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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Soundman
![]() Join Date: Sep 2007
Posts: 149
Downloads: 117
Uploads: 0
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I`m looking for an early version of TDW`S GR2 Editor that can add bones,
seem to remember 1.1.190 being mentioned in a post, the later versions just throw a "can`t access a closed stream" error. |
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#2 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Out od curiosity, did you import type IX's interior as well? I think some subaim fellow (maybe Flakmonkey) had modelled one for SHIII and given permission for others to use his work in their own mods. Quote:
http://www.mediafire.com/file/cb609a..._453_1.7z/file The earliest versions have their bone-cloning functionalities working. Let us know if there is anything elese that you need from the community ![]() |
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#3 | |
Soundman
![]() Join Date: Sep 2007
Posts: 149
Downloads: 117
Uploads: 0
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#4 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Quote:
I have always cloned bones using one of the versions included in the package I already sent you. I don't remember which version exactly, but I think that only the last four or five have the said feature broken, all the others should be good for performing that task ![]() |
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#5 |
Soundman
![]() Join Date: Sep 2007
Posts: 149
Downloads: 117
Uploads: 0
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most of the early versions will not open files created with the last version,
most of them crash out cloning, or report broken chains. all except 1.1.434.1 this version just opened my ix hull .gr2, it cloned a bone, saved the file, and it opens using the last version without errors, so after this success I created a completely new bone, saved the file and it reopens in the last version without errors ![]() I must never have tried this version, I just picked randomly out of the 33 versions you gave me, this time I started trying every one. so I have cloned 1 bone, and created 3 new ones, in the same file, it opens in granny viewer, and it opens in goblin, so it seems to be working fine. Last edited by mkiii; 11-04-20 at 03:04 PM. |
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#6 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Quote:
![]() I am glad that you finally managed adding the new bones ![]() P.S: you didn't answer my question about the U-boat interior... Have you imported it already or are you planning to do it? That must be one of the trickiest parts: too many gauges, animated parts and crew animations to set up... |
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#7 |
Soundman
![]() Join Date: Sep 2007
Posts: 149
Downloads: 117
Uploads: 0
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well for a start we cannot create gr2 anims, so unless we can merge dat animations into the sub, it will be static meshes,
I spent ages trying to make the torp door+anims work for the ix without any great success. I had started to do an aft torpedo room with 2 tubes in it. for the sake of appearances. then was going to worry about the rest at a later date. not even looked at the waypoint stuff, although I remember "Vanilla" was doing things with them, with good results, The main drawback is not being able to create new meshes, all we can do is subset meshes into one, and then repurpose the meshes for something else. we can only work within the capability of the tools at hand. I just do one thing till it works, then move on to the next problem, spend too much time looking at the big picture and its too much work. |
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