SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   Exporting 3D models from GR2 (https://www.subsim.com/radioroom/showthread.php?t=173092)

Anvart 08-16-10 11:31 AM

Excellently, guys
It's pleasure to see/read your replies. :D

Tomi_099 08-16-10 04:23 PM

Originally Posted by privateer
Anyone want a Submarine Engine?


http://a.imageshack.us/img819/3293/crbsideobj.jpg


Quote:

Originally Posted by urfisch (Post 1466755)
:yeah:

:yep:
If you ask me! I need as much parts as you can give me for the VIIC - engine -
I replaced the evident from the work ... Very good work S + P ...:salute:

Anvart 08-16-10 05:39 PM

Do not steal my pictures... http://a.imageshack.us/img172/4669/hahalz9.gif ... http://a.imageshack.us/img91/7582/crackpu1.gif

Turtle01 08-18-10 10:43 AM

Hi everybody !

i am a little bit confused. What is the aim of your great, great work ?
So we can export thinks from SHV and can do what ? Reimport than in a
in a better new created way ?
Or would you export thinks and import that in SH IV and SH III ?

Sorry, if my questions are stupid but i have problems to understand whats going on. Maybe someone can help me.

Greets
Turtle

Madox58 08-18-10 03:00 PM

Learning the things needed to export correctly will assist in any future importing to GR2 files.
What one does with the exports is anyones guess at this time.
But there's alot of potential!
:yep:

Madox58 08-20-10 04:19 PM

This weekend will see an updated version sent to several testers.
The new mtl and multi-textureing code is nearly finished.
As a note to all.
The textures need flipped on the vertical plane to show correctly on exported models.
This is nothing new to modders from SH3/SH4.
So should not be anything new to them.

On a side note.
I did change a 3D model in a GR2 file yesterday.
Nothing major, just an edit of an existing mesh.
I did it by useing a hex editor to change all the verts, texture coords,
and faces.
If I can do it by hexing?
A program can be written to make it easier.
And you would need no Granny type stuff.

BIGREG 08-20-10 04:38 PM

:yeah: Cool ,Privateer

I look forward, a way to change the texture coords :03:

Madox58 08-20-10 04:47 PM

The texture coords can be changed by hexing the files right now.
It causes no more problems then changeing the textures by hexing.
You whack the CRC check Granny Viewer does.
It seems SH5 does not do a CRC check though.
So that's not an issue as far as we can determine at this time.

reaper7 08-21-10 05:09 AM

Hi Privateer do you know if its possible to change the location of textures in GR2 files?
I have been doing some testing regards the clone ships in SH5. There proper info does not show in the Rec Man, so I converted them from clones to masters by copying the missing files from there master to the clones.
This works and now the correct info is displayed in the Rec Man, but because they all the same Ship Model, in game they all look identical (Same skin). So even though there may be three different skins in the folder the lod.gr2 file point only at the first one.
Is there anyway to edit the lod.gr2 file to point its texture at another file.
;)

Madox58 08-21-10 08:57 AM

If it's only the LOD.gr2 doing this in the modded folders,
I'd think the same problem would be in stock Units?
Like the NAGC_C2Appalachian.

But you can change the texture used with a Hex Editor.
Search for .dds in the file and change the name.
Don't add or subtract any bytes though.
So if the name is ship_T02.dds
you can name it whatever you want as long as the length is the same.
So ship_T02.dds can become new_skin.dds

reaper7 08-21-10 09:05 AM

Quote:

Originally Posted by privateer (Post 1473456)
If it's only the LOD.gr2 doing this in the modded folders,
I'd think the same problem would be in stock Units?
Like the NAGC_C2Appalachian.

But you can change the texture used with a Hex Editor.
Search for .dds in the file and change the name.
Don't add or subtract any bytes though.
So if the name is ship_T02.dds
you can name it whatever you want as long as the length is the same.
So ship_T02.dds can become new_skin.dds

Thanks Privateer.

Have you seen the NAGC_C2Appalachian using the 3 skins or just the first one :06:.
It may be just my tests that they happened to use the first one only.

I belive stock does it as well, the only reason we are seeing different skins is becase the clone ships work the old way and use the different skins.
I think Master ships are using the skin asigned by there LOD.gr2 :nope:.

Madox58 08-21-10 09:14 AM

I can't see nothing.
:nope:
My system won't run SH5.

But Multi-skins usually work if more then 1 of the same Unit is in the render.

Create a mission with 5 of the same type Units and check them.

reaper7 08-21-10 10:27 AM

Quote:

Originally Posted by privateer (Post 1473463)
I can't see nothing.
:nope:
My system won't run SH5.

But Multi-skins usually work if more then 1 of the same Unit is in the render.

Create a mission with 5 of the same type Units and check them.

Ah. ok will try placing a couple of each in the mission.
I had only one of each (The master and all the clones) maybe that will explain.
I have made diff skins for the clones, so will see if they use the skins from the folder or take them from the master folder due to copied lod.gr2 pointing to master folder. :up:




EDIT:
Ok created a mission with 5 Liberty Cargos, 5 Libert Cargo WarSupplies, 5 Large Steamer and 5 Large Steamer WarSupplies.
The Liberty Cargo is the Master the rest are the clones.

In game the Liberty Cargo used the skin as defined in the lod.gr2 "NLL_AO01.dds" while the rest all used the "NLL_AO03.dds" skin.
So no random assignment for skins, none appeard to use the "NLL_AO02.dds" (Camo skin). So it appears that made skins are assigned elsewhere, maybe by date and type ???.

vickers03 08-21-10 03:00 PM

Quote:

Originally Posted by privateer
I did change a 3D model in a GR2 file yesterday.
Nothing major, just an edit of an existing mesh.
I did it by useing a hex editor to change all the verts, texture coords,
and faces.

would it be possible to separate the
objects that way?
take the atlas echolot for example,
it's all one mesh so we can't
access the dials and make it show
the depth.

Madox58 08-21-10 04:37 PM

No.
You can not add to or remove from existing meshes.
Anything that would change the actual file size is a No No.
Granny has a table built in that I have not figured out yet.
That table tells Granny where everything is.
Change the file size and you've moved things.

What probably/maybe/hopefully can be done is a work around that I can not test.
Say you want to control a needle on a dial in a mesh.
You move the placement of that needle so it does not show.
Then add a new 3D needle in one of the other files.
Add the needed controllers to it.
Then test the theory.
:hmmm:

Not being able to run the durned Game?
All I can give you is ideas.
:know:


All times are GMT -5. The time now is 04:03 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.