changes. Did a test run. Opened up Room_CT. Added a new material binding - Metal_01 (same material subset 0 is using). Deleted subset 4's material binding. Set subset 4's material binding to new Metal_01 thus preserving subset/material binding index ordering. Fired up Granny Viewer and of course no problems. Fired up Goblin and no problems :D
@BIGREG - I'll send you new version here in a few :up:
Ok,that say ,that i need to sorting all materials :06:
i have test version 1.260.1.1 : add tile_metal_01 to CT_body (position 16) and try to assign off the subset 16 ,but that give me this error :
https://dl.dropbox.com/u/8655607/errormaterial.jpg
Off other subsets ,before the news ,i have added all work fine)
Edit :Oups ! :oops: i have forgot to assign the 15eme :88)
:woot:All work fine :D
You are a Master TDW :yep: :up:
TheDarkWraith
06-23-12, 06:02 PM
Ok,that say ,that i need to sorting all materials :06:
i have test version 1.260.1.1 : add tile_metal_01 to CT_body (position 16) and try to assign off the subset 16 ,but that give me this error :
Off other subsets ,before the news ,i have added all work fine)
Edit :Oups ! :oops: i have forgot to assign the 15eme :88)
That's my error and I just caught it myself :shifty: I was giving the actual subset index vice the subset's material index :/\\!! It has been fixed.
I also found that removing a material from a mesh's material bindings could go irai if the material bindings contains duplicate materials. This has also been fixed. Sending you updated version now :up:
Merci:salute:
Tomorrow I try it as soon as I wake up :yep:
:salute: Hello
Here, a visual explanation of a problem of "seams" ... :D
Version 1.264.1.1 used
The Objective: detach the walls of the conning tower (creating a new subset n°15) and assign a material already existing in the mesh
- Export the CT_body mesh (from original file)
- Import in 3dsMax
- Select and detach just the walls to create the new subset
- Import in editor and assign the same material as original (tile_metal_04)
The problem is "seams" appears :hmmm:
Here a view in 3dsMax :
https://dl.dropbox.com/u/8655607/seamview.jpg
Here a view in editor after export without "optimized options" and reassign material other the first material in the list is used (floor_metal)
Here a view after save/load the .gr2
https://dl.dropbox.com/u/8655607/seameditor.jpg
Here a view in goblin of the same file ,you can see the material is good assigned :hmmm: But the seams are visible ...
https://dl.dropbox.com/u/8655607/seamgoblin.jpg
Return in 3dsmax and optimize the all mesh (welding the vertices) give the same result :shifty:
Ok,ok... :hmmm: try to optimize just the walls
(now in 3dsmax the all wall elements are selected with one clic)
Import in editor and assign the good material :
in editor is always black (other i need to add lighting),but in goblin ...
https://dl.dropbox.com/u/8655607/seamafteropti.jpg
:woot: Youpi ! :D
Rest to find why in editor all is black ... try to delete just the opacity map on the wall subset (without change the other) and tada...
https://dl.dropbox.com/u/8655607/final.jpg
:salute: Hello
For errors when renaming meshes, it came from Net Framework that was not being updated :oops:
TheDarkWraith
06-25-12, 07:15 AM
:salute: Hello
For errors when renaming meshes, it came from Net Framework that was not being updated :oops:
Good to know and glad you got it fixed :up:
:salute: Hi TDW
I always say "If it works not by pushing, tries to "shoot" Heu ! pull " :D
Trevally.
07-06-12, 04:24 PM
From Sobers thread:-
With TDW GR2 editor modders can add new GR2 ships to replace the dat ships.
Can .dat ships be converted to .gr2 ships:06:
TheDarkWraith
07-06-12, 04:31 PM
Can .dat ships be converted to .gr2 ships:06:
Yes they could but it'll take a little work. You would need the test version that the testers are currently using for one. Two, you would take an existing ship GR2 file and merely import new vertex data into it for all the meshes (thus replacing the existing vertex data). Three, you would have to change all the existing materials used to reflect the materials of the new unit. Four, you would need to add new bones as needed (which is a snap to do with the app). It's not as hard as it sounds :)
Madox58
07-07-12, 02:35 PM
Adding new GR2 ships is going to take some adjustments to the current test version.
But it's all looking good for the future I must say.
:yeah:
:salute: Hello
Yes,me i need just the ability to add or transform subsets into meshes (with a bone binding) :D
Please....
Madox58
07-07-12, 04:13 PM
There's still alot of problems with the Test version.
The biggest I see is obj import rules.
They are to static as they are now and need to be dynamic.
It requires alot of hand editing of files which most can't wrap thier heads around.
Following the strict rules of the original obj format was given up long ago and not many programs stick to that.
It's easy to code around the obj format so that nearly any version is allowed.
That should be a must do right off.
Odd error messages even on exporting need looked into.
When deleteing a subset Goblin crashes and so on.
I have no complaints mind you!!
I asked TDW to allow me to try the test version.
I fully intend to give him the best feed back I can and to break it if I can!
If I can make errors show up? Everyone can.
TheDarkWraith
07-07-12, 04:22 PM
I want people to break it and find errors :yep: That's the whole purpose of test versions.
@Privateer: Can you tell me what the errors are you are having? I've never had Goblin crash when I deleted a subset from a mesh, can you tell what file/mesh you did this to? As far as the importer, I've coded it according to the OBJ file specification (how I interpreted it). If you see something that needs to be changed/updated/added by all means post away and let me know. Being that I'm the designer of this app I'm free to do whatever I want to it. I don't reference any outside DLLs or third party libraries (besides DirectX) for anything so I have no restrictions.
Madox58
07-07-12, 04:34 PM
The main problem with obj importing is common to older apps.
You are strick to the tags o and g in a demanded place.
That was discarded a long time ago in most modern apps.
I used 3DS Max 2008, Deep Exploration, and Misfit 3D to do test exports.
None matched your demands for placement of the o and g commands.
3DS Max 2008 does not even recognize one command on import from a file exported with the Test version.
Before a test Ship.GR2 can be done in any serious way that I'd consider a Workable Unit?
We got work to do.
Yes,me i have net framework errors ,but everything works fine :yep:, despite the errors :hmmm:
and I get errors, when adding materials to a mesh (with new subsets) :-?
Privateer : When deleteing a subset Goblin crashes and so on.
have you delete the subset material binding used by the mesh ?
I have see that corrupt the file if the material is not deleted
TheDarkWraith
07-07-12, 04:40 PM
In the beginning I was 'fighting' only with the Granny file system, trying to learn how/why everything is as it is. Now I'm fighting two fronts - Granny and SH5/Goblin. Either the devs didn't understand the Granny system or they chose to implement these weird/wacky restrictions/implementations. I don't know which one but it's clearly evident that it's one or the other. Files that crash in Goblin/SH5 open perfectly in Granny Viewer - Granny Viewer is my ultimate test for whether the app corrupted the GR2 file or not. If it passes Granny Viewer then it's just a 'simple' matter of figuring out why Golbin/SH5 doesn't like it :shifty:
And to what BIGREG said, it's true. SH5/Goblin do not like a mesh material binding that isn't being used. If it's not referenced in the primary topology then you will get a crash. Granny Viewer could care less - here is that weird/wacky thing I was speaking about earlier.
Madox58
07-07-12, 04:43 PM
@BIGREG,
That could be the issue for the delete problem, Yes.
That may be a needed adjustment in the code.
We delete something? It follows through and deletes the unneeded stuff?
TheDarkWraith
07-07-12, 04:45 PM
@BIGREG,
That could be the issue for the delete problem, Yes.
That may be a needed adjustment in the code.
We delete something? It follows through and deletes the unneeded stuff?
True, it should automatically do this. But in trying to keep the app as generic as possible I decided not to implement this. While the app is locked to only SH5 files currently I don't plan on keeping this lock indefinitely.
Madox58
07-07-12, 04:46 PM
SH5/Goblin do not like a mesh material binding that isn't being used. If it's not referenced in the primary topology then you will get a crash.
Not to sound like an Ubi basher................
:03:
But WTF Guys???
:har:
Madox58
07-07-12, 04:49 PM
True, it should automatically do this. But in trying to keep the app as generic as possible I decided not to implement this. While the app is locked to only SH5 files currently I don't plan on keeping this lock indefinitely.
OK. I can agree on this point, at this time.
However, even locked to SH5 files it should be able to do the follow up and remove?
Madox58
07-07-12, 04:58 PM
OK.
I'll go back to the obj import issue as that is a most important area for the future.
I don't have your code but I know the issue well.
You are seeking the o and g in a set place.
That is no longer a valid standard.
What most programs look for is the start of the verts.
No o needs declared and is overlooked.
Take a simple export useing S3D that IS what everyone is going to use!
# Obj-exporter - version 1.4.3 - 8/5/2009 - © 2001-2009 skwas
#
mtllib ./NBB_KGeorgeV.mtl
g NBB_KGeorgeV
# object 'NBB_KGeorgeV'
#
v 0 1.00353 9.0781
You see the problem right off the bat don't you?
For now, I cheat a little with the Room_CT.GR2
I have "recovered" by resoldering the meshes objects, on the meshes: CT_body (stair, table, base of the periscope, TDC, support sticla, chepeng)
result:
- 6 meshes collected (All are controllable with. Sim, and can have special effects (light, transparent ...)
- A single mesh CT_Body , with all the objects divided into subset (currently I'm at 27)
- A single texture for ambient occlusion (much easier to export) (two additional textures were used, just for the grids of lamps (support_sticla and this one have a diffuse map for the AO :doh:) and one for the chepeng)
Oh ! UBI guys ! :nope:
Edit :i can already make something great, with the "empty" meshes (lights bulbs,knobs etc), But,6 Meshes is not enought to redo all (torpedos doors knobs/lights indicators etc..),
Madox58
07-07-12, 05:09 PM
A non-standard GR2 seems to work in Game but I haven't got that far yet.
I'm trying to get a new Unit built and haveing problems that will put off many Modders.
an other problem, you need to add subset by subset, if you add 2 subsets in one time, when importing into the editor ,this going to crash
Edit : ... and not forgot to redo the same modification on objet_AO (it must have the same number of vertices/faces) and use only one texture for the AO
Re edit: For have the good AO rendering in editor after an import,you need to import two time the mesh (other the AO is not good render in editor)
TheDarkWraith
07-07-12, 05:25 PM
OK. I can agree on this point, at this time.
However, even locked to SH5 files it should be able to do the follow up and remove?
I can use some conditional compiling to accomplish this yes.
OK.
I'll go back to the obj import issue as that is a most important area for the future.
I don't have your code but I know the issue well.
You are seeking the o and g in a set place.
That is no longer a valid standard.
What most programs look for is the start of the verts.
No o needs declared and is overlooked.
Take a simple export useing S3D that IS what everyone is going to use!
# Obj-exporter - version 1.4.3 - 8/5/2009 - © 2001-2009 skwas
#
mtllib ./NBB_KGeorgeV.mtl
g NBB_KGeorgeV
# object 'NBB_KGeorgeV'
#
v 0 1.00353 9.0781
You see the problem right off the bat don't you?
I see it. I can work with object x instead of o x. Something has to be there though to denote the subset name, I don't care if it's object or o or blah or whatever. I'll update the importers :up:
an other problem, you need to add subset by subset, if you add 2 subsets, when importing into the editor ,this going to crash
Can you give me files that I can test this with in VS 2008 so I can see why?
Yes,i go to make one :D
But i need time to do that ... Normal+AO to redo
(i go to dettach as new subsets the guns and the helmets in the conning tower to test and for progress ...)
Madox58
07-09-12, 03:04 PM
I see one of the problems on importing new meshes useing the loose import function.
(The loose import is the function needed to create new Units from say Units exported from SH3/4 useing S3D)
It's a matter of breaking up the texcoords to match the verts count to put it simply.
Texcoords don't need to match the indices count, only the vertices count.
The normals also need to match the vertices count.
I'm not sure how your doing the loose conversions but the numbers show alot of overhead.
For normals? I'd compute the Vertices normals not the faces normals.
Then the numbers will match.
Breaking up the texcoords to match I'm studying right now.
Madox58
07-10-12, 03:08 PM
Managed to pull some trickery to get this............
Goblin screen shot
http://i108.photobucket.com/albums/n12/privateer_2006/Type-14_Goblin.jpg
In Game Museum screen shot
http://i108.photobucket.com/albums/n12/privateer_2006/Type-14_Game.jpg
The sim is not adjusted that's why it's sinking.
It's a quick import of the Type 14 hull to the AI Type IIA GR2 file.
:yeah:
Test mission screen shot (Note it don't sink but don't move because sim has not been adjusted along with other stuff)
http://i108.photobucket.com/albums/n12/privateer_2006/Test_Mission.jpg
GrannyViewer (Note the stats for indices and such)
http://i108.photobucket.com/albums/n12/privateer_2006/Granny_shot.jpg
The trickery was useing several different programs to get the obj files to a state where TDW's Tool imported it with NO problems!
One thing I did was use the same texcoords for the AO texcoords.
This is OK for now as at lest it shows in Game and does not crash anything.
I had to spend alot of time hand editing the files also.
This can be corrected in several ways of course.
Re-code the program I used to out-put the obj files so the files don't need edited,
write a seperate program to do the editing after exporting them,
TDW could re-code how he reads the obj files.
(Thus getting rid of options one and two)
:03:
To read the original out-put files the importer should look for V then VT then VN then the F and place them as needed.
This allows importing nearly every type obj file out-put by any program I've ever tested.
What this boils down to is, importing and createing NEW Units in GR2 format is possible right now.
Alot of work, YES, but do able with a few adjustments here and there.
:rock:
:o
This has to be the first GR2 unit imported in game... no words but THANK YOU Privateer, TDW, and all the beta testers who are making this possible! :rock: :sunny:
Madox58
07-10-12, 08:29 PM
This test import proves many things.
1. TDW's application works IF the files are pre-processed correctly.
2. Alot of work needs to be done to the files before importing to get the same results unless there's some changes in TDW's importer.(Minor code work)
3. You'll need to have excellent UV mapping! So far I have NOT been able to get a different UV map for the AO mapping so I cheated and use the same mapping as channel one.(further testing is still in progress)
4. It proves the most important thing needed. Co-operation amoungst many! I may be a Richard and you may not like me. But RESULTS are all that matter!
:rock:
4. It proves the most important thing needed. Co-operation amoungst many! I may be a Richard and you may not like me. But RESULTS are all that matter!
Second that :)
TheBeast
07-10-12, 11:32 PM
I was thinking about starting a import of the Typ-II Interior by Tomi_99. Is this application's progress far enough along to start a project of that scale?
If so, I am certain the 3D Models will need some adjustments/scaling. Maybe privateer can assist.
Regards!
TheBeast
Sartoris
07-11-12, 02:33 AM
Wow! Glad to see there's progress being made. Thank you for your hard work, privateer and TDW:salute:!
Madox58
07-11-12, 06:34 AM
I was thinking about starting a import of the Typ-II Interior by Tomi_99. Is this application's progress far enough along to start a project of that scale?
If so, I am certain the 3D Models will need some adjustments/scaling. Maybe privateer can assist.
Regards!
TheBeast
BIGREG would be in a better position to answer questions reguarding interior work.
As to importing the models, there's still somethings to figure out.
The application works fine if the obj files are pre-processed before importing.
(by that I mean it does not crash Goblin or the Game itself :rock:)
The 14 hull I used was a reduced poly version with only one texture assigned to allow easier editing of the import files.
I've already started processing a higher poly, multi textured version.
The problem now is getting the AO mapping scaled so that it has the same number of texture coords as the main obj has.
Some quick testing/reading gave me an idea I'll try tonite.
I've a 6 hour round trip for a 2 hour job to handle first.
Trevally.
07-11-12, 06:55 AM
Well done guys this is groundbreaking work:woot:
BIGREG would be in a better position to answer questions reguarding interior work.
As to importing the models, there's still somethings to figure out.
The application works fine if the obj files are pre-processed before importing.
(by that I mean it does not crash Goblin or the Game itself :rock:)
The 14 hull I used was a reduced poly version with only one texture assigned to allow easier editing of the import files.
I've already started processing a higher poly, multi textured version.
The problem now is getting the AO mapping scaled so that it has the same number of texture coords as the main obj has.
Some quick testing/reading gave me an idea I'll try tonite.
I've a 6 hour round trip for a 2 hour job to handle first.
Hello :salute:
Normally there are no problems to import a submarine (interior and exterior)
But it is hard work ...
- Adjustement of size / position of each Elements
- Positioning the bones
- Textures ..
- Etc. ...
Personally, I always work on the inside of the conning tower, but it's not easy ...
For the creation of AO, the problem for the interior, is to replace the lights(to have the good shadows with multi lights source)
to recreate one correct, with changes taking into account :yep:
I look right now, on the web tutorials, to remake AO ...:know:
Ps:This looks more to take a black and white picture in a studio with the good lights :|\\
Madox58
07-11-12, 03:24 PM
SoftImage Mod Tool 7.5 does good AO's
(And it's free)
It's about all I use for AO's in SH nowdays.
TheDarkWraith
07-11-12, 09:55 PM
Haven't had a chance to work on anything lately. Got a last minute call that put me in NY all this week and then I'm off to Mexico for the following week. The only time I'll have to work on anything during this time is when I'm on the airplane :shifty:
Madox58
07-12-12, 12:35 PM
Haven't had a chance to work on anything lately. Got a last minute call that put me in NY all this week and then I'm off to Mexico for the following week. The only time I'll have to work on anything during this time is when I'm on the airplane :shifty:
I know the feeling.
Been on the road myself for nearly 5 months with very little time at home.
No system to take with me but I worked 7 days a week, 12+ hours a day anyway!
:huh:
I have some time until I go to Glacier Lake for a big project so I'm trying to catch up until then.
:D
That's a several month job staying at a resort.
:/\\!!
:haha:
Hope to have a system to take with me by then or I'm packing up the Home system.
:yep:
Enjoy Mexico Mate!
Madox58
07-12-12, 04:04 PM
Tried to find specs on UV exports from 3DS Max.
What I found was way old and no longer apply.
:nope:
Useing 010 I'm working on the new (as of Max 2008) UVW export specs.
:yep:
I have around 50% figured out and saved the info to a text file this time.
(I'm bad at not saveing stuff!)
Once the UVW exports from Max are figured out?
It gives TDW another option to code into his Tool.
(MAN! I hate that term! :har:)
Carry on........
Nothing to see here yet.
:03:
Madox58
07-13-12, 11:02 AM
FFFFFFFFh File header, always seem to be the same when I save a file from Max 2008
00000004h version number??? Always 4 when I save a file from Max 2008
????????h 32 bit Int = total number of UVWs
per vertex:
32 bit float = U
32 bit float = V
32 bit float = W
00000000h no idea what this is, always zero
????????h 32 bits unknown, appears random?
(Above structure repeats until We reach the faces count)
????????h 32 bit Int = total number of faces
per face:
????????h 32 bit Int = entries per face? Always appears as 03 00 00 00
32 bit Int = vertex number 0 texture vertex index
32 bit Int = vertex number 1
32 bit Int = vertex number 2
32 bit Int = facenumber
32 bit Material ID
????????h 32 bits unknown, appears random
32 bit Int = vertex number 0 mesh vertex index
32 bit Int = vertex number 1
32 bit Int = vertex number 2
(Above structure repeats until We reach the end of the file)
On the Unknown random parts, I changed them then re-imported the UVW file.
Nothing was affected.
Hi, privateer.
Tell me what is wrong with this UVW-file structure? :hmmm:
http://img824.imageshack.us/img824/1882/uvwmaxexport.jpg
P.S.
You, obviously, have in mind this info: http://area.autodesk.com/forum/autodesk-3ds-max/sdk/uvw-file-format/
Madox58
07-16-12, 06:48 AM
Hi Anvart,
I never get the same results in the vColor.
Each of 3 exports, that float changes.
Add 1 to each vt_Index and v_Index
Other then that it looks good to me.
:salute:
Hi Anvart,
I never get the same results in the vColor.
Each of 3 exports, that float changes.
Add 1 to each vt_Index and v_Index
Other then that it looks good to me.
:salute:
It's from 3ds Max 2009...
http://img26.imageshack.us/img26/1935/uvwmax2exp.jpg
... or:
http://img543.imageshack.us/img543/5458/vcolor.jpg
Indexes from 0 always... and my parser reads info only.
vColo(u)r - Unknown... :haha: in some cases there are zeroes (from S3D always zeroes). I could not find info somewhere.
... but it's not float !!! :O:
...
:hmmm: may be first Unknown is 'weight'?
Madox58
07-17-12, 03:01 PM
:hmmm: may be first Unknown is 'weight'?
That's what I was thinking.
I've not tested anything with weights to know for sure.
Reading the faces, I add 1 to match the obj faces as you see them.
0 = 1, 1 = 2, and such.
:yep:
Madox58
07-17-12, 04:19 PM
Working on the pre-process of files to get a good import,
I did find out a few things.
Nearly every program you use will 'adjust' things as it sees fit.
That's why I see a reduction in some things or increases in others.
3DS Max is VERY bad about this and does not allow changing this behaviour.
Other programs are just as bad about this.
It seems to be an optimization built in, in different ways.
Still working on a pre-process idea that early tests shows will work.
:yep:
... Reading the faces, I add 1 to match the obj faces as you see them.
0 = 1, 1 = 2, and such.
:yep:
:haha:
My friend, this are things about which no need to write to me...
Madox58
07-18-12, 06:22 PM
I know you don't need the information.
:D
Others might.
:03:
TheBeast
07-20-12, 07:49 PM
What would it take to import FlakMonkey's Typ-VII Fore Crew Qurater's into data\Submarine\Common\Rooms\Room_QR1.GR2?
Is this even possible at this time?
The area is between Sonar Room/Captains Bunk Headboard and Torpedo Room Bulkhead and contains the Dining space that would replace 2 bunks.
Using Skwas S3D I isolated just the For Quarters and can make the DAT available for investigation if needed.
http://img109.imageshack.us/img109/1183/fmforequarters.jpg
Regards!
TheBeast
TheDarkWraith
07-20-12, 07:52 PM
What would it take to import FlakMonkey's Typ-VII Fore Crew Qurater's into data\Submarine\Common\Rooms\Room_QR1.GR2?
Is this even possible at this time?
Yes it is possible. You'll need the version that testers are using though. I'll send you a link. BIGREG is best to ask if you have questions as he has been using the app the longest if you can't reach me :yep:
Hello :salute:
Sorry for my absence
Well, I continue to work in the conning tower, but I notice that the doors are misplaced and the alignment of periscopes and antennas are wrong, which gives me a lot of work to displacement of meshes and bones .. . (each type of submarine, has its own doors ..)
Otherwise for the latest version, I noticed that when opening. GR2 (original), I often have a CRC error value (without consequence for the opening): (conning tower, sensor) or the file not open ... (us radar / sonar ...)
@TheBeast
For replacement of QR1, it's possible, but it is hard work to scale and displacement of bones, but if you need, I can help :yep:
Here is a view of misalignments:
https://dl.dropbox.com/u/8655607/alignperi.jpg
https://dl.dropbox.com/u/8655607/alignperi2.jpg
edit:
For TDW i have a question: Is it possible to change the ID parents in .GR2 ?
I tried using the QR1 (more meshes and mouse mask) to replace the conning tower, but without success (bugs)
TDW could you remove the opacity map, when exports meshes ? (otherwise I have to delete them in 3dsmax to have the good rendering)
TheBeast
07-21-12, 09:14 AM
@TheBeast
For replacement of QR1, it's possible, but it is hard work to scale and displacement of bones, but if you need, I can help :yep:
Maybe it would be easier to export exiting QR1 3D Models and make changes and do some UV Map changes for seat cushions and table then import the 3D Models back into the room?
This is what I am doing in the conning tower
I have recut the elements :Wall,support,buro etc.. and rewelded the elements ,as i want :D
now each object has its own texture :
Guns,helmets,buro,jauges,boxes,TDC etc...
and i can make what i want with the meshes :yep:
Ps: To work more easily with 3ds max, I works at the same time the two meshes (Normal and AO) :03:
Edit: But the biggest work is to redo the "original bugs" ! I need to think to know where to start !? :
alignment / size of rooms and conning towers, and the displacement of doors and other (displacement of the bones and meshes required) ???
I also looked at the waist(size) with a charatere and is it's not nice to see ... it's all false ! compared to real photos !
I think the first step to make something correct ,is to allign and resize the all rooms and others things,to begin with a good "fondation"...
TheBeast
07-24-12, 09:53 AM
Was learning a little about GR2 Editor/Viewer and added a Seabag, Crates of Canned Goods and a Crate of Oranges to the Foreward Crew Quarters (QR1).
Obviously, I still need to adjust Material Attributes. I think I have Specular a bit strong.
-=[EDIT]=-
Made a little progress and updated image...
http://img220.imageshack.us/img220/4217/qr1items2.jpg
TheBeast
07-28-12, 06:51 PM
I added a new bone to Room QR1 (Fore Quarters, Radio/Sonar) for Ambient Hydrophone Station Sound Source.
It is located on the front of the Hydrophone Station above the main dial. Still need to add 3D Model for Speaker.
I am attempting to make sounds you hear when using the Sonar Station Ambient, as if on speaker when you are in/near Sonar Room. Is it possable to make these sounds ambient?:ping:
:help:
TheBeast
08-04-12, 11:11 PM
Hello :salute:
Sorry for my absence
Well, I continue to work in the conning tower, but I notice that the doors are misplaced and the alignment of periscopes and antennas are wrong, which gives me a lot of work to displacement of meshes and bones .. .
I ran into simular issue when adding new Hinged Schnochel. Each of the various Conning Towers is mislocated so that the Exterior Conning Tower Hatch aligns up with Interior Conning Tower Hatch. This results in everything else being mislocated.
Maybe the easiest fix would be to position all Conning towers to same position and move Exterior Hatch's on each model to match interior Hatch position.
Hi :salute:
Return to vacancy....:sunny: with many ideas...
TDW i have see some problemes with the last editor version 1.1.272 :
-error when i create a new material "no map/no texture" (used to make tranparent/light materials)
(Work with 1.1.265 ! :yep:)
- i can't not create material with "no texture with map" just with only a "add bump map"
(as is used in original SH5.gr2..)
https://dl.dropbox.com/u/8655607/Probmat.jpg
TDW ,can you add the ability to move the "model" (all meshes/subsets) ?
dito with the all waypoints attached to this "model" ?
this is to move easily the conning towers to realign them ...
otherwise, I have made good progress on the inside of the conning tower:
- Reorganization of all the meshes / subsets / textures
- Added support for night lights
- Transparent materials (red / green / white), for lamps / lights indicator / bottles
- Use of meshes "saved", to create light bulbs (day / night / surface / submerged), and an additional button and dial for the TDC
Remains to be done: choice of textures, UVW mapping, controllers addition in .Sim. And a few little things .. :D
Wurmonkel
08-11-12, 01:52 AM
Good Morning,
Where i can download the last Version of the GR2-Editor?
Regards,
Wurmi
Wurmonkel
08-12-12, 03:45 AM
@TheDarkWraith, You have a PN :03:
tonschk
08-12-12, 04:14 AM
This is one of the Most important thread of the Silent Hunter 5 Forum :rock::salute::up::sunny:
oscar19681
08-12-12, 03:50 PM
What would it take to import FlakMonkey's Typ-VII Fore Crew Qurater's into data\Submarine\Common\Rooms\Room_QR1.GR2?
Is this even possible at this time?
The area is between Sonar Room/Captains Bunk Headboard and Torpedo Room Bulkhead and contains the Dining space that would replace 2 bunks.
Using Skwas S3D I isolated just the For Quarters and can make the DAT available for investigation if needed.
http://img109.imageshack.us/img109/1183/fmforequarters.jpg
Regards!
TheBeast
Yeah its about time someone fixes that lack of a dining area. But the one seen above is not acurrate because german u-boats did not have seats as seen above. The seats were just the beds of the officers that would double as something to sit on
Magic1111
08-13-12, 04:17 PM
Hi!
I need a newer version from GR2-Editor (I mean newer than v 1.1.167.1)? I want a version from GR2-Editor with wich I can delete Mesh-Subsets in GR2-Files!
Can anybody please upload for me?
Best regards,
Magic:salute:
TheBeast
08-31-12, 11:02 PM
I added 3 new bones to the Control room for Battery Gauge Needles.
The original needles are welded in place and still need to be cut/removed because I am unable to assign dial controls to them.
Using Skwas 3D 3ditor I created a DAT and SIM that contain the new needles.
The Fwd and Aft Battery Gauges are working fine but the Both Battery Gauge does not always work.
http://img213.imageshack.us/img213/4701/crbatterygauges.jpg
TheDarkWraith
08-31-12, 11:52 PM
Nice to see people putting my GR2 Editor/Viewer to good use :yeah:
I added 3 new bones to the Control room for Battery Gauge Needles.
The original needles are welded in place and still need to be cut/removed because I am unable to assign dial controls to them.
Using Skwas 3D 3ditor I created a DAT and SIM that contain the new needles.
The Fwd and Aft Battery Gauges are working fine but the Both Battery Gauge does not always work.
http://img213.imageshack.us/img213/4701/crbatterygauges.jpg
Hi :salute:
Great :yeah:
Just one question:
why have you create a .sim for the .dat :06: normaly you can control them with the gr2 .sim (the new bones that you have added must be controllable) :hmmm:
@ TDW : maybe if you have time can you repair some littles errors in editor ?
lesec74
09-01-12, 02:19 AM
What would it take to import FlakMonkey's Typ-VII Fore Crew Qurater's into data\Submarine\Common\Rooms\Room_QR1.GR2?
Is this even possible at this time?
The area is between Sonar Room/Captains Bunk Headboard and Torpedo Room Bulkhead and contains the Dining space that would replace 2 bunks.
Using Skwas S3D I isolated just the For Quarters and can make the DAT available for investigation if needed.
http://img109.imageshack.us/img109/1183/fmforequarters.jpg
Regards!
TheBeast
hello, no morenews about?many thanks:salute:
TheBeast
09-01-12, 04:33 AM
hello, no morenews about?many thanks:salute:
At this time, I do not own any 3D Model editing software.:/\\!!
Hi TheBeast :salute:
Have you try Wings3D :06: (export texture as .TGA or .jpeg :03:)
otherwise if you are student :know:, you can get free 3DsMax
(ie if you know one,ask him ...)
Personally, I buy mine V2010 (this one used to make the game :yep:) on occasion market for € 200
silentfox
09-01-12, 09:15 AM
Hi everyone,
Can anyone tell me where can I get the latest version of this excellent tool? I tried to assign a new material to existing meshes but it seems the initial version cannot do the job.
Thanks.
Nice to see people putting my GR2 Editor/Viewer to good use :yeah:
Hi DW
Where can your latest version be downloaded?
Gary
Hi Gary20 and Silentfox
Check your PM :03:
Huanglukuzhu
09-01-12, 11:49 AM
Hi Gary20 and Silentfox
Check your PM :03:
Dear BIGREG! I need the latest version of this tool too!
I'm seeking a tool which can import gr2 files for 5 years and find it here finally!
Please! You are my savior.
Hi Huanglukuzhu
Check PM :03:
Tomi_099
09-04-12, 07:50 PM
:Kaleun_Wink:.something new ??
TheDarkWraith
09-04-12, 10:00 PM
:Kaleun_Wink:.something new ??
nothing yet. Been busy in the depths of the sh5.exe and act files writing new patches :D
tonschk
09-05-12, 01:24 AM
:salute::up::yeah::sunny::rock::woot::D:salute:
Quote:
Originally Posted by Kloef http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1930179#post1930179)
, but the day will come and people will praise this game
.
Hi :salute:
@TDW
Have you not a little time for your .GR2 editor :06:
Ps: Your PM box is full :-?
Please TDW answers me ! :wah:
Say me YES or NO or maybe "MERDE" !
But ,say something :yep:
Targor Avelany
09-13-12, 01:55 PM
I think he posted somewhere that he'll be busy for a week on a job or smth.. be patient :)
:haha:
Ps: No tools ,no mods....same as : no arms,no chocolate... :D
( For import/export/add materials ,i need to use 3 versions :doh: and that take three times longer for make something good:timeout: when that not corrupt the files...:nope:)
silentmichal
09-14-12, 11:48 AM
Hi everyone,
Can anyone tell me where can I get the latest version of this excellent tool? I tried to assign a new material to existing meshes but it seems the initial version cannot do the job.
Thanks.
Hi!:salute:
What is the latest version of this great app? v1.1.167.1? Or is there any new version...
PS. I'm working on this mod:
http://www.subsim.com/radioroom/showthread.php?t=198394
The latest version of this App is... requied:)!
Hi :salute:
The last i have is the 1.1.272.1 ...
Ps:To add materials ,i use 1.1.265.1 ... and an older ...
Edit: But,impossible to create new bump materials .... need just the ability to create a "No texture with maps" only with a bump map without other maps (diffuse etc ...)
silentmichal
09-14-12, 12:24 PM
So, can you send mi a link on PM ?
silentmichal
09-14-12, 12:36 PM
Thank you very much!
Madox58
09-14-12, 06:55 PM
I think he posted somewhere that he'll be busy for a week on a job or smth.. be patient :)
I'll second this statement.
TDW has done OUTSTANDING work and I have nothing but respect for his time and efforts.
But real life does bite us all in the lower rear fatty area from time to time.
Real life is what pays the bills and feeds all of us.
Hell, Real life has kept me away from home for 7 weeks! And then after a week home?
I'm heading out again for 4 or more weeks!!
And I'm married!
Should I put real life aside to work on a Game I don't get paid for?
Should TDW?
NO!
None of us should.
So hang in there and be happy it's being done at all.
:yep:
THE_MASK
09-14-12, 08:09 PM
Married and heading off for 7 weeks without the wife and then another 4 :rock:
Madox58
09-14-12, 08:13 PM
Married and heading off for 7 weeks without the wife and then another 4 :rock:
:D
Sometimes you get lucky.
:har:
Don't tell her I said that!!!
:o
:03:
THE_MASK
09-14-12, 08:14 PM
hahahaha , cheers bloke .
Madox58
09-14-12, 08:19 PM
Ya, It's rough but the money is good and the travel is fantastic!
I have a great, no, GREAT Wife.
:up:
It all plays out well and we are very happy with everything.
She's got this thing for Jimbuna though?
:hmmm:
Must of been him in his black underwear back in Houston............
:timeout:
:har:
TheDarkWraith
09-15-12, 08:20 AM
I'm currently out of the country in Venezuela and have very little time for anything. Should be back home in 4-5 days.
kapitan_zur_see
09-18-12, 02:47 PM
as if... admit it, you're "on patrol" on the beaches strolling around with a glass of rum... :sunny:
All the best to you anyway! :up:
I've been losing track of this tool, waiting for it to be finished and so I'm a bit lost if I try modding with it and the "how-to"!! But will gladly wait patiently until you're done doing your magic, as always :smug:
keep up the good work! :know:
TheBeast
09-20-12, 07:13 AM
Any further progress on the Wolfpack Patch?:06:
http://imageshack.us/a/img17/8176/werewolf2.png
Targor Avelany
09-28-12, 05:35 PM
yesterday managed to export hull meshes and materials of uboat 7a. However, when trying to open the .obj files in 3ds max 9 had major problems (i'll post screenie when get home of the interesting info pop-up on import).
Was able to fix by openning in wings3d, saving both objects as 3ds and importing them as 3ds. :woot:
Also, it looks like scales of the models in this and previous versions are the same, which is good.
http://imageshack.us/a/img822/9219/examplets.png
that is if I try to import the exported obj directly. The result is... well, literally nothing.
p.s. I know for most of the more experienced people here its nothing. For me - a little win :P
Hello TARGOR :salute:
What version of .GR2 editor have you use for export :06:
Other maybe,that come from your version of 3DsMax :hmmm:
Me , i have the 2010 and that work without problems and SilentMichal use the 2013 and ditto no problems ...
Edit:
For import in .GR2 editor,use the "Loose" option
and when you export set the output precison number in 3dSMax to : 9
other thing the numbers of faces/vertices must be the same in the both objects
and the name must be : OBJECTNAME.OBJ and OBJECTNAME_AO.OBJ
I hope that will help you :03:
Targor Avelany
09-28-12, 09:13 PM
Hello TARGOR :salute:
What version of .GR2 editor have you use for export :06:
Other maybe,that come from your version of 3DsMax :hmmm:
Me , i have the 2010 and that work without problems and SilentMichal use the 2013 and ditto no problems ...
2009, which probably the cause.
It does work fine if I import it into wings3d first and save it as 3ds file.
and what is the .GR2 editor version you have use :06:
(older version don't work with 3DsMax)
Targor Avelany
09-28-12, 09:19 PM
and what is the .GR2 editor version you have use :06:
(older version don't work with 3DsMax)
the one you sent me link to. 1_1_265_1
Bizarre, normaly is just a .OBJ (standart format) :hmmm:
one thing you can try also is to open with 3DWings and export as .OBJ to see if you can open it after with 3DsMax
Edit :can you send a screen of you import preference (3DsMax)
Madox58
09-28-12, 09:50 PM
I use 2008 version and have no problems so far.
:hmmm:
The unknown command is the o in the exported obj file.
Hi Privateer
The unknown command is the o in the exported obj file.
What do you mean :06: i don't understand :oops:
i have take a look in exported .OBJ and .MTL and i don't found a "o" value :hmmm:
(I use the 1.1.272.1 version to export/import and the 1.1.265.1 to add materials)
Madox58
09-28-12, 10:25 PM
Don't have the files on this system so I'll go fire up the old one and get back with you.
:D
I have found :yep: ,but i have see only some meshes is written with "o" before the name in .OBJ ,the other have "object" written :hmmm:
(maybe,this file with "object" written ,this is files ,i have already export/import :hmmm:)
Must try with original ...
Madox58
09-28-12, 10:30 PM
That's what throws the unknown command message.
It's just ignored and the model should open normally.
It's the second part of that error that I've not seen yet.
Targor Avelany
09-28-12, 10:33 PM
I also played around with the settings of import. various and interesting stuff happens.
btw, yeah, I found the o that privateer is talking about; but I can't seem to find anywhere the obj plugin specs for max9.
Don't have the files on this system so I'll go fire up the old one and get back with you.
:D
With your new computer :03:
I also played around with the settings of import. various and interesting stuff happens.
btw, yeah, I found the o that privateer is talking about; but I can't seem to find anywhere the obj plugin specs for max9.
when you import a . obj in 3DsMax,normally a window should open ,as this one:
https://dl.dropbox.com/u/99234496/ImportPreset.jpg
Targor Avelany
09-28-12, 10:45 PM
heh, 9 is not that fancy :) I think privateer showed his settings in this post: http://www.subsim.com/radioroom/showpost.php?p=774404&postcount=2
I've tried similar (as i have the same window of the importer)
and the trick with wings3d worked - exporting it in .obj which let's me load it properly into the 3dmax
You can ,i think check the "Normals" box too ...
and the trick with wings3d worked - exporting it in .obj which let's me load it properly into the 3dmax
:up:
Maybe ,after "re"-import in .GR2 editor ,re-export the mesh ,and try to import directly in 3DsMax to see if that work ...
I think that come from "o" normaly should/must be transform to "object" before the mesh name in .OBJ
Targor Avelany
09-28-12, 11:00 PM
You can ,i think check the "Normals" box too ...
:up:
Maybe ,after "re"-import in .GR2 editor ,re-export the mesh ,and try to import directly in 3DsMax to see if that work ...
I'm also going to compare the files, want to see what is the difference
Targor Avelany
09-28-12, 11:07 PM
interesting that after comparing the original and the wings3d export, I have about 4k lines of vn coordinates more in the original :o
and less vt's...
the differences are actually very interesting...
VN is "Normal" vertice :03:
take a look in the 3DsMax help for more infos...
VT is texture vertice or named UVW ...(maybe ,Wings3dD/3DsMax have just optimised (welded) some VT :03:)
Targor Avelany
09-29-12, 12:23 AM
VN is "Normal" vertice :03:
take a look in the 3DsMax help for more infos...
VT is texture vertice or named UVW ...(maybe ,Wings3dD/3DsMax have just optimised (welded) some VT :03:)
I figured as much.
And "welded" is not exactly good, is it?
ugh... still so much to learn and understand
Sorry,for the response time ... :zzz:
No, this is not a problem that the VTs are welded (that get make no change and this is better :03:)
You can see the VT=UVW= texture coordinate in the .GR2 editor in the meshes menu :
https://dl.dropbox.com/u/99234496/UVs.jpg
and in 3DsMax/Wings3D ,use the "modifier" Unwrap UVW" to see or make change...
https://dl.dropbox.com/u/99234496/UVs02.jpg
As you see in the window you can weld the "Vertex" :03: without make a change ... you can too,change the position/size etc...
Note:This is for that ,This is two files exported : Diffuse and AO and they can/have not the same VT number (this is the only thing ,that can be different between the two files..)
Eg:in the QR1 room is only two AO=(self-illumination/shadows) textures for the all room...
Here the same with the vertex texture welded :
https://dl.dropbox.com/u/99234496/UVs03.jpg
Ho ! Man, i have slept only 4 hours,i need a coffee ... :yawn: :D
Madox58
09-29-12, 05:12 PM
Some where back in this thread I posted about how programs adjust things once you export them.
This is a problem in several ways.
You end up with odd counts on import.
That may not raise issues with the Game right now.
But once you compound things like this?
Who knows what effects can show up down the road?
:hmmm:
Hi Privateer :salute:
But,for me ,i have no problems to import/export and ingame :yep:
(the only thing ,i have not resolve for the moment is the "dark" wall in the radio room :shifty: ,that come not from normals ,AO(self-illumination or of the material setting :hmmm:
(i have all try ,new mesh,new material,displacement etc...)
in GR2 editor/goblin is OK,but not ingame always "gloomy/dark" :stare:
Maybe,that come from the light on the opposite wall (above the radar)
Ps:i have change many thing in QR1 (walls,furnitures without problems :D)
Targor Avelany
09-30-12, 12:54 PM
actually figured out why I had so much problems with exported files:
The exported files use comma for decimals, while blender and 3ds max use periods.
Can't believe that such a small thing was such a pain. :har:
But makes me wonder why is it not adjustable in either of the modeling programs
and there is another thing: 3ds and blender when export put double-space after each command before the actual values: "v 0.0216985169....."; in order for it to work in the importer/exporter you have to have only one space.
Targor Avelany
09-30-12, 03:28 PM
OK..
The first successful import. And yeas, I still have lots of work, but I'm just happy... and you can laugh at silly me (still need to fix the textures):
http://imageshack.us/a/img208/4245/goblinlook.jpg
Targor Avelany
09-30-12, 04:33 PM
following the instructions :P
http://imageshack.us/a/img577/4297/errordww.jpg
This is one file that,the editor can't not open (same with the US radar)...
Nothing to do, without an answer from TDW
Ps:you can open the charactere.GR2 , but many errors will appears ,just click "OK" and wait .....long time...... to open it :yep: (many textures ,get not loaded too...)
Note: resize you "send pictures" to 1280 wide for easier view for all :03:
Targor Avelany
09-30-12, 05:20 PM
This is one file that,the editor can't not open (same with the US radar)...
Nothing to do, without an answer from TDW
Ps:you can open the charactere.GR2 , but many errors will appears ,just click "OK" and wait .....long time...... to open it :yep: (many textures ,get not loaded too...)
Note: resize you "send pictures" to 1280 wide for easier view for all :03:
will do in the future. Haven't thought about it at first.
Madox58
10-02-12, 04:40 PM
Hi Privateer :salute:
But,for me ,i have no problems to import/export and ingame :yep:
(the only thing ,i have not resolve for the moment is the "dark" wall in the radio room :shifty: ,that come not from normals ,AO(self-illumination or of the material setting :hmmm:
(i have all try ,new mesh,new material,displacement etc...)
in GR2 editor/goblin is OK,but not ingame always "gloomy/dark" :stare:
Maybe,that come from the light on the opposite wall (above the radar)
The math used to compute new 3D model imports is flawed.
I've pointed that out in past posts.
Not to be rude but to point out flaws needing looked at.
It's my educated guess that that COULD be part of your problem at this point.
Only TDW can change the code to account for the weirdness I see when checking some things.
I use outside programs to adjust files before import.
Then I get a true GR2 style imports with no weirdness in the numbers I see.
Once you compound errors on top of errors?
You WILL sooner or later see the effects.
Targor Avelany
10-02-12, 04:45 PM
The math used to compute new 3D model imports is flawed.
I've pointed that out in past posts.
Not to be rude but to point out flaws needing looked at.
It's my educated guess that that COULD be part of your problem at this point.
Only TDW can change the code to account for the weirdness I see when checking some things.
I use outside programs to adjust files before import.
Then I get a true GR2 style imports with no weirdness in the numbers I see.
Once you compound errors on top of errors?
You WILL sooner or later see the effects.
Well, as I said: one of the main problems I had w/ importing the exported files into 3ds was that the exported .obj files are using comas for decimals (at least on my machine), while 3ds and blender using periods.
wings3d doesn't have any problems with either it seems.
There is probably still lots to figure out. Hopefully I'll be able to assist one way or another - trying to catch up to your guys level is not easy :P
Madox58
10-02-12, 04:49 PM
If you get the , instead of the . just do a find and replace all in notepad.
:up:
Hi Privateer :salute:
What do you mean :06: :I use outside programs to adjust files before import.
It's this for "redraw" the .OBJ before importing ?
It's this a free software :06:
Targor Avelany
10-02-12, 04:59 PM
If you get the , instead of the . just do a find and replace all in notepad.
:up:
oh yeah, that is pretty much how I did it with the imported boat in the screenshot that I posted. It's not a big deal, to me at least. Just an interesting little quirk to note, that is all :)
Madox58
10-02-12, 05:12 PM
Hi Privateer :salute:
What do you mean :06: :
It's this for "redraw" the .OBJ before importing ?
It's this a free software :06:
Yes, It is free software that I use to correct things to get a better and proper import that follows GR2 specs.
I haven't had the time to do a proper 'How to' as yet.
Plus there were things I didn't figure out till just recently.
I hate giving half an answer to a compound problem.
:nope:
Your thread will be a nice place to talk about it once I get this new system setup.
:up:
Take your time Privateer :yep:
I am already happy to know that a solution exists :up:
and there will always be a place in the "how to do,with .GR2 editor" topic, for explanations... :03:
TheDarkWraith
10-05-12, 09:54 AM
The GR2 Editor can account for commas instead of periods for the decimal point. You have to change the regional settings in the options (Edit-->Options)
Targor Avelany
10-05-12, 10:00 AM
The GR2 Editor can account for commas instead of periods for the decimal point. You have to change the regional settings in the options (Edit-->Options)
HE'S BACK!!!! :rock:
And thank you for the advice, that is good to know that that was the cause.
TheDarkWraith
10-05-12, 10:32 AM
HE'S BACK!!!! :rock:
And thank you for the advice, that is good to know that that was the cause.
I've been flying from country to country and some of these countries either have poor internet or no internet at all. My workload is huge currently and I just don't have the time for anything.
Targor Avelany
10-05-12, 10:36 AM
I've been flying from country to country and some of these countries either have poor internet or no internet at all. My workload is huge currently and I just don't have the time for anything.
As we used to say in Eve-Online: "Real Life is more important"
:nope: not that we always followed that rule...
Well, all we can say - hope you enjoy and have fun! :salute:
And it's not like we are going anywhere :rotfl2:
Hi TDW :salute:
I'm so happy to see a message from you :yep: :up:
Welcome to "home" harbor (subsim) :woot:
In hopes of getting some open-source type thing going on here is the C# AntiGranny code file (old and outdated but still full of useful info). Since there was no participation in my open-source adventure I will not be updating the source code below anymore:
(http://www.gamefront.com/files/20885697/AntiGranny___Subsim_10_13_2011_zip)http://www.gamefront.com/files/20890908/AntiGranny___Subsim_10_15_2011_zip
Darkwraith,
This link is dead do you still have the source code?
KarlSteiner
11-13-12, 10:19 AM
Hi TDW and the others,
I am an old subsim fan since SHI (Silent Service) meanwhile I design vessels in low poly-design with MAX5.1/8. It was for sh3 a 3d-model of a small tractor steam tug and converted into sh3 by Rovi58 named NHDS2302. If the link is present no more Ican sent a vesion to you.
Reading all these posts about your editor I think I will try to do that with shV, now. The last version of your editor I got is: 1.167.1.:up:
Because I was very ill the last months.
Please maybe you can send the actual version to me: carolussteiner@web.de
Best regards and
many thanks to all the other modders!
Karl :salute::up::up::up:
Targor Avelany
11-13-12, 10:37 AM
Hi TDW and the others,
I am an old subsim fan since SHI (Silent Service) meanwhile I design vessels in low poly-design with MAX5.1/8. It was for sh3 a 3d-model of a small tractor steam tug and converted into sh3 by Rovi58 named NHDS2302. If the link is present no more Ican sent a vesion to you.
Reading all these posts about your editor I think I will try to do that with shV, now. The last version of your editor I got is: 1.167.1.:up:
Because I was very ill the last months.
Please maybe you can send the actual version to me: carolussteiner@web.de
Best regards and
many thanks to all the other modders!
Karl :salute::up::up::up:
Very nice!
Look at http://www.subsim.com/radioroom/showthread.php?p=1942270#post1942270 this thread; I think it will be what you are looking for.
KarlSteiner
01-04-13, 07:39 PM
Hi Targor Avelany
many thank for your kindly tipp. :up::up::up:
Best regards
Karl :Kaleun_Binocular:
TheDarkWraith
01-14-13, 01:54 PM
Link at post #1 changed to reflect newest version - v 1.1.277.1
Link at post #1 changed to reflect newest version - v 1.1.277.1
:yeah:
Just tested the new version of the editor/viewer.
The background of the preview window is grey instead of the usual black. And when I tried opening a file nothing appeared, no matter what fill mode (point, wire, solid, etc.) I selcted. Meshes are shown as a white silhoutte only when fixed rendering mode is selected instead of 'Programmable (Shaders)'. I tried recompiling shaders, but not joy.
Tested with several ship units; always the same result. :hmmm:
silentmichal
01-14-13, 04:44 PM
Link at post #1 changed to reflect newest version - v 1.1.277.1
TheDarkWraith, GREAT!!! I'll test new version - of course I'm still waiting for PIFT by Privateer :up:. Maybe you'll repair bug with AO-texture coordonates? But, THANK YOU :D:):D
EDIT
Unfortunatelly, I also have this bug - I loaded file, and... gray background :shifty:. TDW, If you have any time, please repair it :yep:.
EDIT 2
When I selected "Fixed mode" in rendering tab - it's OK, but without textures - If I do sth bad, please give me tips.
EDIT 3
Sorry for my fail :/\\!!, about gray background - everything is OK - I had to change SH5 install folder :yep:.
Currently using GR2 Editor v1.1.265.1 for cloning/modifying bones around ships. Whenever I finish modifying a bone, I confirm the changes by clicking the 'Store' button (the 'Update' button is always grayed out :hmmm:).
When I want to save the changes on file, it keeps giving me this message:
...
I click yes, and I receive confirmation that the file was saved successfully. Nevertheless, soon after I receive an unmanaged exception warning, saying that "the file was saved successfully but still indicates that it has been modified!"
Closing the file and reopening it, demonstrates that my changes were actually saved. Is that normal? :06:
As far as your question to is that normal? I would say no but I need a step by step procedure of what you did so I can duplicate it and see what's going on. Most likely because you are using an older version of the app. I'll need the file you were modifying and step-by-step procedure of what you did. I coded in errors to pop up when the app did something it shouldn't have! There is a lot of double checking going on behind the scenes and if one item in the checklist is incorrect I throw an error.
Tested again, this time with editor v1.1.272.1 (I wanted to test with the last version, but as I reported in my previous post, I have problems using it). This time the three of 'Changes' buttons (Update, Store and Reset) are greyed out after cloning a bone :06:. Nonetheless, I can save, and no error window pops up. Closing and reopening the saved GR2 confirms that the changes were saved correctly.
The procedure I've followed:
- I opened NAGC_C2Appalachian.GR2
- I checked and selected node: cfg#C01_NAGC_C2Appalachian
- I right clicked on it and selected 'Clone' from the cotextual menu
- I renamed the cloned bone to cfg#R01_NAGC_C2Appalachian
- I saved the GR2
Another "issue" I have noticed is that if I open the modified GR2 in Goblin Editor, and I merge it with its zon, dsd, etc files, I receive the message:
...
I didn't investigate further, but I suspect that some Id's were reassigned. Is there a way to prevent it? I haven't renamed any object but the cloned bones... :hmm2:
I had a closer look at my modded GR2, and I think I've discovered the problem... Worse than expected :-?
Id's are still unchanged, but the bones from FX_C1_Dummy001 to FX_C7_Dummy07 were removed together with their child bones. I only hope that it happened due to a mistake of mine... :dead:
maybe I've found the culprit of my problem:
Menu Edit => Options => LNK@ => Automatically resolve => FX
it was unchecked.
Fingers crossed, and I'll let you know :up:
the GR2 I was talking about was the same NAGC_C2Appalachian.GR2 as in my previous post. This time I copied the whole NAGC_C2Appalachian folder and, opened it in GR2 Editor (v 1.1.277.1) and, before doing my changes (as described in the post below), I checked all the LNK and LNK@ options.
Dunno which of my tricks helped, but tis time, after saving the file, the FX dummies were still at there place. I Checked it in Goblin Editor :sunny:
TheDarkWraith
01-14-13, 06:24 PM
Just tested the new version of the editor/viewer.
The background of the preview window is grey instead of the usual black. And when I tried opening a file nothing appeared, no matter what fill mode (point, wire, solid, etc.) I selcted. Meshes are shown as a white silhoutte only when fixed rendering mode is selected instead of 'Programmable (Shaders)'. I tried recompiling shaders, but not joy.
Tested with several ship units; always the same result. :hmmm:
Very strange. I downloaded the link and everything works fine. Did you extract everything from the download? It sounds like you're missing the Shaders folder. Delete both .cfg files so the app will rebuild them. They are currently set to my config of my computer. This will bring back the black background also. You can change the background color at any time in case you weren't aware of it.
TheDarkWraith
01-14-13, 06:26 PM
TheDarkWraith, GREAT!!! I'll test new version - of course I'm still waiting for PIFT by Privateer :up:. Maybe you'll repair bug with AO-texture coordonates? But, THANK YOU :D:):D
Didn't know there was a problem with AO texture coordinates. What is the problem? Tell me how I can try and duplicate the 'problem' so I can see for myself. I'll need a detailed step by step procedure including the file to open.
Very strange. I downloaded the link and everything works fine. Did you extract everything from the download? It sounds like you're missing the Shaders folder. Delete both .cfg files so the app will rebuild them. They are currently set to my config of my computer. This will bring back the black background also. You can change the background color at any time in case you weren't aware of it.
Okay, deleting the cfg files made the trick :up:
Another idea for keeping you busy during your flights: data/Objects/Guns; have you ever looked into these files?
They contain guns' models and the information for their animation. Goblin Editor displays these animations, but not your Editor :hmmm:
TheDarkWraith
01-15-13, 08:35 AM
Another idea for keeping you busy during your flights: data/Objects/Guns; have you ever looked into these files?
They contain guns' models and the information for their animation. Goblin Editor displays these animations, but not your Editor :hmmm:
Yes that is correct. I have not figured out how animations are stored in the GR2 file yet. I know where they are located in the GR2 file but I don't know how to decipher the data.
Yes that is correct. I have not figured out how animations are stored in the GR2 file yet. I know where they are located in the GR2 file but I don't know how to decipher the data.
Editing these files with your editor, would screw up the stored animations in any way?
TheDarkWraith
01-15-13, 08:49 AM
Editing these files with your editor, would screw up the stored animations in any way?
Not at all. I know where they are in the file thus I read in all the data associated with them. I then write the exact same data back to the file when it comes time to write the file :)
Not at all. I know where they are in the file thus I read in all the data associated with them. I then write the exact same data back to the file when it comes time to write the file :)
You are impeccable :cool: :up:
TheDarkWraith
01-15-13, 10:01 AM
I'll do a write-up of how to change geometry via points and scaling later today because I don't think anyone understands this/knows how. Anything else anyone is wondering how to do/is possible to do?
silentmichal
01-15-13, 10:02 AM
Didn't know there was a problem with AO texture coordinates. What is the problem? Tell me how I can try and duplicate the 'problem' so I can see for myself. I'll need a detailed step by step procedure including the file to open.
OK, no problem - I'll show You (step by step) what am I doing. I think that Privateer found where's the bug - his files transformer eliminates this bug (Thread: http://www.subsim.com/radioroom/showthread.php?t=200794)
[I'll do it in few days / weeks, because now I'm busy...]
I'll do a write-up of how to change geometry via points and scaling later today because I don't think anyone understands this/knows how. Anything else anyone is wondering how to do/is possible to do?
Yes, what about a step by step tutorial on cloning a GR2 file for creating a simple new object/unit from one already featured in game?
TheDarkWraith
01-15-13, 05:53 PM
Yes, what about a step by step tutorial on cloning a GR2 file for creating a simple new object/unit from one already featured in game?
This one is really simple. Copy the file you want to clone with Explorer. Rename it to the name you want it to have. Open the file with GR2 Editor/Viewer. Now rename the model, skeleton, and the main bone to the file's name (this applies to GR2 files with only one model and skeleton). Save file. Done :D
If you want to change the meshes then select the mesh in the meshes tab and import the 3D model data into it.
TheDarkWraith
01-15-13, 06:48 PM
OK, no problem - I'll show You (step by step) what am I doing. I think that Privateer found where's the bug - his files transformer eliminates this bug (Thread: http://www.subsim.com/radioroom/showthread.php?t=200794)
[I'll do it in few days / weeks, because now I'm busy...]
That still doesn't show me anything. I need data, files, pictures, etc. so that I can see what the so called error is. I can import 3D model data from Wings3D with no problems so I would say S3D is exporting the data differently or by it's own rules. I tried to follow the OBJ format standard as best as possible (I don't support everything in the OBJ format).
This one is really simple. Copy the file you want to clone with Explorer. Rename it to the name you want it to have. Open the file with GR2 Editor/Viewer. Now rename the model, skeleton, and the main bone to the file's name (this applies to GR2 files with only one model and skeleton). Save file. Done :D
If you want to change the meshes then select the mesh in the meshes tab and import the 3D model data into it.
Thank you TDW, I had only a vague idea about what had to be done, but with your explainations everything is more clear. I have two more questions though:
- is there any lilimitation to the names that can be used, besides the rule regarding the single model GR2's.
- Once a GR2 is cloned and its mehes, skeletons, and bones are renamed, the Id's of its sim, zon, etc files have to be remapped accordingly. By righ clicking on the items of a GR2 file in Goblin, and selecting 'Edit controllers', 2 hex number separeted by a colon are displayed. Which on these numbers is the Id to be used as controller's parent? :hmmm:
TheDarkWraith
01-15-13, 08:32 PM
is there any lilimitation to the names that can be used, besides the rule regarding the single model GR2's.
- Once a GR2 is cloned and its mehes, skeletons, and bones are renamed, the Id's of its sim, zon, etc files have to be remapped accordingly. By righ clicking on the items of a GR2 file in Goblin, and selecting 'Edit controllers', 2 hex number separeted by a colon are displayed. Which on these numbers is the Id to be used as controller's parent? :hmmm:
I don't know what the limitations are for symbols that can be used in names with GR2 files. I would stick with the common symbols (letters, numbers, underscore, #, $, @) to be safe.
The 2 hex numbers make an ID by:
Take the first hex number and read it backwards. If it was 0A56BC20 you would read that as 20BC560A. Take the second number and do the same to it. If it was AA04A0FF then it would be FFA004AA. Thus the ID would be 20BC560AFFA004AA. That took me months to figure out!!!
TheDarkWraith
01-15-13, 08:58 PM
for a tutorial on how to manipulate an object's geometry and vertices using the mouse see here: http://www.subsim.com/radioroom/showpost.php?p=1993633&postcount=105
:|\\
I don't know what the limitations are for symbols that can be used in names with GR2 files. I would stick with the common symbols (letters, numbers, underscore, #, $, @) to be safe.
Shouldn't we keep the same number of letters as the original name?
The 2 hex numbers make an ID by:
Take the first hex number and read it backwards. If it was 0A56BC20 you would read that as 20BC560A. Take the second number and do the same to it. If it was AA04A0FF then it would be FFA004AA. Thus the ID would be 20BC560AFFA004AA. That took me months to figure out!!!
Thank you TDW, I wouldn't ever have figured it out, seems enigma encryption to me :haha:
I wonder which secrets devs wanted to defend :hmm2:
for a tutorial on how to manipulate an object's geometry and vertices using the mouse see here: http://www.subsim.com/radioroom/showpost.php?p=1993633&postcount=105
:|\\
:yeah:
TheDarkWraith
01-15-13, 09:25 PM
Shouldn't we keep the same number of letters as the original name?
You can if you want but my app will allow you to either shorten, lengthen, or keep the same length. It's your choice :D Once I finally perfected my pointer updater many, many versions ago I am free to do whatever I want :cool:
TheDarkWraith
01-15-13, 09:31 PM
I wonder which secrets devs wanted to defend :hmm2:
Anything can be cracked/figured out. It just takes time and perseverance :yep:
You can if you want but my app will allow you to either shorten, lengthen, or keep the same length. It's your choice :D Once I finally perfected my pointer updater many, many versions ago I am free to do whatever I want :cool:
:up:
Anything can be cracked/figured out. It just takes time and perseverance :yep:
Anything, but automatic translations from Russian to English :D
TheDarkWraith
01-15-13, 09:36 PM
Anything, but automatic translations from Russian to English :D
That language (Russian) just isn't right. Neither is Chinese/Mandarin/Japanese. At least with French, German, and Spanish I can sorta make out what the word infers to or what the sentence is trying to convey.
TheDarkWraith
01-15-13, 09:40 PM
Thank you TDW, I wouldn't ever have figured it out, seems enigma encryption to me :haha:
Remember that I use a hex editor. So this is how the ID would appear to me in a hex editor. I don't know for sure but I'm pretty sure you have to reverse the complete ID for use in S3D. I don't use S3D and never will.
That language (Russian) just isn't right. Neither is Chinese/Mandarin/Japanese. At least with French, German, and Spanish I can sorta make out what the word infers to or what the sentence is trying to convey.
I think there's a reason for it: neolatin and even germanic languages have inherited most of their syntax from latin. You can translate an Italian text into English word by word , and still understand the general meaning of the phrase. Moreover, many words of our respective languages have a common root, and this helps a lot too. Not so for Russian, Chinese, etc...
Remember that I use a hex editor. So this is how the ID would appear to me in a hex editor. I don't know for sure but I'm pretty sure you have to reverse the complete ID for use in S3D. I don't use S3D and never will.
With your skills, you don't need to, but for me s3d is still a valid tool, and in many cases it helped me to do things I couldn't have done with Goblin. :yep:
volodya61
01-15-13, 10:25 PM
That language (Russian) just isn't right.
:har:
The most right language is Latin :up:
That language (Russian) just isn't right. Neither is Chinese/Mandarin/Japanese. At least with French, German, and Spanish I can sorta make out what the word infers to or what the sentence is trying to convey.
For the same reason, and we can be difficult to understand other languages. And this is despite the fact that we have a lot of words borrowed from Latin. Great difficulty is the word order: remember how at school he studied German (oh, if I knew what he had to come in handy here!:oops::D) And teacher We are constantly reminded that the proposal should be waiting to hear the end, otherwise you can properly understand the meaning. In the Russian word order does not matter - meaning of the sentence is clear. :D
:har:
The most right language is Latin :up:
LOL, I started a debate here :O:
Replying to Volodya, there is not such a thing as an overall "right" language, indeed. I think TDW's statement was relative to his understanding of Russian, Mandarine, Japanese, etc. which is obviously affected by his own linguistic roots.
Personally, I am very intrigued by whatever language. Though I haven't ever approached Russian so far, I would like to learn it. :yep:
For the same reason, and we can be difficult to understand other languages. And this is despite the fact that we have a lot of words borrowed from Latin.
Really? I wasn't aware of it :doh:
Great difficulty is the word order: remember how at school he studied German (oh, if I knew what he had to come in handy here!:oops::D) And teacher We are constantly reminded that the proposal should be waiting to hear the end, otherwise you can properly understand the meaning. In the Russian word order does not matter - meaning of the sentence is clear. :D
This is exacly what I was suspecting, even knowing little or nothing of your language... but at least, with a bit of effort, we understand each other :up:
volodya61
01-16-13, 10:37 AM
In the Russian word order does not matter - meaning of the sentence is clear. :D
This is only possible because we have an infinite number of declensions, cases and verbal forms..
LOL, I started a debate here :O:
It's your vocation :O:
Though I haven't ever approached Russian so far, I would like to learn it. :yep:
Welcome :up:
Consult to Silent Steel for the first lesson..
Really? I wasn't aware of it :doh:
Latin language was the basis for a common European civilization.. and Russia is part of Europe also.. I think so.. :O:
..but at least, with a bit of effort, we understand each other :up:
:up:
silentmichal
01-16-13, 12:33 PM
That still doesn't show me anything. I need data, files, pictures, etc. so that I can see what the so called error is. I can import 3D model data from Wings3D with no problems so I would say S3D is exporting the data differently or by it's own rules. I tried to follow the OBJ format standard as best as possible (I don't support everything in the OBJ format).
OK, :agree: but now I'm very busy - I'll prepare data, files, etc in few days - And I'm using 3ds Max software. But OK, I'll tell everything in few days :|\\.
It's your vocation :O:
You think? :hmm2:
Latin language was the basis for a common European civilization.. and Russia is part of Europe also.. I think so.. :O:
Indeed, our civilization got a common denominator which pemeates it from North to South, and from West to East. On the other hand I was convinced that Latin language never spread that much in the impenetrable Mother Russia :)
Welcome:up:
Consult to Silent Steel for the first lesson..
There are so many languages we can learn from SSteel: I consider him as a sort of living dictionary! :D
volodya61
01-16-13, 01:09 PM
On the other hand I was convinced that Latin language never spread that much in the impenetrable Mother Russia :)
Russia has a very deep historical roots in the relationship with the Polish-Lithuanian Commonwealth. One time (1610-1612) the Poles were sitting on the Throne of Moscow. And a hundred years ago, Poland was part of the Russian Empire.
I mean: Poland - Catholicism - Latin
TheDarkWraith
01-16-13, 01:49 PM
I don't know if I'll finish before I have to leave again for the airports but I started working on adding the ability to add subsets to a mesh :)
Targor Avelany
01-17-13, 02:14 AM
I don't know if I'll finish before I have to leave again for the airports but I started working on adding the ability to add subsets to a mesh :)
WE LOVE YOU!!!
/ahem... I'm ok...
TheDarkWraith
01-17-13, 03:48 PM
Been working on the ability to add new subsets to a mesh. This ability currently exists but only when you are importing (loose) 3D data to replace an existing mesh. Now I have coded in the ability to add subsets to a mesh by selecting an OBJ file to add to the mesh :rock: You are not limited to the number of subsets you can add to a mesh. However many subsets are in the OBJ file are the number of subsets that will be added to the selected mesh. The materials for the new subsets currently will not be created or imported. You'll have to do that manually.
Here I have the small boat GR2 file opened and I'm going to add some new subsets to it.
http://www.subsim.com/radioroom/picture.php?albumid=642&pictureid=6243
When you decide to add new subsets to a mesh this is the first window you will see:
http://www.subsim.com/radioroom/picture.php?albumid=642&pictureid=6244
Pretty self explanatory. After you click Import you will be presented with an open file dialog so you can select the OBJ file. NOTE: do not select the AO OBJ file. Select the non-AO OBJ file. If you elected to import UV2 data (AO) the app will read the non-AO OBJ file and the AO OBJ file (same file name as non-AO OBJ file but with _AO appended to the end).
I selected an OBJ file that has 5 subsets in it. These subsets are what makes up the periscope. I elected to import UV2 data also as you can see from the screenie above.
And here was the result:
http://www.subsim.com/radioroom/picture.php?albumid=642&pictureid=6245
:rock:
Saved the file. Reopened with app and no problems. Opened with Granny Viewer and no problems. Excellent :D
This though has exposed something I never thought of. The ability to import subsets is excellent but there is no way to move individual subsets so you can place them where you want. Currently you have to move the entire mesh (which encompasses all of it's subsets). This of course is a slight problem that I am currently pondering how to implement :hmmm:
Been working on the ability to add new subsets to a mesh.
Excellent, I haven't managed replacing a mesh yet, and you have already implemented to add a new subset! :D
I am sure silentmichal will be glad about this addition: I was trying to add food hanging from the roof, but he needed them to be a separate subset, in order to be able adding to them a pendulum controller :up:
This though has exposed something I never thought of. The ability to import subsets is excellent but there is no way to move individual subsets so you can place them where you want. Currently you have to move the entire mesh (which encompasses all of it's subsets). This of course is a slight problem that I am currently pondering how to implement :hmmm:
Looking forward to this new feature
By the way, have you seen this thread (http://www.subsim.com/radioroom/showthread.php?t=200794&page=2) by privateer. Seems he is addressing a possible limitation of your editor, though I couldn't undertsand which one exactly :oops:
TheDarkWraith
01-17-13, 04:42 PM
I am sure silentmichal will be glad about this addition: I was trying to add food hanging from the roof, but he needed them to be a separate subset, in order to be able adding to them a pendulum controller :up:
That's still not going to solve his problem. A subset doesn't have an ID. Only the entire mesh has an ID.
By the way, have you seen this thread (http://www.subsim.com/radioroom/showthread.php?t=200794&page=2) by privateer. Seems he is addressing a possible limitation of your editor, though I couldn't undertsand which one exactly :oops:
Yes I've seen it. I don't understand what the 'problem' is. As I've said before I need data, files, pictures, step by step procedure (so I can try and duplicate), etc. to show me what a problem is. Without those then there is no problem.
May I a suggestion?
Would it be possible adding a function giving the ability to find/replace automatically a string within bones and/or mesh names?
It would be useful when looking for a specific item into big files, or when we need to rename many of them... :hmm2:
TheDarkWraith
01-17-13, 05:37 PM
May I a suggestion?
Would it be possible adding a function giving the ability to find/replace automatically a string within bones and/or mesh names?
It would be useful when looking for a specific item into big files, or when we need to rename many of them... :hmm2:
Excellent idea. How are you thinking it would be implemented :hmmm:
Excellent idea. How are you thinking it would be implemented :hmmm:
Well, shouldn't bee too different from the usual search/replace function found in most wordprocessors.
Adding a filter to determine where to look for the given string (mesh/texture/bone, etc.) would be a cool feature though :yep:
Targor Avelany
01-17-13, 05:58 PM
Well, shouldn't bee too different from the usual search/replace function found in most wordprocessors.
Adding a filter to determine where to look for the given string (mesh/texture/bone, etc.) would be a cool feature though :yep:
Support this 100%!
Great idea, gap!
TheDarkWraith
01-17-13, 06:14 PM
Just noticed that there has been a constant bug in the importers. The bug deals with Calculating tangents and binormals checkbox on the importer screen. If you set that to unchecked the app was still re-calculating the tangents and binormals. This has been fixed in v1.1.279.1
TheDarkWraith
01-17-13, 06:27 PM
I released v1.1.279.1 because of the bug I found in the imports and so that you all can start testing/playing around with adding new subsets to a mesh. I was unable to find any errors but if you do please post them in this thread. You can find the new version at post #1 of this thread.
All new subsets added will default to the first material listed in the GR2 file as their material. You'll need to manually edit this or add new materials for it.
Still working on the ability to move a subset of a mesh (currently you have to move the entire mesh [all of it's subsets] if you want to move it).
:|\\
I released v1.1.279.1
Got it, thank you TDW :up:
TheDarkWraith
01-17-13, 07:04 PM
After some thought on how to implement the ability to move subsets of a mesh vice the whole mesh I know how I will implement it. I have a coordinates class that is responsible for keeping track of position, rotation, scale, etc. of any object. It contains all the support functions for manipulating these values also. What I will do is have each mesh subset create an instance of this coordinates class. Thus each subset will now have the ability to move, rotate, and scale. Now just to update the code to support this :D
TheDarkWraith
01-18-13, 12:04 PM
I knew the day was going to come when I would have to restructure my base classes. I was hoping that day was still a long ways away but the time had come to hunker down and do it. In order to give mesh subsets the ability to position, rotate, and scale I needed something that C# doesn't allow: multiple inheritance. Since I cannot have a class inherit from multiple base classes I had to restructure all my base classes. The benefit of this is the aforementioned and also reduced a lot of redundant methods and properties (thus saving memory). I have released v1.1.281.1 and you can find it at post #1. All this new version is is the previous version with all the base classes restructured and redundancy removed. Many, many changes were made and thus I hope there are no errors or bugs. You all can test this and tell me if you notice anything strange or notice any errors.
Now I can start coding the mesh subsets ability to translate, rotate, and scale :)
TheDarkWraith
01-18-13, 06:41 PM
Exciting times ahead! :D
Just finished the bulk of the subset moving code and decided to give it a test. Here I picked Subset 0 of Hull01 and rotated it on it's Y axis to the right. Notice that the axis reference is positioned correctly on the subset of the mesh:
http://www.subsim.com/radioroom/picture.php?albumid=642&pictureid=6252
You'll also notice that the status bar is telling you that the app is adjusted Hull01 subset 0. You'll also notice that the Rotation box's Y button is activated. Everything works exactly like you're adjusting the mesh :rock:
So to really test the code I selected Hull01. I rotated it on it's Y axis a little to the right and rotated it on it's X axis a little. If everything is correct code wise then subset 0 should rotate with the main mesh and keep it's orientation to the main mesh. I would say we have success :D
http://www.subsim.com/radioroom/picture.php?albumid=642&pictureid=6253
Notice that the selected ref axis changed to the main mesh (Hull01). Everything working beautifully. Now I just have to finish the code for when you have adjusted a subset and you press the Store button in the Changes box.
If you'd like to playaround with this and/or test it here you go: http://www.mediafire.com/?1m55crcqe3yfcwk
I have disabled the Store button for mesh subsets. Pressing the Store button for meshes will NOT store the changes for any of the subsets. That's the code I'm working on now.
:|\\
Time to give the new version of your edotor a try, though I am still practising with its most basic functions :oops:
Talking about them I had a new tiny but, I believe. useful idea:
could you add an option for reloading diffuse/normal/occlusion maps? It would come handy when editing model's textures without changing textures definitions :)
TheDarkWraith
01-20-13, 10:19 AM
could you add an option for reloading diffuse/normal/occlusion maps? It would come handy when editing model's textures without changing textures definitions :)
IIRC that feature already exists. Select the Materials tab then select the material then select the Texture and right click on it for a list of actions. Select reload. You can do the same thing from the Textures tab. Pretty sure the Reload action is available from the Meshes tab also.
IIRC that feature already exists. Select the Materials tab then select the material then select the Texture and right click on it for a list of actions. Select reload. You can do the same thing from the Textures tab. Pretty sure the Reload action is available from the Meshes tab also.
Thank you :up:
Great stuff! On the gr2 question - you said that it requires knowing the magic number of the granny file to import. How did you find it? If I get it for you can you add it to the options to load gr2?
TheDarkWraith
01-21-13, 01:33 PM
Great stuff! On the gr2 question - you said that it requires knowing the magic number of the granny file to import. How did you find it? If I get it for you can you add it to the options to load gr2?
Post a link to the GR2 file in question and I'll look at it. The GR2 format is highly customizable and thus it's nearly impossible to code something to read everything without using Rad Game Tools DLLs.
Post a link to the GR2 file in question and I'll look at it. The GR2 format is highly customizable and thus it's nearly impossible to code something to read everything without using Rad Game Tools DLLs.
Great! Thank you for the help. Here is a link to the GR2 and I included the DLLs they use to convert FBX to their granny format. We can convert units exported as FBX from blender and then convert it to their gr2. But this limits us on reusing animations and is a real pain to re-rig our meshes to work on their animations. With leadres its impossible.
I hope the DLLs help. All I want to do is export one of their gr2s with its skeleton and a rigged mesh into a format I can modify in blender. If you can do that it would be greatly appreciated!
http://www.mediafire.com/?n5j42il74fq8491
Madox58
01-24-13, 05:28 PM
Great! Thank you for the help. Here is a link to the GR2 and I included the DLLs they use to convert FBX to their granny format. We can convert units exported as FBX from blender and then convert it to their gr2. But this limits us on reusing animations and is a real pain to re-rig our meshes to work on their animations. With leadres its impossible.
I hope the DLLs help. All I want to do is export one of their gr2s with its skeleton and a rigged mesh into a format I can modify in blender. If you can do that it would be greatly appreciated!
http://www.mediafire.com/?n5j42il74fq8491
The files are useing RAD's compression scheme to start with.
GrannyViewer can open those of course.
Until the compression is figured out?
You'd need to use RAD's dll's to access stuff.
They do frown on that.
:haha:
TheDarkWraith
02-03-13, 02:23 PM
Great! Thank you for the help. Here is a link to the GR2 and I included the DLLs they use to convert FBX to their granny format. We can convert units exported as FBX from blender and then convert it to their gr2. But this limits us on reusing animations and is a real pain to re-rig our meshes to work on their animations. With leadres its impossible.
I hope the DLLs help. All I want to do is export one of their gr2s with its skeleton and a rigged mesh into a format I can modify in blender. If you can do that it would be greatly appreciated!
http://www.mediafire.com/?n5j42il74fq8491
The files are useing RAD's compression scheme to start with.
GrannyViewer can open those of course.
Until the compression is figured out?
You'd need to use RAD's dll's to access stuff.
They do frown on that.
:haha:
That file with the link is compressed. Since I had time to kill in the air I decided to RE the Granny Viewer from when you click load file till the data was displayed. Doing this exposed some slight problems with the app that I will have to fix (some things that I guessed on I guessed wrong).
I was able to inject some assembly code into the Granny Viewer that caused it to spit out each decompressed section into a hex file. I then had my app take these files and make a new GR2 file out of them. The app had to adjust a bunch of pointers also but the result was SUCCESS :rock: Compressed files are no longer an obstacle to the GR2 Editor/Viewer :D I will explain more later when I have more time :)
I'll send the decompressed GR2 file to you so you can open in Granny Viewer and see for yourself. The app won't open it because there are some map names (irradiance map and such) that it doesn't recognize and thus throws an error. I have to add these map names to the app so it knows how to handle them.
TheDarkWraith
02-03-13, 02:47 PM
Here is the file decompressed: http://www.mediafire.com/?1ujh04d0wja6jj3
You can open in Granny Viewer with no problems. Try and open it with the app and you will get an error about irradiance map unknown. I'll be updating the app when I have more time.
This is probably the first GR2 file decompressed without the use of Rad Games Tools DLLs :D The Granny Viewer is going to be the downfall of them. It tells me everything I've wanted to know and more :rock:
There was no sense in re-inventing the wheel and adding the code to decompress the GR2 file into the app (not to mention it's rather complex how they do their compression). It was easier to have the app spawn the Granny Viewer app, insert some assembly code into it, have the user open the file they want to decompress with the Granny Viewer, once the Granny Viewer displays the contents user closes Granny Viewer, app then reads the decompressed files spit out and builds a new GR2 file. Easy, simple, elegant...Utter shear beauty! That takes exploitation to a new level for me :D
Madox58
02-03-13, 02:55 PM
:salute:
Kaicokid
02-03-13, 04:00 PM
Lovely stuff.:salute:
TheDarkWraith
02-03-13, 08:56 PM
Updated the app so that it can recognize more map usages such as those defined in that Augustus.GR2 file. I also updated the app so that if it finds a map usage it doesn't know it will simply ignore it (before it threw an error). That Augustus.GR2 file exposed some major errors in my app that I also fixed. There is one 'error' though that I cannot get my head around.
This 'error' is a rendering error and it's due to not reading the vertices correctly. The vertex component names are not unfamiliar and I've loaded SH5 GR2 files that contain the same 7 vertex component names defined. The problem is this Augustus.GR2 file has X,Y, and Z texture coordinates! I cannot find where the GR2 file defines that the vertex data contains a Z texture coordinate. Once I can figure that out I will be able to read the vertex data correctly and it will render correctly.
So yes this means I was able to successfully open a previously compressed GR2 file with the app and render it :D Now to figure out and fix this 'error'...
Targor Avelany
02-03-13, 08:59 PM
well, there is a slight problem I'm having with importing multiple subsets:
The original mesh has no problem, however all the subsets do.
In the GR2Viewer - all textures are proper. Even in GrannyViewer they are good. However, in game and goblin editor - the textures are all messed up.
http://img717.imageshack.us/img717/9926/68301449.th.png (http://img717.imageshack.us/i/68301449.png/) http://img90.imageshack.us/img90/525/93480808.th.png (http://img90.imageshack.us/i/93480808.png/)
And here's how it looks like in game :)
http://imageshack.us/a/img842/9255/sh5img20130203142013.jpg
http://imageshack.us/photo/my-images/842/sh5img20130203142013.jpg/
TheDarkWraith
02-03-13, 09:43 PM
well, there is a slight problem I'm having with importing multiple subsets:
The original mesh has no problem, however all the subsets do.
In the GR2Viewer - all textures are proper. Even in GrannyViewer they are good. However, in game and goblin editor - the textures are all messed up.
Interesting...can you send me your files for this so I can look them over when I have time?
Snooping around in Granny Viewer has shown me a big error in my app. When I read the PrimaryVertexData the first thing in each chunk of PrimaryVertexData is the VertexType. I really had no idea how to use/what this was for so I was reading the value (big error!). Granny Viewer showed me that some PrimaryVertexData had different sizes for bytes per vertex. How did it know this? :06: The only logical way was that this VertexType was actually a pointer and that is why when I read this value it was always 0 (even for PrimaryVertexData with different number of bytes per vertex). So I checked to see if it was a pointer by having the app search for a pointer at the location of the VertexType. Sure enough it found one :D This is good. Now I have to figure out how to use this pointer and what data it points to (and how to use it). It obviously points to something that is going to ultimately tell me how many bytes per vertex this PrimaryVertexData has. Now it all makes perfect sense! I couldn't put my head around how there could be custom names in the vertex component names yet the Granny Viewer knew how many bytes to read for each vertex component name. Now I have a clue as to how it's doing it. This totally changes my app as I had previously hard coded how many bytes per vertex based on the vertex component name. Lots of work/changes to make...
Targor Avelany
02-03-13, 10:03 PM
Interesting...can you send me your files for this so I can look them over when I have time?
Snooping around in Granny Viewer has shown me a big error in my app. When I read the PrimaryVertexData the first thing in each chunk of PrimaryVertexData is the VertexType. I really had no idea how to use/what this was for so I was reading the value (big error!). Granny Viewer showed me that some PrimaryVertexData had different sizes for bytes per vertex. How did it know this? :06: The only logical way was that this VertexType was actually a pointer and that is why when I read this value it was always 0 (even for PrimaryVertexData with different number of bytes per vertex). So I checked to see if it was a pointer by having the app search for a pointer at the location of the VertexType. Sure enough it found one :D This is good. Now I have to figure out how to use this pointer and what data it points to (and how to use it). It obviously points to something that is going to ultimately tell me how many bytes per vertex this PrimaryVertexData has. Now it all makes perfect sense! I couldn't put my head around how there could be custom names in the vertex component names yet the Granny Viewer knew how many bytes to read for each vertex component name. Now I have a clue as to how it's doing it. This totally changes my app as I had previously hard coded how many bytes per vertex based on the vertex component name. Lots of work/changes to make...
You have a full pm box :)
TheDarkWraith
02-03-13, 10:08 PM
You have a full pm box :)
Post a link :salute:
Putting all of the pieces of the puzzle together:
[5148] PrimaryVertexData found at 0x3BE70 (0x3C038)
[5148] VertexType=0x0 0x3BE70 (0x3C038)
Instead of reading the value (which was 0x0) I had the app check for a pointer at this location and what do you know. Checked all the pointer data and data type definition data that the app spit out for the first PrimaryVertexData's VertexType pointer:
Pointer 8313: (type=pointer)
Data offset: 0x3BE70 (0x3C038) Section: 0x6 Value offset: 0x3920 (0xF8B14) File offset: 0x185AC (0x117060)
Pointer object data: Unknown type
Points to DataTypeDefinition:
DataType definition 457: (type=granny_real32)
Offset: 0x3920 (0xF8B14) Size: 0x20
Embedded string pointer offsetinsectiondata: 0x3924 (0xF8B18) Section: 0
Embedded string pointer offsetinsectionvalue: 0x4C490 (0x4C658) Embedded string: Position
Additional datatypedefinition offsetinsectiondata: N/A Section: N/A offsetinsectionvalue: N/A
Count: 3 Unknown: 0x0 Unknown2: 0x0 Unknown3: 0x0 Unknown4: 0x0
Additional data: N/A
DataType definition 458: (type=granny_uint8)
Offset: 0x3940 (0xF8B34) Size: 0x20
Embedded string pointer offsetinsectiondata: 0x3944 (0xF8B38) Section: 0
Embedded string pointer offsetinsectionvalue: 0x4C49C (0x4C664) Embedded string: BoneWeights
Additional datatypedefinition offsetinsectiondata: N/A Section: N/A offsetinsectionvalue: N/A
Count: 4 Unknown: 0x0 Unknown2: 0x0 Unknown3: 0x0 Unknown4: 0x0
Additional data: N/A
DataType definition 459: (type=uint8)
Offset: 0x3960 (0xF8B54) Size: 0x20
Embedded string pointer offsetinsectiondata: 0x3964 (0xF8B58) Section: 0
Embedded string pointer offsetinsectionvalue: 0x4C4A8 (0x4C670) Embedded string: BoneIndices
Additional datatypedefinition offsetinsectiondata: N/A Section: N/A offsetinsectionvalue: N/A
Count: 4 Unknown: 0x0 Unknown2: 0x0 Unknown3: 0x0 Unknown4: 0x0
Additional data: N/A
DataType definition 460: (type=granny_real32)
Offset: 0x3980 (0xF8B74) Size: 0x20
Embedded string pointer offsetinsectiondata: 0x3984 (0xF8B78) Section: 0
Embedded string pointer offsetinsectionvalue: 0x4C4B4 (0x4C67C) Embedded string: Normal
Additional datatypedefinition offsetinsectiondata: N/A Section: N/A offsetinsectionvalue: N/A
Count: 3 Unknown: 0x0 Unknown2: 0x0 Unknown3: 0x0 Unknown4: 0x0
Additional data: N/A
DataType definition 461: (type=granny_real32)
Offset: 0x39A0 (0xF8B94) Size: 0x20
Embedded string pointer offsetinsectiondata: 0x39A4 (0xF8B98) Section: 0
Embedded string pointer offsetinsectionvalue: 0x4C4BC (0x4C684) Embedded string: Tangent
Additional datatypedefinition offsetinsectiondata: N/A Section: N/A offsetinsectionvalue: N/A
Count: 3 Unknown: 0x0 Unknown2: 0x0 Unknown3: 0x0 Unknown4: 0x0
Additional data: N/A
DataType definition 462: (type=granny_real32)
Offset: 0x39C0 (0xF8BB4) Size: 0x20
Embedded string pointer offsetinsectiondata: 0x39C4 (0xF8BB8) Section: 0
Embedded string pointer offsetinsectionvalue: 0x4C4C4 (0x4C68C) Embedded string: Binormal
Additional datatypedefinition offsetinsectiondata: N/A Section: N/A offsetinsectionvalue: N/A
Count: 3 Unknown: 0x0 Unknown2: 0x0 Unknown3: 0x0 Unknown4: 0x0
Additional data: N/A
DataType definition 463: (type=granny_real32)
Offset: 0x39E0 (0xF8BD4) Size: 0x20
Embedded string pointer offsetinsectiondata: 0x39E4 (0xF8BD8) Section: 0
Embedded string pointer offsetinsectionvalue: 0x4C4D0 (0x4C698) Embedded string: TextureCoordinates0
Additional datatypedefinition offsetinsectiondata: N/A Section: N/A offsetinsectionvalue: N/A
Count: 3 Unknown: 0x0 Unknown2: 0x0 Unknown3: 0x0 Unknown4: 0x0
Additional data: N/A
DataType definition 464: (type=end_of_data_type_definition)
Offset: 0x3A00 (0xF8BF4) Size: 0x20
Embedded string pointer offsetinsectiondata: N/A Embedded string section: N/A
Embedded string pointer offsetinsectionvalue: N/A Embedded string: N/A
Additional datatypedefinition offsetinsectiondata: N/A Section: N/A offsetinsectionvalue: N/A
Count: 0 Unknown: 0x0 Unknown2: 0x0 Unknown3: 0x0 Unknown4: 0x0
Additional data: N/A
That tells me what I needed to know!
Position - has 3 values (3 X 4 bytes = 12)
BoneWeights - has 4 values (4 X 1 bytes = 4)
BoneIndicies - has 4 values (4 X 1 bytes = 4)
Normal - has 3 values (3 X 4 bytes = 12)
Tangent - has 3 values (3 X 4 bytes = 12)
Binormal - has 3 values (3 X 4 bytes = 12)
TextureCoordinates0 - has 3 values (3 X 4 bytes = 12)
Total bytes per vertex = 12 + 4 + 4 + 12 + 12 + 12 + 12 = 68 bytes (just as Granny Viewer says!!!!!!!) :rock: Mystery solved :D
And before anyone asks no you all don't have access to this data.
Targor Avelany
02-03-13, 10:10 PM
done and done
TheDarkWraith
02-03-13, 10:17 PM
got it. You can remove the link if you don't want others to have it :salute:
Targor Avelany
02-04-13, 02:07 AM
got it. You can remove the link if you don't want others to have it :salute:
Awesome. Thanks you, sir.
Also, just remembered, when I tried adding bump or occlusion maps, the hull was stopping rendering. Everything else is there - but no hull (cause that is the only object I was adding those maps to)
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