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Old 04-12-10, 09:52 AM   #76
urfisch
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Quote:
Originally Posted by privateer View Post
I agree Mate.

I'll state it here for the first time.
I have a working viewer/exporter in a very rough form.
It's based on code releases all over the 'Net.
Plus some work of my own.
Nothing has been used from non-released source code!
Nothing I've coded uses illegal source code.

It's all done in C++ so is very compact and fast.
There are still Gremlins to sort out in the code.
So I call it Gremlin.

Gremlin is designed to be a stand alone viewer/exporter
that allows on the fly texture changes while in the viewer.

Gremlin is also intended to use plug-ins down the road.
Gremlin will not do imports to GR2 files. (Yet!)
Gremlin is not supported by Ubi nor RAD GAmes.
Gremlin is NOT available for download until I hear from the Devs
and RAD Games.

So Gremlin is just a figment of my imagination at this point.
sounds great!



its a fact, that we need a working gr2 exporter/importer to fulfill our dreams with this game! and if ubi does not give it to us, we need to help ourself.
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Old 04-13-10, 11:23 AM   #77
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The mind need not boggle.
Open your minds and see the whole picture!
I am trailing in last place when it comes to 3D Modeling knowlege. All the hoops you guys are jumping through to export/import amases me.
As posted earlier, $12,000.00 US to get the editor to do it the simple way is WAY to much cost to MOD a game. Hell, I have a hard time justifying the cost of the game in the first place let alone buying all the tools needed to make the game work like it should have out of box in the first place.
My hat is off to all of you and I kneel before your combined knowlege base. Looking forward, I hope to see what you guys produce when the editor issue's are resolved.
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Old 04-13-10, 11:47 AM   #78
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Quote:
Originally Posted by Anvart View Post
Extracted from Granny Viewer through 3D PrintScreen (for D3D & OGL) into 3Dxml:



is that autocad??
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Old 04-13-10, 12:15 PM   #79
urfisch
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hey private...

whats the deal? any news?
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Old 04-13-10, 01:25 PM   #80
Madox58
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The viewer is working and basic exporting works at this time.
I've yet to finish the code to extract all the meshs.
I want it to be able to export only what you want exported.
So if you don't want the DMG or Reflection objects exported
you can de-select them in a list.

It will export everything in the proper place also when it's finished.
I've been searching every bit of source code I can find.
Some is in Programming Languages I'm not good with.
So there's alot of studying and re-codeing involved.

It's going to take awhile but it is getting somewhere.

Once I finish the Viewer I'll post screenshots.
It's based on some pretty slick Code.
I'm a Mouse freak and the interface will prove that.
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Old 04-13-10, 01:31 PM   #81
Madox58
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Quote:
Originally Posted by gimpy117 View Post
is that autocad??
No.
That's 3D Print Screen.
http://www.3ds.com/products/3dvia/3d...a-printscreen/
It does a pretty good job of captureing the Granny Viewer stuff.
By grabbing the 3D Max importer you can work with the models
then in 3D Max.
Not sure if there's importers for other Modeling software.
I didn't really look for anything I don't use.

There's a few things that annoy me about it.
But writeing a proper script for Max adjusts the problems quickly.
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Old 04-14-10, 12:48 PM   #82
gimpy117
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oh sorry. the cube looks exactly like the one i have in autocad 2010
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Old 04-14-10, 06:53 PM   #83
Madox58
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Oh, Sorry Mate.

That may well be AutoCad that the image was captured from.
3D Screen Print was used to export the model.
Not sure what Anvart used to display the Model.
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Old 04-14-10, 07:54 PM   #84
Madox58
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This thread can remain but when the time is right?
I'll start a new thread on 'Gremlin'


Since Anvart made us aware of 3D Print Screen
and the importer to 3D Max.

Who has tried it and what are your results?

I find that the models are rotated off axis.
I'm working on a script for 3D Max to fix this.
Would anyone be interesed in this script?
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Old 04-15-10, 01:51 AM   #85
urfisch
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i work with cinema and loved the obj files for 3d data!
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Old 04-15-10, 09:11 AM   #86
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OK, I am baffled! As I stated in earlier post, all this 3D Modeling is new to me and it may be that I just dont have the correct tools.
I have been trying to figure out how to move the Conning Tower Emblem to correct location so Radar upgrades dont cover over them and I am at a loss.
I also want to add Hull Numbers to Tower and Bow as I did for SH4 and cant even find add Material Texture and Texture Placements. This si related to not being able to move exiting Emblems.

Please Advise!
-TheBeast
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Old 04-15-10, 11:16 AM   #87
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The 3D objects that the emblems appear on is in the
GR2 file for each Turm.

Until GR2 files can be edited they can't be moved.

One could re-build the Turms in Dat format and edit
the Crap out of things.

The patch is said to fix the issue with dats.
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Old 04-15-10, 01:15 PM   #88
Ailantd
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Quote:
Originally Posted by privateer View Post
I find that the models are rotated off axis.
I'm working on a script for 3D Max to fix this.
Would anyone be interesed in this script?
Here one.
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Old 04-15-10, 09:14 PM   #89
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As soon as I get it done I'll post it up.
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Old 04-16-10, 02:25 PM   #90
Anvart
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Quote:
Originally Posted by gimpy117 View Post
is that autocad??

Sorry, Mate...
You see 3ds Max 2009...
You not attentively read #7...
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