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Salut BIGREG :salute:
I am currently trying to edit the vegetation.GR2's, but since it is my first attempt to use the GR2 Editor/Viewer, I am a bit lost. - I can't seem to find a way to preview the tree textures rendered on top of their meshes. Does the GR2 editor support alpha testing? Vegetation GR2's are a bit different from other GR2 files in that not only their textures got an alpha channel used for trasparency, but in addition they are located in the same folder as the GR2, instead that in the tex folder. :hmmm: - How can I change meshe's geometry? Is it possible to modify vertices positions? |
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In order to change the geometry of the mesh, you need to export it (uncheck the bones or the option to export wont become available) and follow export part of the tutorial by BIGREG. After that you can do whatever you want with the mesh and you can re-"upload" it back into GR2 (again, refer to the tutorial by BIGREG, he explained it much better than I will be able to anyway). The only trick - you can do 1 subset at the time. |
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Still trying to find a way to scale trees proportionally on the 3 axis, and/or separately for each axis :hmm2: |
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I will try doing as you are suggesting :sunny: |
Here's is a question. Will Goblin or TDW's editor work with multi-material object? (yeah, yeah, I'm being lazy to properly uvw unwrap my little nice lifeboat)
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Any news about you, BIGREG (Are you alive :06:), TheDarkWraith, and new versions of TDW's editor???
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For this Christmas and new year, I have only one wish: please Santa, bring back TheDarkWraith's awesome work! :woot:
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Currently using GR2 Editor v1.1.265.1 for cloning/modifying bones around ships. Whenever I finish modifying a bone, I confirm the changes by clicking the 'Store' button (the 'Update' button is always grayed out :hmmm:).
When I want to save the changes on file, it keeps giving me this message: Quote:
Closing the file and reopening it, demonstrates that my changes were actually saved. Is that normal? :06: Another "issue" I have noticed is that if I open the modified GR2 in Goblin Editor, and I merge it with its zon, dsd, etc files, I receive the message: Quote:
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Id's are still unchanged, but the bones from FX_C1_Dummy001 to FX_C7_Dummy07 were removed together with their child bones. I only hope that it happened due to a mistake of mine... :dead: S.O.S.... USS Appalachian sinking... BIGREG, are you there? :D |
Since no one is answering... I will keep on my monologue, in the hope that someone will learn from my mistakes: :oops:
maybe I've found the culprit of my problem: Menu Edit => Options => LNK@ => Automatically resolve => FX it was unchecked. Fingers crossed, and I'll let you know :up: |
What i would like to do is clone the Arch tunnel from the CR Room and use it on the CT Room . How ?
I seen a post where a ships funnel was replicated and moved , dont know wher the post is . http://i50.tinypic.com/11qpnaf.jpg http://i50.tinypic.com/29ld2f9.jpg |
I see people are still having fun with this! Excellent :yeah:
Work has been keeping me real busy. I get a little time every now and then to work on the app. I have a version that currently fixes the rendering problems with the last one (dealing with rendering with shaders and lighting). I hope to post it up in a couple of days. If you all can compile a list of current bugs/problems that would be great cause then I can investigate them while I'm on airplanes to kill time. Please post them in the GR2 Editor/Viewer thread. At home finally for a couple of days and then I'm catching a flight out of the country again. Hopefully things will slow down around mid February. Carry on :up: |
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As for your request I've encountered some issues. I don't really know if they are caused by my lack of experience, or by a coding bug by you. If you want to have a look at them, they are listed in posts # 80 to 90. Regarding the missing FX links, I will do a quick test right away and post the results in the GR2 Editor/Viewer thread :up: |
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You can turn on/off meshes and materials. Go to the materials or meshes tab and select/deselect the ones you want to see/hide. You can change a meshes geometry either by exporting it, changing it in 3D editor, and then reimporting it or you can modify it in real time with the app. There are many ways to do this. You can modify the scaling of it (bring up the help screen and it will tell you how to do this - you have to select the mesh by double clicking it on the screen) or you can change rendering to solid and points. Then double click a point to select it. Now you can drag the point around to change the geometry. |
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The app does not reassign IDs. In fact there are no IDs per se in a GR2 file. IDs are derived from the object's name. So if you rename an object you change it's ID. |
Hi, TheDarkWraith.:salute:
:06:I want to ask you a question. Possible disable (temporarily) on the navigation map grid coordinates using MQK? The fact is that it prevents (visually). It would be nice to temporarily disable it. Sorry to write here. |
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Post a picture of what you're asking about in that new thread. I can't picture in my mind what you're asking (probably because I've been away from the game for over 2 months :huh:) |
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