Quote:
Originally Posted by TheBeast
(Post 2383646)
I thought there was a Typ-II GR2 3D Exterior Model already?
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Yep, there is. Type II's external hull meshes should not pose big problems.
Quote:
Originally Posted by TheBeast
(Post 2383646)
Using SHIII or SHIV Typ-II Interior, can it be scaled to fit inside the GR2 Typ-II shell.
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Do SHIII or IV have detailed full interiors? I thought these games only had main compartements modelled that the player can teleport to. :hmm2:
Modelling internal compartments from scratch wouldn't be impossible, but finding drawings/blueprints, or even good pictures of them is not as easy as for exteriors. Provided that we can collect enough information, the modelling work shouldn't pose problems, but it would take time anyway.
As far as get 3d models to import in game, both from other games or modelled ad hoc, scaling them is the least problem (all the SH games since SHIII use the same scaling factor anyway).
Quote:
Originally Posted by TheBeast
(Post 2383646)
Is there a way to add all the Interior/Exterior way points to a existing Typ-II interior for crew to follow?
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Using HexEdit and some of the previous versions of TheDarkWraith's GR2Editor, I can clone new Nodes and rename them with unique Node ID's so there are no conflicts.
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You answered your question, but see my considerations below... :03:
Quote:
Originally Posted by TheBeast
(Post 2383646)
Can we change all Interior FX to GR2 requirements?
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GR2 files have no special requirements as far as FX are concerned. We could use SHIII or IV particles, they work in SH5 too, but in general they look poorer than the new ones from stock SH5 or TDW's FX Update, so I think it is a better idea using the latter. The problem is linking those effects to a new unit: there are tens of nodes to be displaced and parent ID's to be updated. Add to that in SH5 each particle linking bone is duplicated (don't ask me why), one copy of it being stored in the main GR2 file of each unit, and the other in its FX file.
Quote:
Originally Posted by TheBeast
(Post 2383646)
How far did you guys get???
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Summing up: as recently demonstrated by Vecko with his playable U-Flak, the addition of new playable u-boats to SH5 is theoretically feasible, but unless we work in team, creating a playable type II or IX would be a pitifully slow process. Add to my considerations above, the need to create UPC files for the new u-boats (Vecko could use VIIC's files with a few edits for the U-Flak, but a totally different hull would require heavier tweaks) and last but not least, we should remember that even the latest release of GR2 Editor reflects a limited knowledge of the granny format. GR2 animations/deformations are still out of our access; there are some GR2 files that TDW's tool cannot handle at all and, even worse, GR2 has the bad tendecy of corrupting files at times (the good news is that even files which are seen as broken by GR2 editor or granny viewer, seems not to cause problems in game as far as Goblin Editor can open them). There are possible workarounds to most of difficulties I listed above, but we cannot foresee all of them before we actually start working on this project. :yep: