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-   -   [TEC] How to use: TheDarkWraith .GR2 Editor (https://www.subsim.com/radioroom/showthread.php?t=198840)

gap 11-20-12 10:13 AM

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?

Targor Avelany 11-20-12 10:59 AM

Quote:

Originally Posted by gap (Post 1963082)
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?

Unfortunately I can't answer the first question, but I can answer the second.

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.

gap 11-20-12 11:32 AM

Quote:

Originally Posted by gap (Post 1963082)
- How can I change meshe's geometry? Is it possible to modify vertices positions?

Wait wait: I've just discovered that in order to edit meshes I have to uncheck Bones Show. After doing so I am able to recall the Add/Edit Mesh menu. There are 4 sections there: Position, Rotation, Scale and ExtendedData. The first two of them seem to move/rotate each mesh globally and don't require any further explaination. But how the Scale property do work exactly? What "Matrix 3x3" means? Editing M22 seems to affect meshes height, but other entries aren't that obvious to me :dead:

Still trying to find a way to scale trees proportionally on the 3 axis, and/or separately for each axis :hmm2:

gap 11-20-12 11:36 AM

Quote:

Originally Posted by Targor Avelany (Post 1963113)
Unfortunately I can't answer the first question, but I can answer the second.

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.

Thank you Targor!

I will try doing as you are suggesting :sunny:

Targor Avelany 12-11-12 06:09 PM

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)

silentmichal 12-29-12 02:58 PM

Any news about you, BIGREG (Are you alive :06:), TheDarkWraith, and new versions of TDW's editor???

Sartoris 12-29-12 03:19 PM

For this Christmas and new year, I have only one wish: please Santa, bring back TheDarkWraith's awesome work! :woot:

gap 01-06-13 11:32 AM

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:

There are Bones and/or Meshes that have not been Updated and Stored. Continue with save?
I click yes, and I receive confirmation that the file was saved successfully. Nevertheless, soon after I receive an unmanaged exception warning, saying that "the file was saved successfully but still indicates that it has been modified!"

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:

"Some controllers in this file could not find their owner objects..."
I didn't investigate further, but I suspect that some Id's were reassigned. Is there a way to prevent it? I haven't renamed any object but the cloned bones... :hmm2:

gap 01-06-13 12:33 PM

Quote:

Originally Posted by gap (Post 1989114)
I didn't investigate further, but I suspect that some Id's were reassigned.

I had a closer look at my modded GR2, and I think I've discovered the problem... Worse than expected :-?

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

gap 01-06-13 05:56 PM

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:

THE_MASK 01-10-13 01:57 AM

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

TheDarkWraith 01-14-13 12:34 PM

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:

gap 01-14-13 12:54 PM

Quote:

Originally Posted by TheDarkWraith (Post 1992840)
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:

Glad to hear from you again TDW, I hope you are enjoying your short homecoming :salute:

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:

Trevally. 01-14-13 01:01 PM

He is back:D

http://4.bp.blogspot.com/_uAOMQdvwVo...0/hooray+5.jpg

TheDarkWraith 01-14-13 01:04 PM

Quote:

Originally Posted by gap (Post 1963082)
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?

The reason for the rendering problems in the last version is because I was working on incorporating the alpha channels. I haven't found where in the extended data of the material it says to use the alpha channel. Once I know where the GR2 file says hey I have an alpha channel and I want you to use it then I can code it in.

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.

TheDarkWraith 01-14-13 01:07 PM

Quote:

Originally Posted by Targor Avelany (Post 1974223)
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)

Yes it will. You can change any or all of the materials if you wish. You can even add/remove materials.

TheDarkWraith 01-14-13 01:12 PM

Quote:

Originally Posted by gap (Post 1989114)
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:



I click yes, and I receive confirmation that the file was saved successfully. Nevertheless, soon after I receive an unmanaged exception warning, saying that "the file was saved successfully but still indicates that it has been modified!"

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:



I didn't investigate further, but I suspect that some Id's were reassigned. Is there a way to prevent it? I haven't renamed any object but the cloned bones... :hmm2:

As far as your question to is that normal? I would say no but I need a step by step procedure of what you did so I can duplicate it and see what's going on. Most likely because you are using an older version of the app. I'll need the file you were modifying and step-by-step procedure of what you did. I coded in errors to pop up when the app did something it shouldn't have! There is a lot of double checking going on behind the scenes and if one item in the checklist is incorrect I throw an error.

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.

Illyustrator 01-14-13 01:24 PM

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.

TheDarkWraith 01-14-13 01:33 PM

Quote:

Originally Posted by Illyustrator (Post 1992871)
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.

Start a new thread about this so we don't muck up this one :up:

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:)

gap 01-14-13 01:46 PM

Quote:

Originally Posted by TheDarkWraith (Post 1992854)
The reason for the rendering problems in the last version is because I was working on incorporating the alpha channels. I haven't found where in the extended data of the material it says to use the alpha channel. Once I know where the GR2 file says hey I have an alpha channel and I want you to use it then I can code it in.

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.

I had a short discussion with Pintea on this topic, and it seems that GR2's used for trees (vegetation.GR2) are bit special, in that they don't include materials/textures information. Quoting him:

Quote:

Originally Posted by Pintea
The link between the gr2 and the textures is hardcoded in the game's executable.

As a matter of fact, whenever I open one of these files, I receive the message:

Quote:

This application defines some strings as essential for full functionality. Those strings are:

'Diffuse Color'
'Self-illumination'
'Bump'
'Additional Bumpmap'
'Opacity'
''

Add these essential strings to the GR2 file?
I click no, and everything seems okay (except for the fact that tree meshes are textureless, but that would be normal according to Pintea). My doubt is if vegetation GR2's saved with the editor would be recognized correctly in game, due to their special format? Is the editor going to add the unneeded strings anyway?

Quote:

Originally Posted by TheDarkWraith (Post 1992854)
T
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.

Good! I wasn't aware of it :doh:


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