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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2476 |
Watch
![]() Join Date: Jul 2018
Location: FRANCE at Montpellier
Posts: 21
Downloads: 58
Uploads: 0
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Hello,
I read this thread with great interest, I want to express my admiration to everyone who has been involved in the development of TDW Editor: TheDarkWraith, Madox58, skwasjer, gap, trumpteer ... ho sorry ... Privateer ... Thank you for your excellent work. After making some units for SH3 and SH4, I want to try modding for SH5. I have a good knowledge of 3D with Gmax and I also work on textures. With TDW Editor I can open _.GR2 files But I admit that the GR2 format for SH5 bothers me. I want to find a tutorial from this great editor. The most important point for me is being able to import / export 3D meshes ... but I can't find any of these functions in the Menu. If a charitable soul wants to help me ... Thank you!
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On peut braver les lois humaines mais non résister aux lois de la nature. Last edited by AMZ; 07-26-20 at 01:01 AM. |
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#2477 | |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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![]() Quote:
As for importing/exporting meshes: 1) Go into Bones tab and make sure Bones->Show is disabled: ![]() 2) Now go into Meshes tab, select mesh you wish to edit, and then you have options for export/import on the left: ![]() Select "no" when prompted for strict/loose import. Strict import requires your new mesh to have the same number of vertices, so it's only good for small modifications to existing mesh. GR2 Editor imports/exports to .obj format, since you modded SH3/4 you are familiar with it. It's rather strict with file format and depending on your 3D software, some errors might pop up. I can help with export/import options for Blender, but unfortunately I have no experience with Gmax. Editor will be looking for 2 .obj files, one with your diffuse map and other with your AO map (you need to name files like: ShipName.obj and ShipName_AO.obj). |
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#2478 |
Watch
![]() Join Date: Jul 2018
Location: FRANCE at Montpellier
Posts: 21
Downloads: 58
Uploads: 0
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Thanks for your help, kapuhy.
You are the Chief. I just have to work !
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On peut braver les lois humaines mais non résister aux lois de la nature. |
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#2479 |
GLOBAL MODDING TERRORIST
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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. Last edited by Jeff-Groves; 07-28-20 at 02:23 PM. |
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#2480 |
Watch
![]() Join Date: Jul 2018
Location: FRANCE at Montpellier
Posts: 21
Downloads: 58
Uploads: 0
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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?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 Note: This one as is in the game, is not visible if placed with the mission editor ... 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 .Here's my second question: *. Can we in TDW change the names of skeleton, bones etc?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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On peut braver les lois humaines mais non résister aux lois de la nature. |
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#2481 |
The Analyst
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Does anyone know which files the GR2 Editor needs from SH5 to work without a current installation of the game?
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Best regards, GrenSo “Mankind must put an end to war, or war will put an end to mankind.” - J.F.K. |
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#2482 |
GLOBAL MODDING TERRORIST
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You only need to point it to where SH5 is installed if you need the textures to show.
Other then that it is a stand alone program. |
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#2483 |
GLOBAL MODDING TERRORIST
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Working on a problem for Grenso, I came across something different.
I managed to get a 3D object imported to an GR2 that was done in version 1.1.1.265 I saved that import under a new name with version 1.1.1.454 when exiting? I was told the original GR2 was changed and did I want to save. So I did. I opened the same file that I had not opened with 1.1.1.459 and then saved it with out doing anything. I compared the files with 010 and I see a butt load of difference. Not sure what this all means but it's interesting none the less. ![]() |
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#2484 |
The Analyst
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Editing of the exported obj files works fine with Blender and the import too. I found a simple way to import the files without any issues, even if this way takes some time and concentration.
I will check next time if this works with Cinema 4D in the same way or if it‘s with it more simple like with Blender.
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Best regards, GrenSo “Mankind must put an end to war, or war will put an end to mankind.” - J.F.K. |
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#2485 |
GLOBAL MODDING TERRORIST
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Cool!
![]() I'm working on a new program I hope will solve a lot of issues in the future myself. ![]() |
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#2486 | |
The Analyst
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Best regards, GrenSo “Mankind must put an end to war, or war will put an end to mankind.” - J.F.K. |
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#2487 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Quote:
If yes, besides this warkaround, another possible stop-gap solution is importing/exporting Blender-generated obj files in another 3D editing program. Wings 3D is a good option as it is a free program, it doesn't take much disc space and it is easy to use. It has a con though. For some reason, it merges back hard edges split using Blender's edge split modifier. Another free alternative is Softimage Mod Tool. By default it can't export obj files, but a obj exporter is available as a free plugin. The third (and possibly the best) free option that comes to my mind is MeshLab. |
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#2488 | |
The Analyst
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Humans are creatures of habits. I installed Blender extra for SH5 because I had small problems with Cinema 4D with the size scaling during import and export and I don't want to waste time to find the correct setting. So, I don't want and need an additional 3D software. But thanks for your proposals. ![]()
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Best regards, GrenSo “Mankind must put an end to war, or war will put an end to mankind.” - J.F.K. |
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#2489 |
Nub
![]() Join Date: Jan 2013
Posts: 4
Downloads: 23
Uploads: 0
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So I have been using the GR2 Editor, and it is really great. Very easy to use.
But I have run into a problem. i have been able to use the CR.gr2 to access the control room. But when i try to access these specific GR2 files to get access to the Periscope for the Control room, I get hung up. The Gr2 file won't open, is this a known bug?, or am i doing something wrong? These are the specific files I am having problems with: RoomCR-Periscope + Anim.gr2 RoomCT-Periscope + Anim.gr2 RoomDER- Engine +Anim.gr2 Any help or guidance that can be provided would be greatly appreciated! Thanks! |
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#2490 |
Gefallen Engel U-666
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Roy_Batty!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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