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-   -   Exporting 3D models from GR2 (https://www.subsim.com/radioroom/showthread.php?t=173092)

Alex 08-05-10 08:29 AM

Talk about bringing the unexpected to life !

:o

rowi58 08-05-10 09:51 AM

Hi privateer,


i've checked your „Teaser_Exporter“ with the „Fairy_Fulmar.GR2“ instead of the Ju87. My OS is VISTA/32 with 4 GB RAM. Changed the “header” as you mentioned, exported all objects to OBJ files and assembled them with “wings3d_1.2rc3”. Without uv-mapping, but this would be very easy.


http://a.imageshack.us/img201/1329/sh5export.jpg



So this plane could be imported into a DAT file (for SH3/SH4). All I can say is – you did a wounderfull job. It's like Christmas. :salute:



Greetings
rowi58

urfisch 08-05-10 10:42 AM

:yeah:

Anvart 08-05-10 01:24 PM

Quote:

Originally Posted by privateer (Post 1459973)
...
The top of the gr2 file has been edited ...:arrgh!:

For using this old stuff (reworked code), you changed Magic Value, header size, file version and Type Tag as in old (6) version of gr2-file. Right?
...
But the same Magic Value (as in SH5) was used in 6 version of gr2-file.
Is it limitation (error) of old code (and old coder :D)? ... or we have initially different Magic Value in files... you and me?
I have Buka's version of game with patch 2...
**********************************
Stock Magic value for this file:
29 DE 6C C0 BA A4 53 2B 25 F5 B7 A5 F6 66 E2 EE

P.S. My conclusion... For work of your code (reworked old code) is enough to change Magic Value only.
And this limitation (error) must be corrected...
... and need to use game's granny2.dll ver. 2.8.30.0... :haha:
...
/////////////////////////////////////////////////////////////////
Example:
File CharacterBodyParts.GR2 with changed Magic Value only.
Using Privateer's exe-file characters body parts have been extracted.
Using DE textures (diffuse and normal) have been attached to body parts (material has been created).
You see D_Torso02 body-part:

http://a.imageshack.us/img210/381/dtorso02.jpg

Madox58 08-05-10 04:17 PM

Hi rowi58,

The UV maps are there, I just did not add the usemtl command or
write out the mtl libraries yet.
The next release version will have them included.
:DL

Hi Anvart,

The old code needed the hex editing trick.
I have corrected that with code from a different exporter that
can use the SH5 granny2.dll file.
(not bad for an old coder right? :haha:)

The next release version will have a UI also.
So no bat file will be needed.
And if I have the time?
I'll add the ability to select a single Mesh for export.

Krauter 08-05-10 05:05 PM

So does this mean things like playable subs (9, II, etc) will be a possibility?

Madox58 08-05-10 06:19 PM

Other subs are possible now by useing the dat format.
But now we can take the interiors from the GR2 files and modify them for the new subs to come.


Just confirmed a new build that uses the SH5 granny2.dll is working.
:know:
No more Hex editing the GR2 files from SH5!!
:rock:

(And it also exports from older GR2 files just as well!)

SteelViking 08-05-10 07:04 PM

Quote:

Originally Posted by privateer (Post 1460944)
Other subs are possible now by useing the dat format.
But now we can take the interiors from the GR2 files and modify them for the new subs to come.


Just confirmed a new build that uses the SH5 granny2.dll is working.
:know:
No more Hex editing the GR2 files from SH5!!
:rock:

(And it also exports from older GR2 files just as well!)

Awesome!:yeah:

Krauter 08-05-10 07:09 PM

Excellent :)

Does this also add the possibility of cramping up the current interiors (more foodstuffs, crew members, etc?)

As well as changing them to (those unrealistic but fun) Modern Sub or different ship types (ala PT boat/Eboat, etc)

rowi58 08-05-10 11:13 PM

Hi prtivateer,

thanks, i've got it. The uv-mapping is fine. Was my mistake: i forgot to zoom-out in wings3d (mapping section) to see the uv-mapping :oops:.

Once again: absolutly great work. :salute:

Greetings
rowi58

Madox58 08-05-10 11:21 PM

@rowi58,

Good to know.
:up:

Some large meshes do not export correctly with current version.
They 'stack' meshes inside meshes so I need to write a sub-routine
to handle them.
It will be fixed soon.
Textures are now listed correctly and the mtl work is nearly completed.
Again, a few sub-routines to handle the work to finish yet.
Everything is ahead of my planned schedule so far.
:rock:

Anvart 08-06-10 03:16 AM

The following Great Step of Privateer's program!
 
The following Great Step of Privateer's program!
Now only one double click on *.bat file solve all modder's problems! (:03: almost).
What is it hex editing? We forgot about it, it's not necessary to us now.
And now we use game's dynamic library ver. 2.8.30.0!
Look new examples:

First pic. D_Torso06 + D_Pants06

http://a.imageshack.us/img576/5017/dtorsopant06.jpg

Second pic. UZO_Type2 + UZO_Type2_Soclu

http://a.imageshack.us/img576/6041/uzotype2soclu.jpg

P.S. UZO model (mesh) is wrong... Therefore any interested person can correct it.

rowi58 08-06-10 05:39 AM

Hi privateer,

just a "small exercise" using your great tool "Teaser_Exporter". An in-game-screenshot of the "Fairy Fulmar", converted from SH5 to SH3 with your tool:

http://a.imageshack.us/img412/7495/fairyfulmarsh501.jpg

This plane ist not yet ready: still some work to do with the ZON file, the SIM file and the DSD file. But that is easy, because we got skwasjers "S3D".

ATM, the plane "runs", but the "rest" must be done, too.

Greetings
rowi58

reaper7 08-06-10 08:56 AM

Amazing work your doing Privateer. It's the work your putting into your tools thats gonna keep SH5 alive. That and the update's skwasjers is applying to S3D will give huge potential to the modding scene. Graphics and scripting can only take us so far, these tools will take us the rest of the way.

PL_Andrev 08-06-10 09:23 AM

We need only one more thing more...
Access to open code...
:rotfl2:


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