Quote:
Originally Posted by Vanilla
Just put one new sailor on a brand new waypoint-bone created with GR2 EVEI, and the lad lives and functions as expected! Although I've never doubted it would work I still had my fingers crossed when opening goblin to see the changes. This Editor is a major breakthrough and you can mod the crew with it already!
Testing the new version: when clicking that newly available 'maximize' Windows' button (right-upper corner) the editor's window throws 'unhandled exception', press continue and it works fine afterwards including maximizing/minimizing etc. stuff.
Though I guess I am asking to much, I wonder if it is possible to actualy delete some meshes, there is a box of oranges on a bed in 'QR2' room, it takes a place where a sailor could be, this box is a subset of QR2_Objects - should I do: "GR2 EVEI -> Wings3D -> delete -> GR2 EVEI" procedure or is it possible to delete the meshes directly from the editor?
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Glad to hear the adding of new bones is working as I thought it should. I was wondering if I had to add anything else to the extendeddata or to the ArtToolInfo extendeddata for them. I'm going to add the ability to open multiple GR2 files in the editor. This will allow you to make new waypoints easier.
I'll look into the maximize exception.
With the first importer I wrote you cannot changed the vertice count, thus deleteing meshes is not possible. The second importer I wrote will allow this but it hasn't been updated to work with the linked list code yet.
Quote:
Originally Posted by Vanilla
One more bug to report:
Trying to open 'data/Characters/CharacterBodyParts.gr2' gives the following error:
*** GR2DataTypeDefinition: Unknown data type found of 0xE ***
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I''ll look into it and see what's going on. I had that working before