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Old 03-05-10, 09:54 AM   #1
Pintea
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Try opening, for example, the bunker files with the Goblin editor (data/terrain/locations/bunker.*).
You'll figure it out.
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Old 03-05-10, 10:30 AM   #2
urfisch
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i opened some files with the goblin editor, but i have no access to the shown animations. i just can see them all in one place or, single animation files are not shown at all, just in the tree on the left. but the editor window stays gray...

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Old 03-05-10, 11:40 AM   #3
Heretic
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Lack of familiarity with the tools and confusion about the file relationships is the problem at the moment.
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Old 03-05-10, 11:58 AM   #4
piri_reis
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Quote:
Originally Posted by Heretic View Post
Lack of familiarity with the tools and confusion about the file relationships is the problem at the moment.
It'll take time to learn all this new formats/relationships. Even if coming from SH3/SH4 there are new scripts and data formats. Some will concentrate on the interface, some on AI, some on graphics and animation... People will write tutorials/quick documents about their experiences and the forum itself will be full of information. Perhaps after a few needed patches, when the devs get the time, they might scribble some notes about the tools too, even now they're here answering questions

The more you dig the files/tools the more you see how moddable this thing is and sky is the limit.
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Old 03-05-10, 12:51 PM   #5
Heretic
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Progress. The sub crews body parts are assigned the waypoints chr files. I haven't gotten it to open properly in Goblin editor. Says I'm missing Sapiens.dll and controllers. I have edited the file in a hex editor and successfully changed a guys uniform. It's pretty limited, but proves I have the correct file.. I need to figure out how to edit the files properly.
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Old 03-05-10, 01:19 PM   #6
urfisch
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nice progress! thank you! keep us informed...im really looking forward, to change 3d data...and animations
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Old 03-05-10, 02:35 PM   #7
Heretic
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Scripting pulls it all together. This is something I'm more familiar with. You can make the crewmen do the various animations depending on many variables and states. I think I can get more crewmen on the bridge and get the mad pointin' fellas to behave in a more appropriate manner pretty soon.

Looking thru the scripts, it looks like during the tutorial, more stuff was supposed to happen around you. Dunno if I just missed it or it's not working properly.
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Old 03-06-10, 05:07 AM   #8
Pintea
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Quote:
Originally Posted by Heretic View Post
Progress. The sub crews body parts are assigned the waypoints chr files. I haven't gotten it to open properly in Goblin editor. Says I'm missing Sapiens.dll and controllers. I have edited the file in a hex editor and successfully changed a guys uniform. It's pretty limited, but proves I have the correct file.. I need to figure out how to edit the files properly.
You have to set up the game path in the Goblin editor, in order to load the .dlls from their actual folder, you can do that from the menu.

You will be able to edit the .chr files properly after that.
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Old 03-06-10, 08:55 AM   #9
Heretic
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Thanks Pintea!
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Old 03-08-10, 07:08 PM   #10
capthelm
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Quote:
Originally Posted by Heretic View Post
Progress. The sub crews body parts are assigned the waypoints chr files. I haven't gotten it to open properly in Goblin editor. Says I'm missing Sapiens.dll and controllers. I have edited the file in a hex editor and successfully changed a guys uniform. It's pretty limited, but proves I have the correct file.. I need to figure out how to edit the files properly.
nice job , goblin editor looks quite powerful , had a peek myself loaded up a 3d model of one of the uboats.

out of my league though this stuff...

i mainly deal in audio work for games, and light texture + file editing.

hats off to guys that dive deep into code, and wire mesh 3d model making.
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Old 03-11-10, 10:39 AM   #11
kapitan_zur_see
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Problem is that animations implementation quite lack flexibility. You can't set start point/end point for example, you can't set angle so if you find an animation where a guy climb up a ladder and the animation was done with a ladder supposed to be oriented plain north, you won't be able to turn the entire animation 90° left if your ladder is not facing north...

I've tried importer/exporter for GMAX that are specific to the granny2 tools that devs used to make the game. Community from the neverwinter night game that also uses granny2 made some for Gmax, but apparently, it doesn't work with SH5 models and returns an "unknown exception" and gmax CTD.

It's not THIS modder friendly after all... you can fiddle with what already exist within the game, but don't you try ADDING stuffs! There it becomes less than what we had with Skvasjer excellent S3D back for SH4 or what we can do these days with SH3.

Scripts however are great idea, but unless you can't tweak anims and etc...
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