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View Full Version : [TEC] How to use: TheDarkWraith .GR2 Editor


BIGREG
09-30-12, 01:34 PM
Hello :salute:

All thank must be done to: TheDarkWraith and Privateer :yep:

I get try to explain you,how to use the fabulous TDW .GR2 editor
and how to add/change objects and textures ...

First here the two TDW .GR2 editor versions, with i work :

Version 1.1.272.1 : https://dl.dropbox.com/u/99234496/TDW_GR2EditorViewer_v_1_1_272_1.zip
(used to export/import and for displace bones/meshes)

Version 1.1.265.1 : https://dl.dropbox.com/u/99234496/TDW_GR2EditorViewer_v_1_1_265_1.zip
(used for add new materials/textures)

Before you begin, if you know what file (. GR2), you want to change ,you need to create a folder for your mod with the same path...

https://dl.dropbox.com/u/99234496/Tutorial_02.jpg

Now,we can open the TDW .GR2 Editor...

https://dl.dropbox.com/u/99234496/Tutorial_01.jpg

https://dl.dropbox.com/u/99234496/Tutorial_03.jpg
Displacement of the mouse... https://dl.dropbox.com/u/99234496/souris12.gif
https://dl.dropbox.com/u/99234496/Tutorial_04.jpg

https://dl.dropbox.com/u/99234496/Tutorial_05.jpg

https://dl.dropbox.com/u/99234496/Tutorial_06.jpg

BIGREG
09-30-12, 01:35 PM
https://dl.dropbox.com/u/99234496/ShadokPaint.jpg

Here some links to download the sofware,i use frequently (all are free) :

Autodesk 3DsMax : http://usa.autodesk.com/3ds-max/ (Normaly : one year free for student :know: and 30 day free trial version...)

Wings3D Manifold : http://s331378245.onlinehome.us/manifoldlab_releases/
Last Beta version : wings-1.4.1.2012-06-03---14-17 : http://s331378245.onlinehome.us/manifoldlab_daily/

PainDotNet : http://www.getpaint.net/download.html#download

Gimp : http://www.gimp.org/

DxtBmp : http://www.btinternet.com/~mnwright/programs/dxtbmp.htm

xNormal : http://www.xnormal.net/Downloads.aspx

To start simply, we'll just change the texture of the floor, it will only be used in this room...

For make this easier for the beginner,we get use the great PVC Floor from GAP : http://www.subsim.com/radioroom/showthread.php?t=198715

After download/unzip the files,we'll copy / paste the textures in our folder we created previously, and rename them...

https://dl.dropbox.com/u/99234496/Tutorial_07.jpg

After ,the best is to enable the mod with JSGME to have the new textures in the SH5 folder ...

https://dl.dropbox.com/u/99234496/Tutorial_08.jpg

Next step : add the textures links to the .GR2 editor ...

https://dl.dropbox.com/u/99234496/Tutorial_09.jpg

Rest,to change the materials...For that,we go rename them...

https://dl.dropbox.com/u/99234496/Tutorial_10.jpg

https://dl.dropbox.com/u/99234496/Tutorial_11.jpg

https://dl.dropbox.com/u/99234496/Tutorial_12.jpg

Ingame...

https://dl.dropbox.com/u/99234496/SH5Img%402012-10-01_17.20.31.jpg

https://dl.dropbox.com/u/99234496/Tutorial_13.jpg

https://dl.dropbox.com/u/99234496/Tutorial_14.jpg

https://dl.dropbox.com/u/99234496/Tutorial_15.jpg

The next lesson : Create a new Material "Menu" ...

But before we will: create a Bump texture and convert the textures in .DDS (including one with an Alpha channel ...)

The textures to download : https://dl.dropbox.com/u/99234496/CapBed.zip
Note: unzip and copy/paste the textures in your mod folder with the other (with the Floor_PVC...)

You need : xNormal and DxtBmp ... the links are in this Post :03:

1 - create a Bump texture with xNormal ...

https://dl.dropbox.com/u/99234496/Tutorial_15bis.jpg

Note: I have use a "Smooth" value: 5.0000 for do you good see the relief ...

2 - Convert the .Bmp to .DDS with DxtBmp ...

https://dl.dropbox.com/u/99234496/Tutorial_15Ter.jpg

After ,you can delete the two .Bmp textures and enable the mod ... (If the mod is enable: disable and enable it to transfer the new textures in the SH5 folder...)

3 - Open the 1.1.265.1 GR2 Editor...

https://dl.dropbox.com/u/99234496/Tutorial_16.jpg

https://dl.dropbox.com/u/99234496/Tutorial_17.jpg

Very important ! ,Before we continue, show or download this "list" to understand (a little) the "schmilblick" :doh: : https://dl.dropbox.com/u/99234496/Textura_N%20in%20Room_QR1.jpg
(i can not post as a picture this is too long...) and this is why, i have take many time ... :shifty:

https://dl.dropbox.com/u/99234496/Tutorial_18.jpg

BIGREG
09-30-12, 01:51 PM
Now how to add the new material ...

https://dl.dropbox.com/u/99234496/Tutorial_19.jpg

For the last Capitain Bed chapter :The UVs ,you need this software : LithUnwrap : http://www.geeks3d.com/20090303/lithunwrap-free-uv-mapper-for-windows/

But,before export/import ,you need to create 2 folders (with also subfolders)

1 - " Import " with a subfolder " CapBedImport "
2 - " Export " with a subfolder " CapBedExport "

https://dl.dropbox.com/u/99234496/NewFolders.jpg

After,Open the .GR2 editor version 1.1.272.1

https://dl.dropbox.com/u/99234496/Tutorial%2021.jpg

Open LithUnwrap ...

https://dl.dropbox.com/u/99234496/Tutorial%2022.jpg

Note : LithUnwrap can make many more ... (other UV mapping modifier,optimize the meshes etc ...) :yeah:

Go back in the .GR2 editor...

https://dl.dropbox.com/u/99234496/Tutorial%2023.jpg


Et voila ... :D








https://dl.dropbox.com/u/99234496/anishadok.gif



For, wait ... (be sure to set your eyes before :doh:...)

What do you see :06: :D

https://dl.dropbox.com/u/99234496/Dans%20le%20ciel.jpg

BIGREG
09-30-12, 02:21 PM
Here the Bones Tutorial :
(Targor will be happy :03:)

https://dl.dropbox.com/u/99234496/Bones%20Tutorial.jpg

https://dl.dropbox.com/u/99234496/Tutorial%2024.jpg

BIGREG
09-30-12, 02:26 PM
reserved

BIGREG
09-30-12, 02:43 PM
reserved

BIGREG
10-01-12, 10:46 AM
:salute: Hi all

Now you can post your comments...

I think,I have enough posts to explain everything :03:

Targor Avelany
10-01-12, 11:39 AM
aaaand added to my "sh5 mod knowledge" bookmark folder... :salute:

LemonA
10-01-12, 11:48 AM
A tutorial is very much needed. Thx.

gap
10-01-12, 03:43 PM
Wunderbar, Herr Bigreg :yeah:

Trevally.
10-01-12, 03:54 PM
Fantastique :Kaleun_Applaud:

gap
10-01-12, 04:09 PM
Fantastique :Kaleun_Applaud:

To think that Bigreg did it without need for crisps...

Trevally since when do you speak french? ;) :D

Trevally.
10-01-12, 04:38 PM
you mean chips:hmmm::D

Targor Avelany
10-01-12, 04:45 PM
you mean chips:hmmm::D
beer?

Cybermat47
10-01-12, 08:27 PM
ooh, Nice Job!

ReallyDedPoet
10-01-12, 09:19 PM
Very nice :up:

BIGREG
10-02-12, 02:03 AM
Thank all :salute:

I hope I have not made too many spelling mistakes :D

Ps: no crisp..no chips with beer ,but a Pastis (anis aperitif) with some peanuts/crackers :haha:

tonschk
10-02-12, 02:17 AM
you are my HERO :sunny: BIGREG :sunny: , a very big :yeah: THANK YOU :up: :salute:

Echolot
10-02-12, 04:35 AM
Thank you, BIGREG.

:Kaleun_Cheers:

MLF
10-02-12, 02:06 PM
Hi BigReg,

Thanks for this - it's needed.

Perhaps you can help. What are the system requirements for the GR2 Editor.

Every time I run it I get an error:-

Error in the application. *********
********* Exception while presenting
Exception is:
Error in the application. *********

which doesn't mean a lot to me.

I have now tried this on 3 PCs with the same result.

Any ideas would be well received.

Regards

MLF

BIGREG
10-02-12, 02:53 PM
Hi MLF :salute:

What version of .GR2 editor are you using :06:

The error come: when you open it, other when you open a .GR2 :06:

What have you for OS : Windows xp/vista/seven 32/64 bits :06:

Are you PCs overclocked :06:

Ps: Me, sometime ago ,i have errors messages with Netframework,but without consequences ...

Note: Next lesson :know: tomorrow :yep:

MLF
10-02-12, 03:31 PM
Hello BigReg,

Thanks for replying.

I have gone through this with TDW but we never solved the problem. But surely, I can't be the only one out there with this error????

All versions I have downloaded seem to have the same result. I download each one and get the same error message on opening.

The error happens when I open the application - basically when Mickey Mouse appears.

I have XP Pro SP2 and I am not overclocking the CPU.

What versions of dotNet etc do you have?

Regards,

MLF

BIGREG
10-02-12, 03:42 PM
I have seven 64 bit

and i don't know my dotNet version and i don't know what it's dotNet :oops:

But,you are the first one ,i heard to have a problem for open the .GR2 editor :hmmm:

Ps: and TDW is lost in the Venuzuela water ... PM box full and no more messages...

Targor Avelany
10-02-12, 03:51 PM
I'll go through my list when I get home and see if we can compare.

MLF
10-02-12, 04:08 PM
OK Targor Avelany,

Thanks. But off to bed now, so will respond tomorrow, life permitting.

regards,

MLF

Madox58
10-02-12, 05:43 PM
Do a Google search for dotnet 4
XP won't install that by default sometimes?
I'll have to check my old 32 bit XP system to see what's what for sure.
:hmmm:

kapitan_zur_see
10-03-12, 04:21 AM
Excellente initiative ton tutorial!
Maintenant, je n'ai plus l'air d'un bête shadok seul perdu sur la planète à Gégène! :up:

Merci, professeur Shadoko!

BIGREG
10-03-12, 09:34 AM
Merci Kapitan :salute:

Post is updated ... :D

LemonA
10-04-12, 01:19 AM
Links are working. Downloading.
Je vous présente mes compliments, Monsieur le pirate BIGREG.

BIGREG
10-04-12, 06:17 AM
Bonjour :salute:

It's good for everybody :06:
Next chapter change the position of UVs (texture coordinate) :D
and at the same time, I redid the paint topic that will be more understandable and more beautifull ... :O:

and do not forget to make a backup ... :03:

silentmichal
10-04-12, 02:00 PM
Hi!

I think, there are comming gold times for Silent Hunter 5:haha:. And now, it's possible to add IIA u-boat... Who will do it? So, i can :yep:. I'll create new topic, to change VIIA into IIA :rock:.

PS. BIGREG, you're THE BEST!!! Lot of thanks :03:.

BIGREG
10-05-12, 02:11 PM
Sorry ,for the time i take,But i try other free 3D softwares (to the all peoples can make the change) to the next chapter...:D
Wings3D make UVs errors after editing :nope: (But this is the only one free,i find ,that can "redraw" the .OBJ to import in .GR2 editor...)

Ps:MeshLab is actualy,seem to be a good "pretending"

Trevally.
10-05-12, 03:05 PM
Have you tried misfits model 3d:hmmm:
http://www.misfitcode.com/misfitmodel3d/

BIGREG
10-05-12, 03:17 PM
Thank Trevally :salute:

I go take a look :03:

Targor Avelany
10-05-12, 03:27 PM
Thank Trevally :salute:

I go take a look :03:

I'm jealous... Why do I have to be at work!!!

BIGREG
10-05-12, 04:47 PM
I have try misfits model 3d ,whitout success :-? after "redraw" exported files with wings3D and import in .GR2 editor ,i have altered UVs :nope:
The only one for the moment ,that make not that ,is MeshLab
But,i need find ,how to have the texture as "ground" in the UV windows modifier (that stay white,even if , i reload the texture) :hmmm: otherwise it's work great :03:

lesec74
10-06-12, 12:53 AM
Hi!

I think, there are comming gold times for Silent Hunter 5:haha:. And now, it's possible to add IIA u-boat... Who will do it? So, i can :yep:. I'll create new topic, to change VIIA into IIA :rock:.

PS. BIGREG, you're THE BEST!!! Lot of thanks :03:.

helo Silentmichal,
have some pictures?
thanks:salute:

BIGREG
10-06-12, 04:15 AM
Hello :salute:

Post updated,I have add the Bones tutorial (Targor Avenaly need it..) :D

I go PM CCIP ,if is possible to use one post by page ... Due to the pictures size ...

Edit :I go too "optimize" the pictures size/numbers ...

BIGREG
10-06-12, 05:42 AM
Ouf , i found a good free sofware to change the UVs :O: This name: LithUnwrap
and in addition, it exports in the correct .OBJ format, so no need to go through Wings3D :up:

Here the link to download : http://www.geeks3d.com/20090303/lithunwrap-free-uv-mapper-for-windows/

silentmichal
10-06-12, 06:40 AM
helo Silentmichal,
have some pictures?
thanks:salute:

Hi!:salute:


Hmm, no. I'm starting doing it - there's awful tol of work... screenshots? Hmm, after this month :yep:.

tonschk
10-06-12, 11:32 AM
Good news :sunny: , Thank you :rock: BIGREG :salute:

Ouf , i found a good free sofware to change the UVs :O: This name: LithUnwrap
and in addition, it exports in the correct .OBJ format, so no need to go through Wings3D :up:

Here the link to download : http://www.geeks3d.com/20090303/lithunwrap-free-uv-mapper-for-windows/

BIGREG
10-06-12, 01:58 PM
Good news :sunny: , Thank you :rock: BIGREG :salute:

Yes,tomorrow,i go explain, how to use it :yep: to finish the Capitain bed :O:

BIGREG
10-07-12, 08:58 AM
Post updated :03:

Targor Avelany
10-07-12, 01:09 PM
Awesome!

Thanks for the bones tutorial, I'll need it soon :)

tonschk
10-08-12, 02:52 AM
Hello BIGREG:salute:, below are the 100% features that the TheDarkWraith GR2 Editor will have when is 100% completed, can you tell me please if you know which is the currently status/situation of this GR2 Editor ?, thank you very Much :yeah:

Originally Posted by TheDarkWraith http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1841749#post1841749)
When the app is complete (http://www.subsim.com/radioroom/showthread.php?p=1843358#) you'll be able to:
- create new GR2 files from scratch
- replace geometry with new geometry (objects)
- add new geometry (objects)
- replace materials
- add new materials
- replace textures
- add new textures
- add new bones (can do this already)
- edit existing items (change position, rotation, scale, properties)
- export meshes (you can do this already)
- import meshes (you can do this already)

Basically it will open up the GR2 file so that you can do anything you want with it. Right now the GR2 file is the biggest hinderance to modding SH5.


.

BIGREG
10-08-12, 04:36 AM
Hello BIGREG:salute:, below are the 100% features that the TheDarkWraith GR2 Editor will have when is 100% completed, can you tell me please if you know which is the currently status/situation of this GR2 Editor ?, thank you very Much :yeah:

Originally Posted by TheDarkWraith http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1841749#post1841749)
When the app is complete (http://www.subsim.com/radioroom/showthread.php?p=1843358#) you'll be able to:
- create new GR2 files from scratch
- replace geometry with new geometry (objects)
- add new geometry (objects)
- replace materials
- add new materials
- replace textures
- add new textures
- add new bones (can do this already)
- edit existing items (change position, rotation, scale, properties)
- export meshes (you can do this already)
- import meshes (you can do this already)

Basically it will open up the GR2 file so that you can do anything you want with it. Right now the GR2 file is the biggest hinderance to modding SH5.


.


Hi Tonschk:salute:
- create new GR2 files from scratch (We can not create new .GR2 from schratch,but we can use a .GR2 (as a "shell") and rename all (rename meshes/bones,change the ID parent ...:03:)
- replace geometry with new geometry (objects) (We can do this already)
- add new geometry (objects) (We can do this already,as subsets)
- replace materials (We can do this already)
- add new materials (We can do this already)
- replace textures (We can do this already)
- edit existing items (change position, rotation, scale, properties) (We can do this already)
- add new textures (We can do this already)
- What we need ,this is the ability to create new meshes :yep:

But the bigger work to do ,it's to "repair" ,what the devs have made :nope:
(The devs have make this,as a dog laying his poop ...) :stare:
(I hope the tranlation is good ) :O:

Eg: take a look in room_QR2-> Bowl/book/choppingboard
Not assigned: self-illumination,bump map ,But if you look in texture folder the bump maps are presents... :shifty:

They are many materials not used and textures not "linked" ....
otherwise they have bad made too: the self_illuminaion/AO maps ...(fanciful) and ditto how they have "cut"/assign the elements in meshes

Eg:the enigma knobs are welded with the floor :o

I can continue,but i need 100 posts to write all .... :haha:


Maybe,after,we can write a book for the devs "How to make a good game for Dummies..." :O:

Edit:I need one/two days to make a "job",but after ,i go explain the materials/textures options ...

tonschk
10-08-12, 05:10 AM
Apparently most of the features of the " TheDarkWraith tool" are ready, we are lucky I think :woot::yeah::D :up:

Hi Tonschk:salute:
- create new GR2 files from scratch (We can not create new .GR2 from schratch,but we can use a .GR2 (as a "shell") and rename all (rename meshes/bones,change the ID parent ...:03:)
- replace geometry with new geometry (objects) (We can do this already)
- add new geometry (objects) (We can do this already,as subsets)
- replace materials (We can do this already)
- add new materials (We can do this already)
- replace textures (We can do this already)
- edit existing items (change position, rotation, scale, properties)s (We can do this already)
- add new textures (We can do this already)
- What we need ,this is the ability to create new meshes :yep:

But the bigger work to do ,it's to "repair" ,what the devs have made :nope:
(The devs have make this,as a dog laying his poop ...) :stare:
(I hope the tranlation is good ) :O:

Eg: take a look in room_QR2-> Bowl/book/choppingboard
Not assigned: self-illumination,bump map ,But if you look in texture folder the bump maps are presents... :shifty:

They are many materials not used and textures not "linked" ....
otherwise they have bad made too: the self_illuminaion/AO maps ...(fanciful) and ditto how they have "cut"/assign the elements in meshes

Eg:the enigma knobs are welded with the floor :o

I can continue,but i need 100 posts to write all .... :haha:


Maybe,after,we can write a book for the devs "How to make a good game for Dummies..." :O:

Edit:I need one/two days to make a "job",but after ,i go explain the materials/textures options ...

tonschk
10-08-12, 05:18 AM
I understand you but I think we are fortunate to have The Silent Hunter 5, even if is not a perfect simulator ..... yet :sunny:



Maybe,after,we can write a book for the devs "How to make a good game for Dummies..." :O:

BIGREG
10-08-12, 05:30 AM
Yes,SH5 is a great game (but,not or bad finish...) and the .GR2 format is very impressive with many possibilities :yep: Directx/mentalray render and more... :D

and for TheDarkWraith .GR2 editor, the only things that miss is the ability to create new meshes and new bump "menu" :up:

and again a big MERCI to TheDarkWraith and Privateer :yeah:

tonschk
10-08-12, 06:53 PM
Hello BIGREG, thank you for your Big help :yeah:, may be can be useful to add to the first post of this thread the list of duties that this GR2 Editor is able/(not yet able) to do, the list below is just an general idea, I am struggling :/\\!! just to understand the difference between : materials, geometry, textures, bones, meshes, GR2 files, objects,


Originally Posted by TheDarkWraith http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1841749#post1841749)
When the app is complete (http://www.subsim.com/radioroom/showthread.php?p=1843358#) you'll be able to:
- create new GR2 files from scratch
- replace geometry with new geometry (objects)
- add new geometry (objects)
- replace materials
- add new materials
- replace textures
- add new textures
- add new bones (you can do this already)
- edit existing items (change position, rotation, scale, properties)
- export meshes (you can do this already)
- import meshes (you can do this already)
- add new meshes

BIGREG
10-09-12, 03:37 AM
Hello Tonschk :salute:

First .GR2 format is a file that contains the 3D model,bones,materials, and the settings Render (as the .DAT in SH3/4)

- .GR2 can contains one or more models (Eg:the sensors.GR2 with periscops,antennas etc...)
- 3D Model (Eg:the all room_QR1) can contains one or more meshes (Eg:the Hydrophone,radar,capitain bed etc...)
- Meshes can contains one or more subsets (Eg:the different part of the hydrophone :Body,wheel,dials etc...)

- Geometry=Object=Mesh other subset...


- The bones :

Models and meshes are attached on a bone,this one has a name and an ID number that can be "called" or controlled by other files...
Eg :a needle mesh is attached on a bone and for "animated" it, this is the ID bone that is used in .SIM to assign a "controller"->Dials...
The needle mesh don't move ,but the needle bone yes :03:

Bones can to be ,also used for implement other .GR2 models as the antennas,periscops,guns... other to make "waypoints" for the charateres (crew)

Material (i call that "Material Menu"):

Is what that go applicate on a subset and that can contains:

- a texture or more with different fonctions ..
EG: the CapBed :
- Diffuse texture: the "true" texture
- Self-illumination/Ambient occlusion: to make a static shadow (work as a "mask" on the "true" texture)
- Bump: to make a sort of "relief" and work also, as a "mask"

material can be too used for make: a tranparent material (glass:as the lens) and for make lights...

Voila,i hope, i have answer to your question :O:

But,ask me ,if i have wrong explain :know:

tonschk
10-09-12, 04:13 AM
Thank you, Are you sure that Geometry, Object and Mesh are exact the same thing ? :timeout:



- Geometry=Object=Mesh

BIGREG
10-09-12, 04:32 AM
Yes,of course :yep:

Then the only thing important is that you can all change (apart the number of meshes) :yeah:
But,You can add geometry(objects) as subets :D and subset can have it's own "material" (without special:glass/light)

For "How to" add a subset (object) with a new material ,that is for a future lesson :know:

Note:I think a capitain hat on the capitain bed....

tonschk
10-09-12, 05:07 AM
Thank you :yeah:, can you tell me please what are "the settings Render" ?


Hello Tonschk :salute:

First .GR2 format is a file that contains the 3D model,bones,materials, and the settings Render (as the .DAT in SH3/4)

BIGREG
10-09-12, 05:13 AM
This is to adjust the material : Opacity,refraction,reflection,shininess,transparen cy ....

What happens with the word "transparency" on the first line ??? -> transparen cy !!! :hmmm:

Retry: This is to adjust the material : Opacity,refraction,reflection,shininess,transparen cy .... :doh:

Re-retry :This is to adjust the material : Opacity,refraction,reflection,shininess,transparen cy .... Argh ! newly written and same :timeout:

I think,i have found a "bug" word !!! transparency .... ARgh !!! here that's work :shifty:

tonschk
10-09-12, 05:20 AM
Thank you BIGREG :woot:, I think the Full name of this TheDarkWraith application is GR2 Editor/Viewer :up:

BIGREG
10-09-12, 05:27 AM
Yes, but I'm a bit lazy :haha:

LemonA
10-09-12, 11:28 PM
Request for further information: how to add a bone to the U-Boat?

BIGREG
10-10-12, 02:58 AM
Hi LemonA :salute:

Great request :yep:

Today I will add a chapter in the Bones Post :up:

BIGREG
10-11-12, 04:22 AM
Request for further information: how to add a bone to the U-Boat?


Added :salute:

Edit: Actualy ,i do the Tutorial for add an object ( a Capitain Hat on the Bed) :03:

gap
10-19-12, 10:48 AM
Hi BIGREG,

thank you for all your efforts in disclosing the experience you have made with GR2 Editor in the last months. What you are doing is priceless! :up:

I have to admit that I didn't get much time to fiddle with the game and to read your tutorials lately, but I promise I will as soon as possible...

Talking about it, I have a question: is it possible to remap meshes/controllers' IDs of GR2 files, as we do with other files using s3d?

Being able to do so would allow us to clone some files, and to use them as base for adding new GR2 items to the game :hmm2:

BIGREG
10-19-12, 11:30 AM
Hello GAP :salute:

Yes,you can change the IDs,for that change the name of the meshes/bones in .GR2 editor other with an Hex editor :03:

Ps: Actualy ,i do a little break 1-2 weeks ...:O:

Targor Avelany
10-19-12, 11:32 AM
Hello GAP :salute:

Yes,you can change the IDs,for that change the name of the meshes/bones in .GR2 editor other with an Hex editor :03:

Ps: Actualy ,i do a little break 1-2 weeks ...:O:

ah, I figured that is how it is. I'll have to play around with it.

btw, I remember TDW was talking about it somewhere in his post, in regards that Goblin changes the IDs back somehow.. How does that affect the editing exactly?

Enjoy your break! :)

BIGREG
10-19-12, 11:40 AM
Hi Targor :salute:

I don't know "how" that change the IDs :hmmm:,But i have see that after ,i have renaming meshes ...

If you use an hex editor ,you need to change one letter and after import in .GR2 editor ,one letter ! not more ,other that cause an error (CRC ,i think) and if you delete a letter ,replace it wit a "."

gap
10-19-12, 01:28 PM
Thank you Bigreg and Targor :)

resuming the above information:

- meshes/bones names can be modified with GR2 Editor

- ID's can be only modified with an Hex Editor (with the limitations remarked by you)

Is this correct? Does anyone know how to look for the adresses that I should look for in order to edit IDs?

Madox58
10-19-12, 01:33 PM
ID's are changed when you change the names found in the GR2 files.
So to clone a ship you would change all the names in the GR2 file then adjust the ID's in the support files like sim, zon etc.
Use Goblin to see the ID's.
:03:

Targor Avelany
10-19-12, 01:35 PM
Thank you Bigreg and Targor :)

resuming the above information:

- meshes/bones names can be modified with GR2 Editor

- ID's can be only modified with an Hex Editor (with the limitations remarked by you)

Is this correct? Does anyone know how to look for the adresses that I should look for in order to edit IDs?

Ones I get some free time, I intend to find that out :P
Because I believe there is few people who want a dedicated IX in multiple versions without having to sacrafice any other boats.

Right now working on something that kind of prepares me for the big task :) :sunny:

ID's are changed when you change the names found in the GR2 files.
So to clone a ship you would change all the names in the GR2 file then adjust the ID's in the support files like sim, zon etc.
Use Goblin to see the ID's.
:03:

I had a feeling you'll appear magically at one piont :)

Thank you! Now I'll hav eto do lots of tests :)

Madox58
10-19-12, 01:45 PM
I had a feeling you'll appear magically at one piont :)

Thank you! Now I'll hav eto do lots of tests :)
:haha:

See this post by Sergbuto.
hthttp://www.subsim.com/radioroom/showpost.php?p=1862424&postcount=57tp:// (http://www.subsim.com/radioroom/showpost.php?p=1862424&postcount=57tp://)

:up:

Targor Avelany
10-19-12, 01:52 PM
:haha:

See this post by Sergbuto.
hthttp://www.subsim.com/radioroom/showpost.php?p=1862424&postcount=57tp:// (http://www.subsim.com/radioroom/showpost.php?p=1862424&postcount=57tp://)

:up:

hmm. :hmm2:

1) there is still lots I need to figure out. Above definately help in huge way, thank you, sir!
2) WHY THE HECK am I at work! Want to be home and figuring this out, LOL

BIGREG
10-19-12, 01:54 PM
Hi Privateer :03:

For GAP/Targor :

The name do the the ID :yep: and you can see the ID with Goblin ,but the ID is inversed
Eg:in goblin : 10000-99999 = in S3D : 99999-10000 :03:

Madox58
10-19-12, 02:02 PM
It would be nice to know what Sergbuto has figured out (without re-doing all his hard work) to maybe create a program that would do the cloneing.
:hmmm:

My time is just eaten up with real life work at this point.
I rarely even get home for more then 2 or 3 days before I'm off to another job site.
:o

Targor Avelany
10-19-12, 02:09 PM
It would be nice to know what Sergbuto has figured out (without re-doing all his hard work) to maybe create a program that would do the cloneing.
:hmmm:

My time is just eaten up with real life work at this point.
I rarely even get home for more then 2 or 3 days before I'm off to another job site.
:o

Same here in a way. And I have to learn to understand what you know already on top of figuring things out.

well, not complaining, really. Just saying there isn't enough time in a day. :o

Will run some tests to get an idea and more feel for this topic when I get home today.

gap
10-19-12, 04:11 PM
ID's are changed when you change the names found in the GR2 files.
So to clone a ship you would change all the names in the GR2 file then adjust the ID's in the support files like sim, zon etc.
Use Goblin to see the ID's.
:03:

Hi Privateer :03:

For GAP/Targor :

The name do the the ID :yep: and you can see the ID with Goblin ,but the ID is inversed
Eg:in goblin : 10000-99999 = in S3D : 99999-10000 :03:

Thank you again guys :sunny:

...but how do I see IDs in Goblin Editor? :hmmm:

BIGREG
10-19-12, 06:37 PM
Select a bone and click edit,in the upper corner of the "edit" windows ,you can see the ID :03:

https://dl.dropbox.com/u/99234496/IdGoblin.jpg

gap
10-19-12, 07:02 PM
Select a bone and click edit,in the upper corner of the "edit" windows ,you can see the ID :03:

https://dl.dropbox.com/u/99234496/IdGoblin.jpg

found!

Thank you very much BIGREG... you never finish learning! :salute:

Targor Avelany
10-20-12, 10:19 PM
whenever I try to save any changes with the bone, this is what I get:

http://imageshack.us/a/img703/6230/errorhmg.png

Targor Avelany
10-21-12, 10:37 PM
Just to specify: the above happens only with Uboat gr2 files (at least from what I have tested)

BIGREG
10-21-12, 11:45 PM
Hi Targor :salute:

Yes,i know this problem :yep: for edit Uboat.GR2 files only older version before 1.1.235 works :03:

Here some older versions : https://dl.dropbox.com/u/99234496/Old%20GR2%20editor.zip

Ps :Try with the 1.1.230

Targor Avelany
10-22-12, 12:55 AM
Thank you, BIGREG!!!

WOOT!!!

Here's an eye-candy for you than.
http://imageshack.us/a/img716/5746/eyecandye.png

BIGREG
10-22-12, 03:54 PM
Hi Targor :salute:

For your life boat try to select elements and use other UVW mapping mod :03: i be sure you can make it better :up:

gap
11-20-12, 10:13 AM
Salut BIGREG :salute:

I am currently trying to edit the vegetation.GR2's, but since it is my first attempt to use the GR2 Editor/Viewer, I am a bit lost.

- I can't seem to find a way to preview the tree textures rendered on top of their meshes. Does the GR2 editor support alpha testing? Vegetation GR2's are a bit different from other GR2 files in that not only their textures got an alpha channel used for trasparency, but in addition they are located in the same folder as the GR2, instead that in the tex folder. :hmmm:

- How can I change meshe's geometry? Is it possible to modify vertices positions?

Targor Avelany
11-20-12, 10:59 AM
Salut BIGREG :salute:

I am currently trying to edit the vegetation.GR2's, but since it is my first attempt to use the GR2 Editor/Viewer, I am a bit lost.

- I can't seem to find a way to preview the tree textures rendered on top of their meshes. Does the GR2 editor support alpha testing? Vegetation GR2's are a bit different from other GR2 files in that not only their textures got an alpha channel used for trasparency, but in addition they are located in the same folder as the GR2, instead that in the tex folder. :hmmm:

- How can I change meshe's geometry? Is it possible to modify vertices positions?

Unfortunately I can't answer the first question, but I can answer the second.

In order to change the geometry of the mesh, you need to export it (uncheck the bones or the option to export wont become available) and follow export part of the tutorial by BIGREG.
After that you can do whatever you want with the mesh and you can re-"upload" it back into GR2 (again, refer to the tutorial by BIGREG, he explained it much better than I will be able to anyway). The only trick - you can do 1 subset at the time.

gap
11-20-12, 11:32 AM
- How can I change meshe's geometry? Is it possible to modify vertices positions?

Wait wait: I've just discovered that in order to edit meshes I have to uncheck Bones Show. After doing so I am able to recall the Add/Edit Mesh menu. There are 4 sections there: Position, Rotation, Scale and ExtendedData. The first two of them seem to move/rotate each mesh globally and don't require any further explaination. But how the Scale property do work exactly? What "Matrix 3x3" means? Editing M22 seems to affect meshes height, but other entries aren't that obvious to me :dead:

Still trying to find a way to scale trees proportionally on the 3 axis, and/or separately for each axis :hmm2:

gap
11-20-12, 11:36 AM
Unfortunately I can't answer the first question, but I can answer the second.

In order to change the geometry of the mesh, you need to export it (uncheck the bones or the option to export wont become available) and follow export part of the tutorial by BIGREG.
After that you can do whatever you want with the mesh and you can re-"upload" it back into GR2 (again, refer to the tutorial by BIGREG, he explained it much better than I will be able to anyway). The only trick - you can do 1 subset at the time.

Thank you Targor!

I will try doing as you are suggesting :sunny:

Targor Avelany
12-11-12, 06:09 PM
Here's is a question. Will Goblin or TDW's editor work with multi-material object? (yeah, yeah, I'm being lazy to properly uvw unwrap my little nice lifeboat)

silentmichal
12-29-12, 02:58 PM
Any news about you, BIGREG (Are you alive :06:), TheDarkWraith, and new versions of TDW's editor???

Sartoris
12-29-12, 03:19 PM
For this Christmas and new year, I have only one wish: please Santa, bring back TheDarkWraith's awesome work! :woot:

gap
01-06-13, 11:32 AM
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:

There are Bones and/or Meshes that have not been Updated and Stored. Continue with save?

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:

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:

"Some controllers in this file could not find their owner objects..."

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:

gap
01-06-13, 12:33 PM
I didn't investigate further, but I suspect that some Id's were reassigned.

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:

S.O.S.... USS Appalachian sinking... BIGREG, are you there? :D

gap
01-06-13, 05:56 PM
Since no one is answering... I will keep on my monologue, in the hope that someone will learn from my mistakes: :oops:

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_MASK
01-10-13, 01:57 AM
What i would like to do is clone the Arch tunnel from the CR Room and use it on the CT Room . How ?
I seen a post where a ships funnel was replicated and moved , dont know wher the post is .
http://i50.tinypic.com/11qpnaf.jpg
http://i50.tinypic.com/29ld2f9.jpg

TheDarkWraith
01-14-13, 12:34 PM
I see people are still having fun with this! Excellent :yeah:

Work has been keeping me real busy. I get a little time every now and then to work on the app. I have a version that currently fixes the rendering problems with the last one (dealing with rendering with shaders and lighting). I hope to post it up in a couple of days.

If you all can compile a list of current bugs/problems that would be great cause then I can investigate them while I'm on airplanes to kill time. Please post them in the GR2 Editor/Viewer thread.

At home finally for a couple of days and then I'm catching a flight out of the country again. Hopefully things will slow down around mid February.

Carry on :up:

gap
01-14-13, 12:54 PM
I see people are still having fun with this! Excellent :yeah:

Work has been keeping me real busy. I get a little time every now and then to work on the app. I have a version that currently fixes the rendering problems with the last one (dealing with rendering with shaders and lighting). I hope to post it up in a couple of days.

If you all can compile a list of current bugs/problems that would be great cause then I can investigate them while I'm on airplanes to kill time. Please post them in the GR2 Editor/Viewer thread.

At home finally for a couple of days and then I'm catching a flight out of the country again. Hopefully things will slow down around mid February.

Carry on :up:

Glad to hear from you again TDW, I hope you are enjoying your short homecoming :salute:

As for your request I've encountered some issues. I don't really know if they are caused by my lack of experience, or by a coding bug by you. If you want to have a look at them, they are listed in posts # 80 to 90.

Regarding the missing FX links, I will do a quick test right away and post the results in the GR2 Editor/Viewer thread :up:

Trevally.
01-14-13, 01:01 PM
He is back:D

http://4.bp.blogspot.com/_uAOMQdvwVoU/Sju_UR8dZzI/AAAAAAAAAHs/omZZcrDLQ6I/s1600/hooray+5.jpg

TheDarkWraith
01-14-13, 01:04 PM
Salut BIGREG :salute:

I am currently trying to edit the vegetation.GR2's, but since it is my first attempt to use the GR2 Editor/Viewer, I am a bit lost.

- I can't seem to find a way to preview the tree textures rendered on top of their meshes. Does the GR2 editor support alpha testing? Vegetation GR2's are a bit different from other GR2 files in that not only their textures got an alpha channel used for trasparency, but in addition they are located in the same folder as the GR2, instead that in the tex folder. :hmmm:

- How can I change meshe's geometry? Is it possible to modify vertices positions?

The reason for the rendering problems in the last version is because I was working on incorporating the alpha channels. I haven't found where in the extended data of the material it says to use the alpha channel. Once I know where the GR2 file says hey I have an alpha channel and I want you to use it then I can code it in.

You can turn on/off meshes and materials. Go to the materials or meshes tab and select/deselect the ones you want to see/hide.

You can change a meshes geometry either by exporting it, changing it in 3D editor, and then reimporting it or you can modify it in real time with the app. There are many ways to do this. You can modify the scaling of it (bring up the help screen and it will tell you how to do this - you have to select the mesh by double clicking it on the screen) or you can change rendering to solid and points. Then double click a point to select it. Now you can drag the point around to change the geometry.

TheDarkWraith
01-14-13, 01:07 PM
Here's is a question. Will Goblin or TDW's editor work with multi-material object? (yeah, yeah, I'm being lazy to properly uvw unwrap my little nice lifeboat)

Yes it will. You can change any or all of the materials if you wish. You can even add/remove materials.

TheDarkWraith
01-14-13, 01:12 PM
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:

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:

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.

The app does not reassign IDs. In fact there are no IDs per se in a GR2 file. IDs are derived from the object's name. So if you rename an object you change it's ID.

Illyustrator
01-14-13, 01:24 PM
Hi, TheDarkWraith.:salute:
:06:I want to ask you a question. Possible disable (temporarily) on the navigation map grid coordinates using MQK?
The fact is that it prevents (visually). It would be nice to temporarily disable it.
Sorry to write here.

TheDarkWraith
01-14-13, 01:33 PM
Hi, TheDarkWraith.:salute:
:06:I want to ask you a question. Possible disable (temporarily) on the navigation map grid coordinates using MQK?
The fact is that it prevents (visually). It would be nice to temporarily disable it.
Sorry to write here.

Start a new thread about this so we don't muck up this one :up:

Post a picture of what you're asking about in that new thread. I can't picture in my mind what you're asking (probably because I've been away from the game for over 2 months :huh:)

gap
01-14-13, 01:46 PM
The reason for the rendering problems in the last version is because I was working on incorporating the alpha channels. I haven't found where in the extended data of the material it says to use the alpha channel. Once I know where the GR2 file says hey I have an alpha channel and I want you to use it then I can code it in.

You can turn on/off meshes and materials. Go to the materials or meshes tab and select/deselect the ones you want to see/hide.

I had a short discussion with Pintea on this topic, and it seems that GR2's used for trees (vegetation.GR2) are bit special, in that they don't include materials/textures information. Quoting him:

The link between the gr2 and the textures is hardcoded in the game's executable.

As a matter of fact, whenever I open one of these files, I receive the message:

This application defines some strings as essential for full functionality. Those strings are:

'Diffuse Color'
'Self-illumination'
'Bump'
'Additional Bumpmap'
'Opacity'
''

Add these essential strings to the GR2 file?

I click no, and everything seems okay (except for the fact that tree meshes are textureless, but that would be normal according to Pintea). My doubt is if vegetation GR2's saved with the editor would be recognized correctly in game, due to their special format? Is the editor going to add the unneeded strings anyway?

T
You can change a meshes geometry either by exporting it, changing it in 3D editor, and then reimporting it or you can modify it in real time with the app. There are many ways to do this. You can modify the scaling of it (bring up the help screen and it will tell you how to do this - you have to select the mesh by double clicking it on the screen) or you can change rendering to solid and points. Then double click a point to select it. Now you can drag the point around to change the geometry.

Good! I wasn't aware of it :doh:

gap
01-14-13, 01:50 PM
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.

I will edit the same file again using the latest version of GR2 Editor, and I will report back with a step by step procedure if the problem shows again :up:

TheDarkWraith
01-14-13, 01:50 PM
You need to add these essential strings to the GR2 file. It is ok to do. The app is telling you that these strings are missing from the GR2 file. They are just embedded strings and pose no harm to the file. If the app (game) using the file has no need for these strings then it doesn't use them. The app needs them so that the textures can be displayed properly :)

TheDarkWraith
01-14-13, 01:51 PM
I had a short discussion with Pintea on this topic, and it seems that GR2's used for trees (vegetation.GR2) are bit special, in that they don't include materials/textures information. Quoting him:

Partly correct. Add the missing strings and you'll see some textures. Not perfect yet because I haven't found where in the extended data of a material where it says to use the alpha channel.

gap
01-14-13, 02:36 PM
You need to add these essential strings to the GR2 file. It is ok to do. The app is telling you that these strings are missing from the GR2 file. They are just embedded strings and pose no harm to the file. If the app (game) using the file has no need for these strings then it doesn't use them. The app needs them so that the textures can be displayed properly :)

Okay, I will do so asap, and I will let you know if everything is okay in game

Partly correct. Add the missing strings and you'll see some textures. Not perfect yet because I haven't found where in the extended data of a material where it says to use the alpha channel.

:up:

TheDarkWraith
01-15-13, 08:57 PM
Here I'll detail how to manipulate an object's geometry with the mouse.

Let's work with the NAMC_Penguin GR2 file. Fire up the GR2 Editor/Viewer. Ensure you are using at least v1.1.277.1

File-->Open
Navigate to \Silent Hunter 5\data\Sea\NAMC_Penguin
Select NAMC_Penguin to open it
Press H to bring up help menu
Press M to show mouse actions. This mouse actions menu is dynamic. It will change based on what you are doing. Note what it currently says.
http://www.subsim.com/radioroom/picture.php?albumid=642&pictureid=6242

Select the FillMode tab and select Solid & Wire & Point. This now renders the 3D model(s) as solid objects and also renders all the points (vertices) and all the triangles made by those vertices.
Right click and hold and mouse forward. This will move the camera closer to the object. Keep doing this till you are very close to the hull (make your screen look like the screenie)
http://www.subsim.com/radioroom/picture.php?albumid=642&pictureid=6230

Now click and hold center mouse button and move mouse right. This will move the camera to the right. Make your screen look like the screenie.
http://www.subsim.com/radioroom/picture.php?albumid=642&pictureid=6231

Now right click and hold and mouse forward again till just one point (vertice) is showing on the screen. Make your screen look like the screenie.
http://www.subsim.com/radioroom/picture.php?albumid=642&pictureid=6232

The camera has to be very close to a point in order to select it. Now place the mouse cursor on the point and click once. Notice the mouse cursor changed to a crosshair (your mouse cursor may already be a crosshair). This means you are
in the selecting mode. Now place the center of the crosshair directly on the point (vertice) and double click it. By double clicking we are telling the app we want to select this point (vertice). If the camera is not close enough then
it will fail to select. Once selected you will see a lock diamond surround the point (vertice). Select the Status tab. You'll notice that the app tells you which vertice you selected of which mesh (User selected Mesh
NAMC_Penguin_hull_03: Vertex 2366). This same information is displayed in the status bar at the bottom of the app on the left hand side.
http://www.subsim.com/radioroom/picture.php?albumid=642&pictureid=6237

By selecting a point (vertice) we are telling the app we want to manipulate it. But what are we allowed to manipulate? If you look at the status bar second from the bottom of the screen on the right hand side it says: Locked | Object |
XYZ | |. This means the camera is locked in place (Locked), any manipulating will be done on the Object (vice the camera), we have X, Y, and Z freedom of axis, but we have no translation, rotation, or scaling available (the last blank
box). In order to be able to translate the object (or point aka vertice) we have to enable that. We'll come back to this in a bit.
Now look at the help menu for mouse actions (left side of screen). It has changed to indicate the new actions available to the mouse since we selected (locked) an object. You can press the space bar to clear the selected item (unlock).
You'll see the mouse actions menu change again. Go ahead and reselect the point (vertice).
Now press C to unlock the camera. Notice the status bar changed from Locked to Unlocked. Object changed to Camera. Freedom of axis is still X, Y, and Z. But now we are able to Rotate (R) and Translate (T) the camera.
Now right click and hold and mouse back to move the camera backwards from the object.
Then left click and hold and move the mouse to the left to rotate the camera to the right. Make your screen look like the screenie.
http://www.subsim.com/radioroom/picture.php?albumid=642&pictureid=6238

Now press C to lock the camera. Notice the status bar changed from Unlocked to Locked. Camera changed to Object. Freedom of axis if still X, Y, and Z. We are now unable to do any translation, rotation, or scaling. Let's fix that.
Look at the help menu on the right side of the screen. Notice the keys R, S, and T and what they do. Press the T key to enable Translation. Notice that the status bar know shows a T (for translation enabled). Select the Meshes tab.
http://www.subsim.com/radioroom/picture.php?albumid=642&pictureid=6239

Now since the camera is locked, the status bar says Object, axis of freedom is X,Y, and Z, and Translation is enabled (T) then any mouse movements with the mouse buttons will affect the object. Let's limit translation to only the X
axis. Press Y then Z to disable the Y and Z axis. Notice that the status bar shows only the X axis of freedom available now. Notice that the Position, Rotation, Scale, Changes, File, and Uvs box's buttons are all greyed out
(unavailable).
http://www.subsim.com/radioroom/picture.php?albumid=642&pictureid=6240

Place the mouse in the render window. If the mouse cursor is not a crosshair click the left mouse button once (only once!). Notice that the mouse cursor is now a different kind of crosshair. This tells you that you have an object
selected and you are able to do some kind of manipulation (translate, rotate, or scale) on it.
http://www.subsim.com/radioroom/picture.php?albumid=642&pictureid=6241

Notice the left help menu (mouse actions). We currently only have translation available and only on the X axis. According to the menu if you click and hold the middle mouse button down and move the mouse left or right you will
translate the object (point or vertice in our case). Try it. When you have the object (point or vertice in our case) where you want then release the middle mouse button. You have just manipulated the geometry using the app! NOTE: there
is NO way currently to reverse the changes you make by manipulating points (vertices). I will probably code that in in a future version.
Now press the space bar to unselect the object (vertice). Select the Status tab. Notice the app said you unselected the vertice (User selection cleared)
http://www.subsim.com/radioroom/picture.php?albumid=642&pictureid=6236

Now let's manipulate a mesh. Select the FillMode tab and select Solid. Select the Camera tab and push all the buttons under Reset-->Designed to place the camera back to as designed values. Select the Meshes tab. Place the mouse cursor
in the render window and click once. This will turn the mouse cursor into a crosshair. Place the mouse cursor in the middle of the funnel (smoke stack).
http://www.subsim.com/radioroom/picture.php?albumid=642&pictureid=6233

Double click the middle of the funnel. Notice that the status bar says Mesh NAMC_Penguin_cos. This means we have selected this item for manipulation. Press C to lock the Camera. Status bar says Locked, Object, X, SRT. Let's give all
axis of freedom back so press Y and then Z. Now we only want the ability to scale the object so press R to remove the ability to rotate and then press T to remove ability to translate. The only one left should be S (for scaling).
http://www.subsim.com/radioroom/picture.php?albumid=642&pictureid=6234

Notice the left side help menu (mouse actions) says that if you hold the middle mouse button while at the same time holding the Ctrl button down and move the mouse left or right you will scale all the axis of the object. Try it.
Congratulations you just scaled an object using the app!
http://www.subsim.com/radioroom/picture.php?albumid=642&pictureid=6235

Notice now that the Scale buttons are not greyed out anymore. This means you have adjusted the scaling on this selected object at some time. By pressing the buttons you can reset the scaling back to it's previous value. Ah, but what is
the previous value? If this is the first time to manipulate the object with scaling then it will default to as loaded values. If it's not then it depends on whether you have pressed the Update button of the Changes box. By pressing the
Update button you are telling the app this is the object's new default values (for scaling, translation, and rotation). By setting new default values then the reset buttons will use these new default values. Press the Update button of
the Changes box. Notice the buttons in the Scaling box are now greyed out. This means you are currently at it's 'default' values.
Now notice the Store and Reset buttons of the Changes box are active. Pressing Store will set the new as-loaded values for the object (different than default values). If we wanted to reverse the scaling changes we did earlier we can
press the Reset button. Try it. Funnel scales back to it's as-loaded values. Re-scale the funnel using the mouse. Press the Update button in the Changes box to save these values as it's new default value. Now if you press the Store
button in the Changes box you will set these values as the new as-loaded values (thus pressing Reset will set the values to what they currently are). Go ahead and press it. Notice that all the buttons are now greyed out. You have told
the app there are the object's new as-loaded values! There's no way to back-out once you press the Store button besides closing and re-opening the GR2 file! In order for your changes to persist in the GR2 file you must press the Store button for each object you have manipulated.

NOTE: objects in SH5's GR2 files are NOT designed at the object's origin. They are offset and placed where they would actually be. This is different from the way most items (objects) are designed. Most objects are designed at model origin (0,0,0) and are placed in position via a scaling, rotation, and translation matrix. Because SH5's objects are not at model origin this causes them to move position wise when you scale them. It is not the apps fault for them moving, it's because they were not designed at model origin to begin with.

For manipulating bones the same procedure basically applies but you can only translate bones. In order to manipulate bones you have to go to the Bones tab and select Render bones. NOTE: if render bones is selected (checked) then you are unable to select meshes or vertices. You have to unselect render bones to manipulate meshes/vertices.

gap
02-16-13, 01:07 PM
I am currently trying to change tree sizes by scaling their meshes, rather than by reducing the size of their texture's visible part, as done by Echolot for his Smaller Trees Mod.
As long as texture sizes remain unchanged, this method would ensure better tree resolution with no increase of memory usage (Smaller Tree's transparent pixels are anyway loaded in memory).

Silent hunter trees are simple "billboard" meshes, composed by 8 vertices and 4 faces in 1 subset; basically 2 rectangles intersecting each other at 90 deg, roughly along their respective axes of symmetry:

http://img546.imageshack.us/img546/4371/treedn.jpg

SH5 trees are untypical objects. As far as I can understand, they have no material nor texture assigned in their GR2 files. Their textures, as well as vegetation.GR2's to be used for each ecoregion and each season, are found in a set of ini files in dat/Terrain/Textures_and_Vegetation.

On opening any of the vegetation.GR2 files, the program prompts us as follows:

http://img203.imageshack.us/img203/4462/dialogs.jpg

On TDW's suggestion, during my past attempts I confirmed that I wanted the missing 'essential' strings to be added, and shortly after I received this message:

http://img842.imageshack.us/img842/7315/dialogr.jpg

After saving, closing and reopening the same file, I selected a mesh and exported its Vertex data (no other Export checkbox selected).
Here's the content ot the generated obj file for Tree2 of 1.Small Vegetation and Temperate Alpina/vegetation.GR2:

# Exported by GR2Editor/Viewer v1.1.285.1
# Exported from GR2 file C:\Users\Gabriele\Desktop\Dynamic Environment SH5-V2.2\MODS\DynEnv v2.2 - 12.a Smaller Trees - 75%\data\Terrain\Textures_and_Vegetation\1.Small Vegetation and Temperate Alpina\vegetation.GR2
#
mtllib Tree2.mtl
o Tree2
# 1 subsets, 8 vertices, 4 faces
v -29,466270000 2,492133000 1,440153000
v -31,541330000 2,492133000 -1,151663000
v -31,541330000 0,053065750 -1,151663000
v -29,466270000 0,053065750 1,440153000
v -31,854800000 2,492132000 1,176825000
v -29,280560000 2,492132000 -0,884170500
v -29,280560000 0,053065750 -0,884170500
v -31,854800000 0,053065750 1,176825000
#
#
g Tree2_subset0
usemtl Tree2_subset0
# 12 vertices, 4 faces
f 8 7 5
f 7 6 5
f 4 3 1
f 3 2 1

...and this is the mtl file:

newmtl Tree2_subset0
Ns 0,000000000
Ka 0,588235300 0,588235300 0,588235300
Kd 0,588235300 0,588235300 0,588235300
Ks 0,900000000 0,900000000 0,900000000
Ke 0,000000000 0,000000000 0,000000000
map_Ka Tree2.Tga
map_Kd Tree2.Tga
map_Ks Tree2.Tga

In order to make sure that everything was okay, I imported back the exported mesh (again, only 'Vertex Data' checked), and I got confirmation that...

http://img827.imageshack.us/img827/111/dialogx.jpg

...and that...

http://img546.imageshack.us/img546/7596/dialog.jpg

Encouraged by these first results, I discarded the changes and I imported the obj file generated by GR2 editor into Wings 3D 1.4.1, where I made the following changes:


split one of the basal edges in two segments, thus generating a median vertex.
scaled down the object using the new vertex as pivotting point
removed the new vertex


I exported then the modified meshes. The new obj file looked like this:

# Exported from Wings 3D 1.4.1
mtllib Tree2scaled.mtl
o Tree2
#8 vertices, 4 faces
v -29.72565250 1.88236619 1.11617600
v -31.28194750 1.88236619 -0.82768600
v -31.28194750 5.3065750e-2 -0.82768600
v -29.72565250 5.3065750e-2 1.11617600
v -31.51705000 1.88236544 0.91868000
v -29.58637000 1.88236544 -0.62706663
v -29.58637000 5.3065750e-2 -0.62706663
v -31.51705000 5.3065750e-2 0.91868000
vn 0.78063262 0.0000000e+0 -0.62499017
vn 0.78063262 0.0000000e+0 -0.62499017
vn 0.78063262 0.0000000e+0 -0.62499017
vn 0.78063262 0.0000000e+0 -0.62499017
vn 0.62499150 0.0000000e+0 0.78063155
vn 0.62499150 0.0000000e+0 0.78063155
vn 0.62499150 0.0000000e+0 0.78063155
vn 0.62499150 0.0000000e+0 0.78063155
g Tree2_Tree2_subset0
usemtl Tree2_subset0
s 1
f 1//1 3//3 2//2
f 1//1 4//4 3//3
f 5//5 7//7 6//6
f 5//5 8//8 7//7


mtl file:

# Exported from Wings 3D 1.4.1
newmtl Tree2_subset0
Ns 100.0
d 1.0
illum 2
Kd 0.5882353 0.5882353 0.5882353
Ka 0.5882353 0.5882353 0.5882353
Ks 0.9 0.9 0.9
Ke 0.0 0.0 0.0

They don't resemple the original files :hmmm:

When I try to import vertex data of the modified object into the vegetation GR2 file, GR2 Editor becomes unresponsive.
I have also tried pasting the modified vertices coordinates into the obj file generated by GR2 Editor:

mtllib Tree2.mtl
o Tree2
# 1 subsets, 8 vertices, 4 faces
v -29.72565250 1.88236619 1.11617600
v -31.28194750 1.88236619 -0.82768600
v -31.28194750 5.3065750e-2 -0.82768600
v -29.72565250 5.3065750e-2 1.11617600
v -31.51705000 1.88236544 0.91868000
v -29.58637000 1.88236544 -0.62706663
v -29.58637000 5.3065750e-2 -0.62706663
v -31.51705000 5.3065750e-2 0.91868000
#
#
g Tree2_subset0
usemtl Tree2_subset0
# 12 vertices, 4 faces
f 8 7 5
f 7 6 5
f 4 3 1
f 3 2 1

This hybrid file is read correctly by Wings 3D, but again, when I try importing it into GR2 Editor, nothing happens :wah:

Any idea guys?

TheDarkWraith
02-16-13, 02:41 PM
# Exported from Wings 3D 1.4.1
mtllib Tree2scaled.mtl
o Tree2
#8 vertices, 4 faces
v -29.72565250 1.88236619 1.11617600
v -31.28194750 1.88236619 -0.82768600
v -31.28194750 5.3065750e-2 -0.82768600
v -29.72565250 5.3065750e-2 1.11617600
v -31.51705000 1.88236544 0.91868000
v -29.58637000 1.88236544 -0.62706663
v -29.58637000 5.3065750e-2 -0.62706663
v -31.51705000 5.3065750e-2 0.91868000
vn 0.78063262 0.0000000e+0 -0.62499017
vn 0.78063262 0.0000000e+0 -0.62499017
vn 0.78063262 0.0000000e+0 -0.62499017
vn 0.78063262 0.0000000e+0 -0.62499017
vn 0.62499150 0.0000000e+0 0.78063155
vn 0.62499150 0.0000000e+0 0.78063155
vn 0.62499150 0.0000000e+0 0.78063155
vn 0.62499150 0.0000000e+0 0.78063155
g Tree2_Tree2_subset0
usemtl Tree2_subset0
s 1
f 1//1 3//3 2//2
f 1//1 4//4 3//3
f 5//5 7//7 6//6
f 5//5 8//8 7//7


mtl file:

# Exported from Wings 3D 1.4.1
newmtl Tree2_subset0
Ns 100.0
d 1.0
illum 2
Kd 0.5882353 0.5882353 0.5882353
Ka 0.5882353 0.5882353 0.5882353
Ks 0.9 0.9 0.9
Ke 0.0 0.0 0.0

They don't resemple the original files :hmmm:

Any idea guys?

The app will complain about those face definitions (f 1//1 3//3 2//2). How do you read that? :hmmm: I don't know and if I don't know the app doesn't know :yep:

EDIT:

nevermind. I know how to read that. It's vertice / texture coordinate / normal. I see the problem in the app now.

V13dweller
05-26-13, 09:37 AM
I'm trying to create more bones for a ship, but when I create the node I get a Pointer is null error.

I am finding it very difficult to use this program, I am getting errors very, very frequently.

And mixed value errors when accessing all non ship files.

It is also hideously time consuming and annoying to use this program.

Goblin Editor is much easier to use but it has limitations such as creating bones.

Targor Avelany
05-26-13, 10:35 AM
I'm trying to create more bones for a ship, but when I create the node I get a Pointer is null error.

I am finding it very difficult to use this program, I am getting errors very, very frequently.

And mixed value errors when accessing all non ship files.

It is also hideously time consuming and annoying to use this program.

Goblin Editor is much easier to use but it has limitations such as creating bones.
all I can say is - if it frustrates you so much: don't use it. Use HEX editors to edit GR2 Files. I'm also not sure why have you decided to spam a very useful and not particularly related to your problem thread: post in the GR2 Editor thread, where TDW will certanly see your complaint.

V13dweller
05-26-13, 06:17 PM
I am unable to find any other programs to edit/add bones to ship.

And because this is a [TEC] I thought I could get some help on using this program better.

Trevally.
05-27-13, 06:30 AM
all I can say is - if it frustrates you so much: don't use it. Use HEX editors to edit GR2 Files. I'm also not sure why have you decided to spam a very useful and not particularly related to your problem thread: post in the GR2 Editor thread, where TDW will certanly see your complaint.

Well said

V13dweller
05-27-13, 07:07 AM
Well said

This was not necessary.

Where can I find said hex editors?

And I only use the editor available because there are no alternatives (That I can find)

Trevally.
05-27-13, 07:20 AM
It is also hideously time consuming and annoying to use this program.


this is the part that I though was not necessary
TDW has spent a lot of time working on that app and it is not finished yet.
Report bugs by all means but the above statment - really.....


Now I am spamming this post grrr.....

Targor Avelany
05-27-13, 09:04 AM
I am unable to find any other programs to edit/add bones to ship.

And because this is a [TEC] I thought I could get some help on using this program better.

I'm sorry, but I find your statements of the above sort insulting to the community of modders, who work very hard on every piece of improvement to this game.
gap has told you many times that if you would like to copy bones - use an older version of the GR2Editor - as long as the model has no animation (and sometimes even with animation) works just fine.

In regards to hex editors: by the way you say that you can't find any, only one thought comes to mind: you have not looked. Like, at all. There is one editor offered right here, on subsum, in a download section.

Well said

Thank you.
This was not necessary.

Where can I find said hex editors?

And I only use the editor available because there are no alternatives (That I can find)

I'm not sure if you are reading what you are writing.

this is the part that I though was not necessary
TDW has spent a lot of time working on that app and it is not finished yet.
Report bugs by all means but the above statment - really.....


Now I am spamming this post grrr.....

:yeah: and lol at spamming :)

V13dweller
05-27-13, 09:48 AM
I'm sorry I don't have much time to spare looking around for these things, that does not give you the right to jump to the conclusion of that I have not looked, because I have.

And please don't say that I have not read what I have wrote, because If I had not read it, I would have either been not conscious or not actively writing and I know this was not the case.

And it is not spam, if it is not numerous.

I made a single post before you said I was spamming.
If you need the dictionary meaning for spam, here you go "Send the same message indiscriminately to (large numbers of recipients) on the Internet"

gap
05-27-13, 10:12 AM
V13, don't take it personal.
Targor and Trevally addressed to you as they did, because your comment sounded a bit rough:

I'm trying to create more bones for a ship, but when I create the node I get a Pointer is null error.

I am finding it very difficult to use this program, I am getting errors very, very frequently.

And mixed value errors when accessing all non ship files.

It is also hideously time consuming and annoying to use this program.

Goblin Editor is much easier to use but it has limitations such as creating bones.

answering your questions:

- you cannot compare GR2 Editor and Goblin Editor: they are completely different programs. TDW could have coded a tool two times as good as Goblin in half a week. But dealing with 3D obects is a totally different matter. This is especially true talking about GR2 format, which being a "closed" format is not fully studied yet. That said, TDW's tool is experiemntal and some flaws are normal :yep:

- TDW's editor is unique. Provided that you will find any other GR2 Editor on the web (I doubt it), it won't be better than the one by TDW.

- There are many good hex editors on the web, and many of them are for free. This following wikipedia rticle compares the most popular of them:
http://en.wikipedia.org/wiki/Comparison_of_hex_editors

- Unless you know what you are doing, I would recommend you to edit your GR2 files with any hex editor anyway. Too complex. :doh:

Targor Avelany
05-27-13, 12:33 PM
V13, don't take it personal.
Targor and Trevally addressed to you as they did, because your comment sounded a bit rough:



answering your questions:

- you cannot compare GR2 Editor and Goblin Editor: they are completely different programs. TDW could have coded a tool two times as good as Goblin in half a week. But dealing with 3D obects is a totally different matter. This is especially true talking about GR2 format, which being a "closed" format is not fully studied yet. That said, TDW's tool is experiemntal and some flaws are normal :yep:

- TDW's editor is unique. Provided that you will find any other GR2 Editor on the web (I doubt it), it won't be better than the one by TDW.

- There are many good hex editors on the web, and many of them are for free. This following wikipedia rticle compares the most popular of them:
http://en.wikipedia.org/wiki/Comparison_of_hex_editors

- Unless you know what you are doing, I would recommend you to edit your GR2 files with any hex editor anyway. Too complex. :doh:

Thank you, gap. You put it right as usual. :up:

@V13: the problem that I have with your comments is simple - you demand a tool that will do what you want it to exactly how you want it to and prefferably in 1 click (and it seems by reading your mind too :haha:). You "don't have time" to search, try, or figure things out.
Well, all of us have real life outside of this forum too: congratulations, you at least not a forum bot :D.

I'll give you an example of something and hope instead of getting upset, you think a little bit:
When I was cloning a uboat ai unit, it took me over a month to do so. Just to clone, no texture changes, no model imports - nothing except renaming. Little mistakes, wrong clicks, absolutely bogus out of nowhere errors and at least 5 different versions of GR2 editor and a hex editor - and every mistake or error causes you to start from scratch.
It is not "1-click-modding", accept it. As much as I would love to have a fully, 100% functional GR2 Editor - that is not the case at this time. TDW has done an amazing job with what he had for information to start with, there aren't many people out there who could have done anything even close to it, so it feels unfair when your comments bash his work (probably none of my business and he can speak for himself, but I'm a "loud Russian" and can't keep my tong in check).

divingbluefrog
05-27-13, 05:13 PM
Encouraged by these first results, I discarded the changes and I imported the obj file generated by GR2 editor into Wings 3D 1.4.1, where I made the following changes:


split one of the basal edges in two segments, thus generating a median vertex.
scaled down the object using the new vertex as pivotting point
removed the new vertex


I think it's here that you made a mistake, doing so, you modified the structure of the faces, when you delete it later, Wings generates a new face, but not with the same vertives order.
Try to put a dummy in the same place, and then scale down, acting like this you will keep the faces structure intact.
Hope it will do the trick...

Giant trees exasperate me since the very begining. I had to wait for s3d to solve the problem in 5 mn.

gap
05-27-13, 06:17 PM
I think it's here that you made a mistake, doing so, you modified the structure of the faces, when you delete it later, Wings generates a new face, but not with the same vertives order.
Try to put a dummy in the same place, and then scale down, acting like this you will keep the faces structure intact.
Hope it will do the trick...

Giant trees exasperate me since the very begining. I had to wait for s3d to solve the problem in 5 mn.

Thank you for your suggestion divingbluefrog. At the end I discovered that using Wings 3d I could select the two basal segments of each tree, and use their intersection as pivot point for scaling down the meshes, without need to change object's geometry.

The problem is that there is a sort of minimum size for GR2 trees, below which the size of rendered trees doesn't change, no matter how small are their meshes. On the contrary, their size can be increased at wish. Result: the only way to reduce tree size in SH5 is by reducing their relative size within the 256 x 256 px frame of their texture, as done by echolot :-?

V13dweller
05-27-13, 08:28 PM
I am sorry that I am getting frustrated.

I have been trying to workout and use this program for quite some time.

But placing and adding nodes usually create and error, and when even just opening airplanes I get a mixed values error, I get a similar error when opening the AI_Sensors.GR2 and the Guns and radars GR2.

Sorry for expressing how I feel.

(I have reported the errors to TDW already_

TheDarkWraith
05-27-13, 09:59 PM
I am sorry that I am getting frustrated.

I have been trying to workout and use this program for quite some time.

But placing and adding nodes usually create and error, and when even just opening airplanes I get a mixed values error, I get a similar error when opening the AI_Sensors.GR2 and the Guns and radars GR2.

Sorry for expressing how I feel.

(I have reported the errors to TDW already_

I have not worked on the GR2 Editor/Viewer in quite some time. I've been busy working on patches for the game. I'll try and spend some time with it here soon to get a stable version out (though it might be limited in what it can do). There's just so much I have to change/add that was exposed by some GR2 files I tried to load. Some of my guesses were completely wrong and there were items I had no clue what they meant but now I do. It was very frustrating and I had to walk away from development on it for awhile and work on something else and let my mind think it over.

V13dweller
05-27-13, 11:00 PM
I have not worked on the GR2 Editor/Viewer in quite some time. I've been busy working on patches for the game. I'll try and spend some time with it here soon to get a stable version out (though it might be limited in what it can do). There's just so much I have to change/add that was exposed by some GR2 files I tried to load. Some of my guesses were completely wrong and there were items I had no clue what they meant but now I do. It was very frustrating and I had to walk away from development on it for awhile and work on something else and let my mind think it over.

I admire your way of working these problems out.

It's good how you can keep working on other problems and fixes while your head clears up.

I have been doing that with some other games I have been working with.

kevinsue
05-07-15, 06:57 PM
I have not worked on the GR2 Editor/Viewer in quite some time. I've been busy working on patches for the game. I'll try and spend some time with it here soon to get a stable version out (though it might be limited in what it can do). There's just so much I have to change/add that was exposed by some GR2 files I tried to load. Some of my guesses were completely wrong and there were items I had no clue what they meant but now I do. It was very frustrating and I had to walk away from development on it for awhile and work on something else and let my mind think it over.

G'day Sailor Steve and Webster,

I realise that this is an old thread, but for budding "Wannabe" modders like myself, threads like this one by "BIGREG" are invaluable resources.

The problem is that over time, these threads become deeply buried and difficult to find, especially if you're a newbie and are not even really sure what to look for anyhow when it comes to these specialist tools like GR2 Editor Viewer etc.

Just wondering if this thread could be "stickied" because it's taken me a fair while to stumble across it and answers a lot of questions that I didn't even know I should ask. :D

Sailor Steve
05-07-15, 07:53 PM
Well, from these last few posts it seems to be unfinished. I'm more that willing to stick it if someone can show me that it does work successfully.

kevinsue
05-07-15, 10:14 PM
Well, from these last few posts it seems to be unfinished. I'm more that willing to stick it if someone can show me that it does work successfully.

I'm about to embark on the very steep learning curve with these tools so I'll let you know...:o

gap
05-08-15, 06:31 PM
Well, from these last few posts it seems to be unfinished. I'm more that willing to stick it if someone can show me that it does work successfully.

Yes, it does, though with some limitations. See Targor Avelany's lifeboats, my and Trevally's barrage balloon (included in OHII), and silentmichael's new interior mod for some working examples. And I still have some unrealeased units created with GR2 Editor on my HD. Of course, if you ask me, it is still an unfinished product; It just takes a lot of trial and errors (and quite a lot of backups) understanding what you can do and what not with GR2E, but once you do, you can do some pretty things with it. Definitely worth one or two stickied threads IMHO :yep: