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

Targor Avelany 10-20-12 10:19 PM

whenever I try to save any changes with the bone, this is what I get:

http://imageshack.us/a/img703/6230/errorhmg.png

Targor Avelany 10-21-12 10:37 PM

Just to specify: the above happens only with Uboat gr2 files (at least from what I have tested)

BIGREG 10-21-12 11:45 PM

Hi Targor :salute:

Yes,i know this problem :yep: for edit Uboat.GR2 files only older version before 1.1.235 works :03:

Here some older versions : https://dl.dropbox.com/u/99234496/Ol...2%20editor.zip

Ps :Try with the 1.1.230

Targor Avelany 10-22-12 12:55 AM

Thank you, BIGREG!!!

WOOT!!!

Here's an eye-candy for you than.
http://imageshack.us/a/img716/5746/eyecandye.png

BIGREG 10-22-12 03:54 PM

Hi Targor :salute:

For your life boat try to select elements and use other UVW mapping mod :03: i be sure you can make it better :up:

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:


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