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Old 12-12-13, 03:05 PM   #4259
gap
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Join Date: Jan 2011
Location: CJ8937
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Quote:
Originally Posted by Targor Avelany View Post
Yep. I tried playing around with the tiling option in the materials, but it did not change anything.
Is there a tiling option among material properties? Never noticed it... and I have messed with them until yesterday

Quote:
Originally Posted by Targor Avelany View Post
I aldo don't think it is a big deal on the chain: murky water, nobody is going to look at the chain anyhow...
If so, why don't you leave it as a dat object? Considering your other problem, it would make your life much easier

Quote:
Originally Posted by Targor Avelany View Post
Oh, I'm very sure I used the same base for the chain as for the mine itself. I have about 40 GR2 file-copies from 1-40 of me subsequently saving, resaving, trying, changing and re-saving agian with various attempts and tricks Kind of a scary sight in the folder of test1.gr2, test2.gr2........ LOL
So do I

...I am always a bit afraid to delete old file versions, even though I have more recent, working, versions... you never know.

Quote:
Originally Posted by Targor Avelany View Post
I'll check if I do have that version and let you know. The problem I find is that when one editor can do something that the other can't it leads a lot of time to inability for you to continue the editing as you can no longer open the file in the ORIGINAL editor. So the flow of editing becomes extremely important. But that also can be figured out only through trial.
Fair enough

Of course I have checked that files saved with v 320.1 of GR2 editor open correctly in the latest version of TDW's tool, as well as in Goblin and in game (I will post some screenies taken in game later).

On the other hand, the balloon won't open in GR2E v 332.1 (which I use commonly for bone editing), but this has nothing to do with my editing of it in v 320.1, as the former version also refuses to open the files that you originally sent to me...

Quote:
Originally Posted by Targor Avelany View Post
It depends. For deleting I find that for some bones it is enough to move any meshes that are binded to them over somewhere temporarily. For some - no matter what you do it just breaks the file. It wont necessary break it in editor, but for example when you open it in Goblin you just wont see any meshes rendered due to some links being broken inside the file. But it opens fine!
I see but, out of curiosity, what is the use of deleting a bone with a mesh attached to it, since we can't delete meshes?

Quote:
Originally Posted by Targor Avelany View Post
The renaiming of bones/meshes & deleting of materials: the bane.
I found only one solid way to rename bones/meshes: HEX editor. This way puts a restriction that is extremely important: the length of the names MUST MATCH (that is why you see on my MK17 bones with like ..."0001"). But it is the only sure and good way to rename any of the bones/meshes/skeletons/models.
IIRC, the rule is using as new name a string of the same lenght as the old name. Another oddity: if I confirm the new name by clicking elsewhere in GR2 Editor's interface (moving the cursor away from the text editing field is often enough), there is an higher chance of corruption than if I confirm by pressing enter.

Quote:
Originally Posted by Targor Avelany View Post
Material.. Ugh... Most of the time I try and use existing materials. But sometimes it is just not possible or there are extra materials that I just plainly don't need. There is one GR2 editor (I'll post the version later, have to look at it when get home) that deletes materials just fine. The file also works with no problems in Goblin. But you definately brake something, as the latest GR2 will no longer open the file, stating that material pointer is missing. So I save this procedure to the last moment.
Keep me informed if you find that version
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