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Old 08-21-10, 04:57 PM   #106
vickers03
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Quote:
Originally Posted by privateer
All I can give you is ideas.
good idea,
thanks for all your help on this game
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Old 09-04-10, 04:28 AM   #107
urfisch
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Old 09-08-10, 07:47 PM   #108
Madox58
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Not sure what your post means?

Am I working on things?
Yep.
Are you going to see some really cool stuff?
Yep.
Are we going to be able to change things easily?
Yep.
Will we be able to import new stuff?
Sooner or later,
Yep.

The biggest issue is, and will remain, can RAD Games stop this work.
IF I continue to work around thier base code?
I have a chance.
The latest test version uses NO Granny code at all.
I do not use the granny2.dll any more for exporting.
It's not perfect yet but getting closer every day.

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Old 09-09-10, 12:08 PM   #109
urfisch
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Old 09-09-10, 12:20 PM   #110
reaper7
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Hi privateer, a question unrelated to thread - but you may know the answer .

My WIP for the shipskins has run into a problem, regarding the winter skins.
For normal skins I can redirect the GR2 files to the new textures for all the texture and bumpmap files, but there is no reference to the winter skins in the GR2 files .

So for example the Liberty ship uses the following textures located in the Textures folder:
HUll = ship_hull_T02.dds
Deck = ship_T02.dds

The above I can change filename via Hex in the 3 GR2 files in the ship folder.

while the winter skin is:
HUll = ship_hull_T02_ice.dds
Deck = ship_T02_ice.dds

I cannot see any reference to where the game is calling for the winter skins in order to re-direct them to my new winter skins.

Have you see any reference to these anywhere .
Tks Privateer.
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Old 09-09-10, 05:16 PM   #111
urfisch
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Quote:
Originally Posted by reaper7 View Post
Hi privateer, a question unrelated to thread - but you may know the answer .

My WIP for the shipskins has run into a problem, regarding the winter skins.
For normal skins I can redirect the GR2 files to the new textures for all the texture and bumpmap files, but there is no reference to the winter skins in the GR2 files .

So for example the Liberty ship uses the following textures located in the Textures folder:
HUll = ship_hull_T02.dds
Deck = ship_T02.dds

The above I can change filename via Hex in the 3 GR2 files in the ship folder.

while the winter skin is:
HUll = ship_hull_T02_ice.dds
Deck = ship_T02_ice.dds

I cannot see any reference to where the game is calling for the winter skins in order to re-direct them to my new winter skins.

Have you see any reference to these anywhere .
Tks Privateer.
in sh3 there was some technique of statemachine controller and a texture changer...i dont know, how these controllers are called in sh5...maybe the same?
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Old 09-09-10, 05:59 PM   #112
SteelViking
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Quote:
Originally Posted by urfisch View Post
in sh3 there was some technique of statemachine controller and a texture changer...i dont know, how these controllers are called in sh5...maybe the same?
I know of those controllers, and I checked through all the files for the NLL(with a hex editor) hoping that I could help reaper out. I searched for "ice" in every file in the folder for NLL and did not turn up any .dds file with ice in it. Those controllers still require a reference to the texture or textures that they use right? Or, do those controllers not require the entire file name for the .dds, or something?

Now, since the ice on the ships has to do with what time of year it is, and the climate zone you are in, maybe W_clear has seen a reference to ship texture usage?
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Old 10-09-10, 07:32 AM   #113
tonschk
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I think he need to get a new PC
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Old 10-14-10, 08:06 PM   #114
Madox58
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Still working on GR2 issues at this time.
Also working to get a new system up and running.
Until the 3D issues with GR2 files is taken care of?
It's like haveing a new 4 cylinder Mustang.
You can paint it up all you want to look cool.
But until you drop in a V8?
It's still a 4 cylinder Mustang.
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Old 10-15-10, 08:13 PM   #115
iambecomelife
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Quote:
Originally Posted by privateer View Post
Still working on GR2 issues at this time.
Also working to get a new system up and running.
Until the 3D issues with GR2 files is taken care of?
It's like haveing a new 4 cylinder Mustang.
You can paint it up all you want to look cool.
But until you drop in a V8?
It's still a 4 cylinder Mustang.

Thanks for your efforts; I wish I could help. Not being able to add new ships has been very frustrating for me - once this is possible, I will probably take SH5 off the shelf.
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Old 10-16-10, 08:35 PM   #116
Madox58
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The Tools I'm working on now will allow replaceing any object in a GR2 file.
It also allows implanting new objects or removeing old objects and such.

I'm working on the viewer part now.
That will allow you to import new stuff and place them where you want.
Just drag and drop where you want the part.
What I'm working on now is the ability to drag a part out of the viewing area, thus removeing it.
Then drag a new part in.

The Nodes we all know and love, like Gun placement,
are also drag and drop.
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Old 10-16-10, 10:57 PM   #117
nozaurio
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Hey Amigo, those are very, very good news.

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Old 10-17-10, 01:05 PM   #118
iambecomelife
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Quote:
Originally Posted by privateer View Post
The Tools I'm working on now will allow replaceing any object in a GR2 file.
It also allows implanting new objects or removeing old objects and such.

I'm working on the viewer part now.
That will allow you to import new stuff and place them where you want.
Just drag and drop where you want the part.
What I'm working on now is the ability to drag a part out of the viewing area, thus removeing it.
Then drag a new part in.

The Nodes we all know and love, like Gun placement,
are also drag and drop.
[DROOL] - You've got to finish this ! Ohpleaseohplease...!!!
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Old 10-17-10, 02:30 PM   #119
sentenc3
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Quote:
Originally Posted by privateer View Post
The Tools I'm working on now will allow replaceing any object in a GR2 file.
It also allows implanting new objects or removeing old objects and such.

I'm working on the viewer part now.
That will allow you to import new stuff and place them where you want.
Just drag and drop where you want the part.
What I'm working on now is the ability to drag a part out of the viewing area, thus removeing it.
Then drag a new part in.

The Nodes we all know and love, like Gun placement,
are also drag and drop.
One of the best news I've read in these forums ... we look forward its progress ... thank you very much for your work.
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Old 10-17-10, 09:03 PM   #120
AidenPryde
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This is a nice tool.

One thing I've noticed though.

All the guns of the different surface ships are stored in a file called "guns_radars_01.GR2" (I can view them all in the Goblin Editor - file is located in the Library folder -> ShipParts).

When I go to extract that file it only gives me some six inch guns from a British cruiser and none of the other .obj files of the other guns are present.

I'm trying to "add" a new model of the Scharnhorst to the game. This new model would represent the intended refit that that ship class were to receive. The Germans were planning to replace the 11" guns with the same 15" inch guns of the Bismarck-class. But I need to modify the barbettes and some other things to get those guns to fit and can't do that effectively without those guns.

Anyone know of another place those guns are stored? Or how to get them?

Update: Looks like it's only giving me the "6in_MkXXII_double_turret_GB" and "6in_MkXXII_double_barrels_GB" as .obj files. Those are on the top of the list as shown in the Goblin Editor so maybe the exporter is only exporting the model at the top of the list.

If I could delete all the models I don't want in that list (and save a backup of course!) maybe I could get to the guns I want? Is there a way to do that?

Last edited by AidenPryde; 10-17-10 at 09:30 PM.
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