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-   -   GR2 Editor/Viewer/Extractor/Importer (https://www.subsim.com/radioroom/showthread.php?t=188290)

TheDarkWraith 03-08-12 10:49 PM

test version 1.1.92.0 available here: http://www.mediafire.com/?qdd696490j46bxb

fixed bug of direct input still enabled when app is not focused and/or minimized
Finished Materials treeview
Added ability to change Material's texture. In the Materials tab in the materials treeview, if the 'Texture: x' is checked and you double click it you can select the new texture. If it is not checked then it will display the current texture

Next I'll work on ability to change material's names

You all now have the ability to create clones and change the textures used for those clones. I hope to see some new clone units soon :yep:

:|\\

BIGREG 03-09-12 12:35 AM

:yeah:Great !

TheDarkWraith 03-09-12 01:46 AM

test version v1.1.93.0 available here: http://www.mediafire.com/?1mimr4fuyjwkjwh

Fixed bug of when texture going to be changed for a material the app was not reporting all the materials and meshes that would be affected
Fixed bug of mesh's materials (in the meshes treeview) were not being updated with the texture changes (all those that were affected)

:|\\

KarlSteiner 03-09-12 09:43 AM

Quote:

Originally Posted by TheDarkWraith (Post 1839205)
I'll have a solution for 3DS Max here soon. I have to because the majority of people use it for 3D modelling :up:

I just have to sit down and think about how I want to implement it. Rushing things never produces good results.

Hi TDW,

I am happy to see that good boys like you and the others (as testers) have the genius and the power to do this great work, thanks so much!

Working on modding in lowploydesign since the times of 3dsm4, I think to give out my models stored for SHIII, if it is possible in the future for me as an simple modder.

Best regards and good work.

http://www.subsim.com/radioroom/data...AAAElFTkSuQmCC:arrgh!:

BIGREG 03-09-12 01:25 PM

:salute: Hi TDW

I just tried your new version v1.1.93.0
So I rename the texture labels for the TDC and replace also with the same texture name the maps and books texture (to use a single texture for both)
In the editor: OK work great :yeah:
In goblin: No texture
In game : crash -> exit to windows in savegame loading process

TheDarkWraith 03-09-12 02:22 PM

Quote:

Originally Posted by BIGREG (Post 1852453)
:salute: Hi TDW

I just tried your new version v1.1.93.0
So I rename the texture labels for the TDC and replace also with the same texture name the maps and books texture (to use a single texture for both)
In the editor: OK work great :yeah:
In goblin: No texture
In game : crash -> exit to windows in savegame loading process

Can you send me your GR2 that you changed the texture on? I'd like to see what Goblin is doing that is causing no textures :yep:

BIGREG 03-09-12 03:42 PM

Here the file : http://dl.dropbox.com/u/8655607/CT%20room%20TDC.zip

TheDarkWraith 03-09-12 04:30 PM

Quote:

Originally Posted by BIGREG (Post 1852552)

Okay, just I thought:

http://www.subsim.com/radioroom/pict...pictureid=5429

This is your modified Room_CT in Goblin rendered with textures :up: It works.
Looking at the texture you made and comparing my app to what Goblin rendered (which are the same) it appears you singled out the books on the shelf, no (the ones with the flourescent green highlight on them)?

There are some 'rules' that you cannot break about the game:
- all textures must be located either in the unit's folder or either in \data\Textures\TNormal\tex or \data\Textures\TLowRes\tex. Those are the only places textures can reside. All I did was take your texture dds file and place in \data\Textures\TNormal\tex. What you need to do is revise your GR2 file to point to a texture file in one of the two textures folders

You more than likely got the CTD because the game couldn't find the texture for Room_CT (because of where you had it - the path specified in the GR2 file is not valid)

BIGREG 03-09-12 04:49 PM

Damage. I wanted to make a special folder for the modified textures :cry:

And thank you for the improvements, it is now a piece of cake :woot::rotfl2:

TheDarkWraith 03-09-12 04:59 PM

Quote:

Originally Posted by BIGREG (Post 1852619)
Damage. I wanted to make a special folder for the modified textures :cry:

Make a JSGME mod out of it. Make a folder in the MODS folder called Modified_Textures or something. Create the necessary folders (data\Textures\TNormal\tex) in the mods folder and place the modified textures in \tex. Then just enable the 'mod' when you are testing or want to view the textures in Goblin :yep: This keeps the modified textures in one place and allows for easy addition/removal.

BIGREG 03-09-12 05:01 PM

:salute: Merci , that work :D one texture optimised :yeah:

Ekmek 03-09-12 05:48 PM

Can the editor read generic gr2's yet?

TheDarkWraith 03-09-12 05:57 PM

Quote:

Originally Posted by Ekmek (Post 1852648)
Can the editor read generic gr2's yet?

I have it locked to a specific kind of GR2 file still - the SH5 'kind'

BIGREG 03-09-12 06:07 PM

TDW , Have you tried in the game :06: I always a return to desktop :hmmm:

TheDarkWraith 03-09-12 06:13 PM

Quote:

Originally Posted by BIGREG (Post 1852657)
TDW , Have you tried in the game :06: I always a return to desktop :hmmm:

Did you modify the GR2 to point the texture to a valid place?

I edited your GR2 file to point to \data\Textures\TNormal\tex. Tried to load game selecting a historic mission - got a strange error "this instance doesn't have a name"...trying to figure out what this means :hmmm:


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