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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Stowaway
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The .FBX format seems to be a viable export option for cross compatability.
![]() The SDK is free also. The .obj format is probably manditory for most people though. So proposed formats could be: .obj .3DS .FBX .X .dae Multiple export options is a must as I see it. |
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#2 |
Stowaway
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After testing each format I believe the .3ds format would loose the least
amount of information on export from a GR2 file. So that narrows it down to 2 formats I'd like to see. .3DS .OBJ |
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#3 |
Seaman
![]() Join Date: May 2003
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I would stop any attempt to decode the GR2 format, as with other games in the past RAD Game Tools the owner of Granny starts legal action against modders
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#4 |
Planesman
![]() Join Date: Jun 2006
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privateer knows his way around the block. Just sit back and watch a genius at work.
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#5 | |
The Old Man
![]() Join Date: Apr 2007
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3DS is limited in that it's strings can only hold up 16 characters iirc (object names, material/texture names, etc) unless you use an extension, which makes it non-compatible to alot of 3D-programs/converters, something you'd want to prevent. It's why I dropped it for S3D. OBJ is a big no as far as I am concerned because you have the same problems again with multiple uvw channels. What I built into S3D clearly is a hackjob and not a supported method of import by ANY 3D program. So you end up doing alot of handywork again to merge all channels. Clearly, the only viable formats are those that support multiple uvw channels, and skeletal, mesh, matrix and texture animations (or at least a couple of these) and (VERY important!) meta data (stuff like visibility flag., matrix transforms, controller data or custom data) The ones that come to mind are already mentioned: - X (although I think it is officially dropped in favor for FBX) - FBX - Collada [edit] But yea, in the end, you will hit a (legal) wall with regards to GR2. Unless we get an official 'endorsed' importer/exporter, best to forget about it, and hope full (legacy) DAT-support will be enabled in a future patch.
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#6 | |
Sparky
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#7 | |||
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
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You know, if only just they'd provide us with the header files and export some entrypoints, they don't even need to add support to Goblin... [edit] I know about the granny DLL, but I rather not use that.
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#8 | |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
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to get the gr2 tools better known...i might can provide the dev-tools from rad to the ones, who need it in the hope to learn about/from it. just drop a pm. i got them from a friend of mine, but can not use them. they are only code files which need to be linked/added with the software you are working with. never understood how to do this. but i am no coder guy...maybe one of you is.
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and...by the way: http://gr2decode.altervista.org/docs.html
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Last edited by urfisch; 04-07-10 at 09:22 AM. |
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#9 |
中国水兵
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This will not happen. With which a big part of SH5 will not remain modifiable.
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#10 |
Stowaway
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If someone is working on a Tool,
they have not stated so in this thread. Most of the discussion here is hypothetical at this point. It's a way to pass information about a POSSIBLE tool, Without all the whineing and crabbing at the Devs found in so many other threads. I've stated many times my concern about Legal issues. I've also visited every site I can find that concerns GR2 file structure. I've found no concrete evidence that RAD Games is concerned much about past attempts. There's alot of code out there that could be removed at thier demand but is not. If attempts were stopped in the past? Most seem to have been stopped by the Game Developers that use RAD Games Tools. @skwasjer, Thanks for the information. I was not aware of the limitations in the different formats. It's a learning process for me at this point. ![]() |
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#11 |
Ace of the Deep
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#12 | |
Navy Seal
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#13 | |
Silent Hunter
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