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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2251 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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#2252 |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
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Hello thank you very much for your help
![]() It's a setting for the item's bone. You'll need to edit the ExtendedData of the bone using my GR2 Editor/Viewer. You're looking for the MaxProperties header and the entries CastShadows and ReceiveShadows. Those should both be set to 1 ![]() ![]() I cannot find where is the UZO within the submarine files ![]()
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What we do in life echoes in Eternity Last edited by tonschk; 02-22-14 at 08:11 AM. |
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#2253 |
Lieutenant
![]() Join Date: Nov 2006
Location: St. Petersburg, Russia
Posts: 264
Downloads: 72
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@ tonschk,
Subs (and many units) are 'constructed' from many parts in-game. That is the main 'sub' GR2 holds only the basic hull of the sub, then different parts (like interiors of the rooms) are taken from other files/folders. The folder on your screenshot holds interiors of the rooms. UZO (and other sensors): ../SH5/data/Objects/Sensors/UBoot_Sensors.GR2 General crew binoculars (and other things they can have like rifles, oxy masks, helmets etc.) are in: ../SH5/data/Characters/CharacterBodyParts.GR2 Conning towers: ../SH5/data/Submarine/<SUB_YOU_NEED>/Submarine Parts/Conning_7<SUB_LETTER>_01.GR2 |
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#2254 |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
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Amazing
![]() ![]() Hi there, I try to open SH5/data/Objects/Sensors/UBoot_Sensors.GR2 and the application give me an error ![]() ![]()
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What we do in life echoes in Eternity Last edited by tonschk; 02-22-14 at 03:26 PM. |
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#2255 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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#2256 | |
Black Magic
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The error(s) he's getting is due to mixed values being found in Section 0. I haven't figured out exactly what they are for yet. |
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#2257 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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Downloads: 793
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![]() This means that no complex fixes/changes can be performed on that file. The good news is that not only the latest version of your editor is safer than ever: it is also able to detect and fix some minor bugs ![]() Quote:
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#2258 | |
Black Magic
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The current version is much more safer due to the new 'rules' it has to follow. The Sentinel for each file is doing it's job very well ![]() It's a crapshoot as to whether the app can open non-SH5 files. If the non-SH5 files follow the 'rules' I have defined for the app then it will open them. If not then it will tell you why it can't open the file. Let me know when you get these so I can see what's going on and improve the app. v1.1.442.1 released. See post #1 Major change in this version is I finally made the reader multi-threaded. Loading times are greatly decreased now ![]() |
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#2259 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Junkers_Ju-87B_Stuka_LOD.GR2
I don't know if it is me, but when I look at the stock Stuka in game (from some distance), her rudder is always rendered several meters to the back of plane's tail. When I move the camera closer to the bomber, the problem disappears though. I was sure that the problem was due to a misplacement of the rudder in the LOD model, but neither GR2 Editor, nor Goblin Editor, nor Granny Viewer show anything wrong with it... Bristol_Beaufort.GR2 The other day I was looking into why Beaufort's rear gun fires as if it was a front gun, as reported by Serge. I was conviced that rotating gun's bone by 180 deg, would have solved the problem but I then realized that it might be more complex than I thought at first. A foreword: both for the main and for the LOD GR2 files, the gun is composed by a turret model, and by a barrel model. Their bones have position data but not rotation data and, as expected, barrels' bone is child of turret node. What I have discovered:
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#2260 | |
Black Magic
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- 0x1 = position data - 0x2 = rotation data - 0x4 = scale/shear data If you want the bone to have position and rotation then the flags value needs to be 0x3 (0x1 position + 0x2 rotation) |
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#2261 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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Quote:
![]() Okay, so we can open the "unk" files using an old version of your editor. If it isn't too much work for you, it would be nice if your next release was able again to open them, but with a warning message, and the "save" option disabled. ![]() Quote:
![]() Last edited by gap; 02-23-14 at 06:51 PM. |
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#2262 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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@ TDW
(yet) another question. ![]() Do you happen to know what file(s) are character parts (head, torso, legs, hat, etc.) stored in? Should be CharacterBodyParts.GR2, I suppose, but I wasn't able to open that file with the latest version of GR2 Editor. ![]() I ask because I have noticed that one of the parts (the low poly rifle carried on character's shoulders, unused in stock game) is rendered white in Goblin Editor. It was the same with the Willys Jeep cargo model, and it turned out that though being UV-mapped and having a texture/material assigned in its GR2 file, devs had forgot to add the texture in game (which I did ![]() |
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#2263 | |
Black Magic
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#2264 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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Hi TDW,
with the latest version of your editor I get the following unmanaged exception whenever I maximize its window: Code:
Le informazioni su come richiamare il debug JIT (Just-In-Time) anziché questa finestra sono riportate in fondo al messaggio. ************** Testo dell'eccezione ************** System.NullReferenceException: Riferimento a un oggetto non impostato su un'istanza di oggetto. in Microsoft.DirectX.Direct3D.Font.OnLostDevice() in Microsoft.DirectX.Direct3D.Font.OnParentLost(Object sender, EventArgs e) in System.EventHandler.Invoke(Object sender, EventArgs e) in Microsoft.DirectX.Direct3D.Device.raise_DeviceLost(Object i1, EventArgs i2) in Microsoft.DirectX.Direct3D.Device.Reset(PresentParameters[] presentationParameters) in Microsoft.DirectX.Direct3D.Device.OnParentResized(Object sender, EventArgs e) in System.EventHandler.Invoke(Object sender, EventArgs e) in System.Windows.Forms.Control.OnResize(EventArgs e) in System.Windows.Forms.Panel.OnResize(EventArgs eventargs) in System.Windows.Forms.Control.OnSizeChanged(EventArgs e) in System.Windows.Forms.Control.UpdateBounds(Int32 x, Int32 y, Int32 width, Int32 height, Int32 clientWidth, Int32 clientHeight) in System.Windows.Forms.Control.UpdateBounds() in System.Windows.Forms.Control.WmWindowPosChanged(Message& m) in System.Windows.Forms.Control.WndProc(Message& m) in System.Windows.Forms.ScrollableControl.WndProc(Message& m) in System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) in System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) in System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Assembly caricati ************** mscorlib Versione assembly: 2.0.0.0 Versione Win32: 2.0.50727.5477 (Win7SP1GDR.050727-5400) Base di codice: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- GR2EditorViewer Versione assembly: 1.1.442.1 Versione Win32: 1.1.442.1 Base di codice: file:///C:/Ubisoft/Silent%20Hunter%205/GR2EditorViewer_v_1_1_442_1-2/GR2EditorViewer.exe ---------------------------------------- System.Windows.Forms Versione assembly: 2.0.0.0 Versione Win32: 2.0.50727.5468 (Win7SP1GDR.050727-5400) Base di codice: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Versione assembly: 2.0.0.0 Versione Win32: 2.0.50727.5467 (Win7SP1GDR.050727-5400) Base di codice: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Versione assembly: 2.0.0.0 Versione Win32: 2.0.50727.5467 (Win7SP1GDR.050727-5400) Base di codice: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- Microsoft.DirectX.Direct3D Versione assembly: 1.0.2902.0 Versione Win32: 9.05.132.0000 Base di codice: file:///C:/Windows/assembly/GAC/Microsoft.DirectX.Direct3D/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.Direct3D.dll ---------------------------------------- Microsoft.DirectX Versione assembly: 1.0.2902.0 Versione Win32: 5.04.00.2904 Base di codice: file:///C:/Windows/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll ---------------------------------------- Microsoft.DirectX.DirectInput Versione assembly: 1.0.2902.0 Versione Win32: 5.04.00.2904 Base di codice: file:///C:/Windows/assembly/GAC/Microsoft.DirectX.DirectInput/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.DirectInput.dll ---------------------------------------- Microsoft.VisualC Versione assembly: 8.0.0.0 Versione Win32: 8.00.50727.4927 Base di codice: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualC/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualC.dll ---------------------------------------- System.Xml Versione assembly: 2.0.0.0 Versione Win32: 2.0.50727.5476 (Win7SP1GDR.050727-5400) Base di codice: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- mscorlib.resources Versione assembly: 2.0.0.0 Versione Win32: 2.0.50727.5477 (Win7SP1GDR.050727-5400) Base di codice: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- System.Core Versione assembly: 3.5.0.0 Versione Win32: 3.5.30729.5420 built by: Win7SP1 Base di codice: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.Configuration Versione assembly: 2.0.0.0 Versione Win32: 2.0.50727.5476 (Win7SP1GDR.050727-5400) Base di codice: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- Microsoft.DirectX.Direct3DX Versione assembly: 1.0.2902.0 Versione Win32: 5.04.00.3900 Base di codice: file:///C:/Windows/assembly/GAC/Microsoft.DirectX.Direct3DX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.Direct3DX.dll ---------------------------------------- System.Windows.Forms.resources Versione assembly: 2.0.0.0 Versione Win32: 2.0.50727.5420 (Win7SP1.050727-5400) Base di codice: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms.resources/2.0.0.0_it_b77a5c561934e089/System.Windows.Forms.resources.dll ---------------------------------------- ************** Debug JIT ************** Per attivare il debug JIT, è necessario impostare il valore jitDebugging nella sezione system.windows.forms del file di configurazione dell'applicazione o del computer (machine.config). L'applicazione inoltre deve essere compilata con il debug attivato. Ad esempio: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> Quando il debug JIT è attivato, tutte le eccezioni non gestite vengono inviate al debugger JIT registrato nel computer, anziché essere gestite da questa finestra di dialogo. |
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#2265 |
Black Magic
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