Quote:
|
Hello thank you very much for your help :yeah:, I hope you don't mind I paste here you advice about the shadows bone settings of PM message, can you tell me please where is the " ExtendedData" "MaxProperties" header and CastShadows/ReceiveShadows when using your GR2 Editor/Viewer for the UZO Binoculars of the conning tower ?, as we can see in the screen below, the dynamic shadows of the binoculars are " apparently missing" I need to find why the UZO is not casting shadows simultaneously with the other shadows on the conning tower, thank you for the help
It's a setting for the item's bone. You'll need to edit the ExtendedData of the bone using my GR2 Editor/Viewer. You're looking for the MaxProperties header and the entries CastShadows and ReceiveShadows. Those should both be set to 1http://www.subsim.com/radioroom/smar...er_offline.gif. http://i60.tinypic.com/6dxpic.jpg I cannot find where is the UZO within the submarine files http://i58.tinypic.com/125qgat.jpg |
@ tonschk,
Subs (and many units) are 'constructed' from many parts in-game. That is the main 'sub' GR2 holds only the basic hull of the sub, then different parts (like interiors of the rooms) are taken from other files/folders. The folder on your screenshot holds interiors of the rooms. UZO (and other sensors): ../SH5/data/Objects/Sensors/UBoot_Sensors.GR2 General crew binoculars (and other things they can have like rifles, oxy masks, helmets etc.) are in: ../SH5/data/Characters/CharacterBodyParts.GR2 Conning towers: ../SH5/data/Submarine/<SUB_YOU_NEED>/Submarine Parts/Conning_7<SUB_LETTER>_01.GR2 |
Amazing :yeah:, Thank you a Lot Vanilla :salute:
Hi there, I try to open SH5/data/Objects/Sensors/UBoot_Sensors.GR2 and the application give me an error :hmmm: http://i59.tinypic.com/wi3jeu.jpg |
Quote:
|
Quote:
The error(s) he's getting is due to mixed values being found in Section 0. I haven't figured out exactly what they are for yet. |
Quote:
This means that no complex fixes/changes can be performed on that file. The good news is that not only the latest version of your editor is safer than ever: it is also able to detect and fix some minor bugs :up: Quote:
|
Quote:
The current version is much more safer due to the new 'rules' it has to follow. The Sentinel for each file is doing it's job very well :up: It's a crapshoot as to whether the app can open non-SH5 files. If the non-SH5 files follow the 'rules' I have defined for the app then it will open them. If not then it will tell you why it can't open the file. Let me know when you get these so I can see what's going on and improve the app. v1.1.442.1 released. See post #1 Major change in this version is I finally made the reader multi-threaded. Loading times are greatly decreased now :yeah: |
Oddities about some GR2 files (model subparts placement)
Junkers_Ju-87B_Stuka_LOD.GR2
I don't know if it is me, but when I look at the stock Stuka in game (from some distance), her rudder is always rendered several meters to the back of plane's tail. When I move the camera closer to the bomber, the problem disappears though. I was sure that the problem was due to a misplacement of the rudder in the LOD model, but neither GR2 Editor, nor Goblin Editor, nor Granny Viewer show anything wrong with it... Bristol_Beaufort.GR2 The other day I was looking into why Beaufort's rear gun fires as if it was a front gun, as reported by Serge. I was conviced that rotating gun's bone by 180 deg, would have solved the problem but I then realized that it might be more complex than I thought at first. A foreword: both for the main and for the LOD GR2 files, the gun is composed by a turret model, and by a barrel model. Their bones have position data but not rotation data and, as expected, barrels' bone is child of turret node. What I have discovered:
|
Quote:
- 0x1 = position data - 0x2 = rotation data - 0x4 = scale/shear data If you want the bone to have position and rotation then the flags value needs to be 0x3 (0x1 position + 0x2 rotation) |
Quote:
Quote:
Quote:
Quote:
|
@ TDW
(yet) another question. :D Do you happen to know what file(s) are character parts (head, torso, legs, hat, etc.) stored in? Should be CharacterBodyParts.GR2, I suppose, but I wasn't able to open that file with the latest version of GR2 Editor. :hmm2: I ask because I have noticed that one of the parts (the low poly rifle carried on character's shoulders, unused in stock game) is rendered white in Goblin Editor. It was the same with the Willys Jeep cargo model, and it turned out that though being UV-mapped and having a texture/material assigned in its GR2 file, devs had forgot to add the texture in game (which I did ;)). If I could figure out texture name and UV mapping of that rifle, I could fix it for future usage in game (I wanted to use it on the lookout character I need for my pillbox unit). |
Quote:
|
Hi TDW,
with the latest version of your editor I get the following unmanaged exception whenever I maximize its window: Code:
Le informazioni su come richiamare il debug JIT (Just-In-Time) anziché questa finestra |
Quote:
v1.1.443.1 released. See post #1 This fixes the bug gap reported above :up: |
All times are GMT -5. The time now is 06:02 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.