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Hi Tonschk:salute: - create new GR2 files from scratch (We can not create new .GR2 from schratch,but we can use a .GR2 (as a "shell") and rename all (rename meshes/bones,change the ID parent ...:03:) - replace geometry with new geometry (objects) (We can do this already) - add new geometry (objects) (We can do this already,as subsets) - replace materials (We can do this already) - add new materials (We can do this already) - replace textures (We can do this already) - edit existing items (change position, rotation, scale, properties) (We can do this already) - add new textures (We can do this already) - What we need ,this is the ability to create new meshes :yep: But the bigger work to do ,it's to "repair" ,what the devs have made :nope: (The devs have make this,as a dog laying his poop ...) :stare: (I hope the tranlation is good ) :O: Eg: take a look in room_QR2-> Bowl/book/choppingboard Not assigned: self-illumination,bump map ,But if you look in texture folder the bump maps are presents... :shifty: They are many materials not used and textures not "linked" .... otherwise they have bad made too: the self_illuminaion/AO maps ...(fanciful) and ditto how they have "cut"/assign the elements in meshes Eg:the enigma knobs are welded with the floor :o I can continue,but i need 100 posts to write all .... :haha: Maybe,after,we can write a book for the devs "How to make a good game for Dummies..." :O: Edit:I need one/two days to make a "job",but after ,i go explain the materials/textures options ... |
Apparently most of the features of the " TheDarkWraith tool" are ready, we are lucky I think :woot::yeah::D :up:
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I understand you but I think we are fortunate to have The Silent Hunter 5, even if is not a perfect simulator ..... yet :sunny:
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Yes,SH5 is a great game (but,not or bad finish...) and the .GR2 format is very impressive with many possibilities :yep: Directx/mentalray render and more... :D
and for TheDarkWraith .GR2 editor, the only things that miss is the ability to create new meshes and new bump "menu" :up: and again a big MERCI to TheDarkWraith and Privateer :yeah: |
Hello BIGREG, thank you for your Big help :yeah:, may be can be useful to add to the first post of this thread the list of duties that this GR2 Editor is able/(not yet able) to do, the list below is just an general idea, I am struggling :/\\!! just to understand the difference between : materials, geometry, textures, bones, meshes, GR2 files, objects,
Originally Posted by TheDarkWraith http://www.subsim.com/radioroom/smartdark/viewpost.gif When the app is complete you'll be able to: - create new GR2 files from scratch - replace geometry with new geometry (objects) - add new geometry (objects) - replace materials - add new materials - replace textures - add new textures - add new bones (you can do this already) - edit existing items (change position, rotation, scale, properties) - export meshes (you can do this already) - import meshes (you can do this already) - add new meshes |
Hello Tonschk :salute:
First .GR2 format is a file that contains the 3D model,bones,materials, and the settings Render (as the .DAT in SH3/4) - .GR2 can contains one or more models (Eg:the sensors.GR2 with periscops,antennas etc...) - 3D Model (Eg:the all room_QR1) can contains one or more meshes (Eg:the Hydrophone,radar,capitain bed etc...) - Meshes can contains one or more subsets (Eg:the different part of the hydrophone :Body,wheel,dials etc...) - Geometry=Object=Mesh other subset... - The bones : Models and meshes are attached on a bone,this one has a name and an ID number that can be "called" or controlled by other files... Eg :a needle mesh is attached on a bone and for "animated" it, this is the ID bone that is used in .SIM to assign a "controller"->Dials... The needle mesh don't move ,but the needle bone yes :03: Bones can to be ,also used for implement other .GR2 models as the antennas,periscops,guns... other to make "waypoints" for the charateres (crew) Material (i call that "Material Menu"): Is what that go applicate on a subset and that can contains: - a texture or more with different fonctions .. EG: the CapBed : - Diffuse texture: the "true" texture - Self-illumination/Ambient occlusion: to make a static shadow (work as a "mask" on the "true" texture) - Bump: to make a sort of "relief" and work also, as a "mask" material can be too used for make: a tranparent material (glass:as the lens) and for make lights... Voila,i hope, i have answer to your question :O: But,ask me ,if i have wrong explain :know: |
Thank you, Are you sure that Geometry, Object and Mesh are exact the same thing ? :timeout:
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Yes,of course :yep:
Then the only thing important is that you can all change (apart the number of meshes) :yeah: But,You can add geometry(objects) as subets :D and subset can have it's own "material" (without special:glass/light) For "How to" add a subset (object) with a new material ,that is for a future lesson :know: Note:I think a capitain hat on the capitain bed.... |
Thank you :yeah:, can you tell me please what are "the settings Render" ?
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This is to adjust the material : Opacity,refraction,reflection,shininess,transparen cy ....
What happens with the word "transparency" on the first line ??? -> transparen cy !!! :hmmm: Retry: This is to adjust the material : Opacity,refraction,reflection,shininess,transparen cy .... :doh: Re-retry :This is to adjust the material : Opacity,refraction,reflection,shininess,transparen cy .... Argh ! newly written and same :timeout: I think,i have found a "bug" word !!! transparency .... ARgh !!! here that's work :shifty: |
Thank you BIGREG :woot:, I think the Full name of this TheDarkWraith application is GR2 Editor/Viewer :up:
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Yes, but I'm a bit lazy :haha:
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Request for further information: how to add a bone to the U-Boat?
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Hi LemonA :salute:
Great request :yep: Today I will add a chapter in the Bones Post :up: |
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Added :salute: Edit: Actualy ,i do the Tutorial for add an object ( a Capitain Hat on the Bed) :03: |
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