![]() |
You do the editing there. You can acces all the pages from that point by navigating in the editor, and the window will update to show the components you selected and are working on.
You'll have to start the game without the menu editor if you want to actually load a mission. ;) |
Thank you Arclight, if I a side to work on chooses, the window is updated. I can open the ScriptManager, the AIScriptDebugger, but with the TerrainEditor I fail. In a post of Urfisch I have read that this works only in land nearness. This is the point, how is it possible?
|
When the little window pops up at game start-up asking if you want to start the menu editor, select "no". The game will start normally and you can load a mission, after that you can rightclick on the titlebar to bring up the other editors.
I'd disable the menu-editor unless you actually want to edit any menu's. |
Yes, that's it :salute:!
Thank you! Had I ever tried so, but the editors were inactive. Had probably done something wrong :hmmm:. Now it's ok! |
Quote:
|
Quote:
taking a look 'under the hood' of the granny2.dll file shows some interesting items available (exports). There are 1,014 functions available. Here are a few (some had a leading _ which for some reason the post underlined the whole thing): 285 3A 000942E4 GrannyFileInfoType 64 CA 00076A50 _GrannyBeginFile@20 65 CB 00076D00 _GrannyBeginFileCompression@20 66 CC 000766B0 _GrannyBeginFileDataTreeWriting@16 67 CD 00076A80 _GrannyBeginFileInMemory@16 68 CE 00077360 _GrannyBeginLocalPoseAccumulation@16 69 CF 00077E60 _GrannyBeginMesh@20 123 103 00076D30 _GrannyCompressContentsOfFile@12 136 110 000769E0 _GrannyConvertFileInfoToRaw@8 137 111 00076A00 _GrannyConvertFileToRaw@8 138 112 00079680 _GrannyConvertIndices@20 159 127 00077B40 _GrannyCreateMemoryFileReader@8 160 128 00077B60 _GrannyCreateMemoryFileWriter@4 237 149 00076C90 _GrannyDecompressData@32 238 14A 00076CD0 _GrannyDecompressDataChunk@24 256 15A 00076AA0 _GrannyEndFile@8 257 15B 00076D90 _GrannyEndFileCompression@8 258 15C 000766F0 _GrannyEndFileDataTreeWriting@4 259 15D 00076AE0 _GrannyEndFileRaw@8 260 15E 00076B00 _GrannyEndFileRawToWriter@8 261 15F 00076AC0 _GrannyEndFileToWriter@8 459 21C 00077CD0 _GrannyGetMeshBytesPerIndex@4 460 21D 00077CB0 _GrannyGetMeshIndexCount@4 461 21E 00077CE0 _GrannyGetMeshIndices@4 462 21F 00077BA0 _GrannyGetMeshMorphTargetCount@4 463 220 00077C10 _GrannyGetMeshMorphVertexCount@8 464 221 00077BE0 _GrannyGetMeshMorphVertexType@8 465 222 00077C80 _GrannyGetMeshMorphVertices@8 466 223 00077CC0 _GrannyGetMeshTriangleCount@4 467 224 00077BB0 _GrannyGetMeshTriangleGroupCount@4 468 225 00077BC0 _GrannyGetMeshTriangleGroups@4 469 226 00077C00 _GrannyGetMeshVertexCount@4 470 227 00077BD0 _GrannyGetMeshVertexType@4 471 228 00077C70 _GrannyGetMeshVertices@4 Now if you use the granny viewer you'll notice that it gives you information that has to come from these functions. In theory, it should be possible to extract the mesh data and re-import new mesh data into the .gr2 files using the granny2.dll. I found it interesting that the .gr2 files can be compressed (well it makes sense to save space). Even more interesting is the _GrannyConvertFileToRaw. If the SH5 files are compressed and we uncompress them then we should be able to 'map' the .gr2 file to undestand it. There is code available that I found on the internet that does uncompress a .gr2 file to an uncompressed format using one of the functions from the granny2.dll file. Now if you know how to look up what arguments a certain function 'takes' you can write code to use these functions ;) |
If a dev or someone knowledgable should happen to drop by, I'd really like know what the different values for Character Posture represent. The crew AI scripts reference values of A,B,C,D,and E for Wp:IsCharacterPosture(). Any info on what they mean would be greatly appreciated.
|
The GR2 files are not compressed in SH5.
Open one with a Hex editor and you can see what plug-ins were used on the 3DS Max 2010 system that exported them. You can't read that info with Hex on a compressed file. I can send you a compressed GR2 file if you wish to check. :03: However, the compressed files can be opened with Goblin. |
Quote:
3ds Max 10 <---> 3ds Max 2008 |
Quote:
I've created a 112x60 .dds file with 2 states for the switch (On and Off) http://i1004.photobucket.com/albums/...gle-Switch.jpg Now in the menu editor I add the Control type Ckeckbox. Point it at the File above and it shows up as Tex Dim 112/60 ok. I select then crop size in the Selected item dialog box as DX:60, DY:60. I then set the start coordinates as X:1, Y:1 and this is what I get my graphics are cut nearly in half with No stretch selected. http://i1004.photobucket.com/albums/...5/checkbox.jpg What is going on :damn: I have tried every value in the Tex Crop and still can not get the switch to display fully. If I copy an existing Ckeckbox e.g. the AutoUpdate Ckeckbox for Auto/Manual switching and paste it in - it displays ok. But if I recreate that Ckeckbox using exactly the same dimensions it displays in the Menu Editor, It gets cut up like my switch. Somethings not working right In the Menu Editor when you create New Checkboxs. Is there a way around this. :06: |
Trouble with Goblin Editor
Whenever I try to edit a value in a drop-down box of the Goblin Editor, the drop down box flickers persistently, and when I try to make a choice from the drop-down options, they flash only briefly in the upper-left hand corner of my desktop. Is there a reason for this?
|
Quote:
I have vista 32 bit, and for goblin editor, do not use themes setting is on, and use as adminstrator, and then no more flicker.:up: |
Quote:
|
Themes
Quote:
|
Quote:
Properties Compatability |
All times are GMT -5. The time now is 03:21 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.