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-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   Exporting 3D models from GR2 (https://www.subsim.com/radioroom/showthread.php?t=173092)

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:

Anvart 08-06-10 10:12 AM

Initial source code is known... :woot:
read threads with similar themes...

Madox58 08-06-10 02:49 PM

Quote:

Originally Posted by Antar (Post 1461422)
We need only one more thing more...
Access to open code...
:rotfl2:


If you mean the source code for SH5?
I'd bet we'll see the Gulf of Mexico drained to fix the oil leak first.
:har:

If you mean the code I'm working with?
It was released in 2008.
Any C++ coder can download and work with it.
:03:

Madox58 08-06-10 04:56 PM

Tests of the version that uses the SH5 granny2.dll are positive.
The materials commands to the exported objs and the creation of the .mtl file is nearly complete.
Error check for proper granny2.dll is completed.
A very basic UI is on track for a browse and select gr2 file.

So another, simpler version, should be completed by Monday latest.
Some people get advanced notice and downloads of versions for testing.
Other people grab ASAP releases elsewhere.
:03:

I'll only post Marked Goal releases here at SubSim.
Those Marked Goal versions are usually delayed for testing before release.

I'm pretty sure at this point in time that no one has found issues I am
not fully aware of.
Those issues are noted and on a scheduled fix list.

I also can advise 'work arounds' to current issues until I fix them in the code on an 'as needed' basis.

Anvart 08-07-10 04:14 AM

Quote:

Originally Posted by privateer (Post 1461793)
...
A very basic UI is on track for a browse and select gr2 file.
...

Yes, simple GUI "for a browse and select gr2 file" ... and may be with possibility to specify (select) the path for each texture (if necessary)... for *.mtl ..? :hmmm:

P.S.

http://a.imageshack.us/img441/9716/conning7c01.jpg

urfisch 08-07-10 05:09 AM

if you get the hack with exporting 3d data, what about importing?

Madox58 08-07-10 02:00 PM

I'm only playing with exporting.

Madox58 08-08-10 06:05 PM

I want to give great big THANKS to Anvart and rowi58

They are in no way involved with the codeing and only offer great suggestions.

Madox58 08-08-10 06:42 PM

Smaller file size,
Checks for dll file and exits nicely if not found,
.mtl creation for most obj files,
new icon which salutes an old friend,
:03:
some internal fixes you won't notice.
Limited time offer here:
http://www.mediafire.com/?dz1g00kgao451wk

urfisch 08-09-10 02:27 PM

:rock:

reaper7 08-09-10 02:41 PM

Thank you Privateer :yeah:


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