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Old 04-16-21, 11:40 AM   #32
AMZ
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Location: FRANCE at Montpellier
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Hello Jeff-Groves,

Following your feedback

Quote:
Originally Posted by Jeff-Groves View Post
With just a little text editing of the obj files you can do a strict import
and get a much smaller file size.


Personally?
I use a script I wrote for 010 that looks at the new obj files and adjusts them for a strict import.
Hello Jeff-Groves,

Sorry to answer you so late, I admit I did not understand the meaning of your advice.
Today I am less stupid, thanks to your writings elsewhere.

In this regard, you say that you have made an application: "Almagest".
Is she available? Where can we find it?

Thank you




On the other hand, maybe you have an idea of what concerns me?

Click Here ;
 
Quote:
Originally Posted by AMZ View Post
Hi to all


After the first advice, and thank you for that, I thought I'd manage on my own, but I have some problems with the realization

I am coming back to you in the hope of having a solution.
My problem: Creating an earthly object as a characteristic Seamark
Example: a church, a bell tower, a lighthouse, etc.


Here are my questions:

1 - TDW editor for GR2 Files seems a great tool, but for lacking of information I am not an expert in its use.

Can we create from nothing, from zero

*. the skeleton bones and a hierarchy of these bones?
*. Initial parent with his own name then parentage for the Meshs (Diffus - AO) then Meshs Collision?

2 - I got around the No. 1 problem for my first realization by copying an existing object

Either in C:... / ... 'Silent Hunter 5 with TWOS'data-Terrain-Locations'CustomAreas-germany
The Church object: church. GR2 and associated .sim

Note: This one as is in the game, is not visible if placed with the mission editor ...
The 3D model is very far from the reference point, about 1 km after Gmax or Blender.

So with Blender I remade the church at the reference point, so that an placement in the mission editor corresponds to the place pointed and seen in the game, map or TAI .
Of course, I transcribed the exported files in .obj format using the Note Block.
I checked the correct transcription by importing and exporting again in the Wings3D editor.

Using TDW-editor, I imported the renamed files
Church_AMZ.obj
Church_AMZ_AO.obj
And Collision_ Church_AMZ.obj
They appear well at Zero Point ... It's ok.

But since this is a clone of the GR2 file with 3D replacement,
I decided to replace the names of the skeleton and bones, then the parents Meshs, in order to have the identifiers remapped. Not expert with the TDW, I did it using a Hexa editor.

Here's my second question:

*. Can we in TDW change the names of skeleton, bones etc?
*. In the same way for the Meshs, can we edit the names of the Parents masters?
Sometimes this is possible for certain filiations. ???

Not being a programmer, I just replaced Letters by Letters the name without changing the length of the GR2 file (Hexa).
Of course, I remapped the Church_AMZ.sim file accordingly.
The Church_AMZ.GR2 file thus modified opens correctly in the TDW, after having automatically corrected the byte counter ...
Control by opening everything in GobinEditor (_.GR2 and _.sim merge)
...
Everything seems correct!
I did a mission (MissionEditor) in order to have the visual in the game ... There's nothing???



Please, can you give me a Thread where I could refer ?
Can you help me in my process ?

With all my gratitude.
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