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Old 02-18-12, 03:11 AM   #676
Vanilla
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Quote:
Originally Posted by BIGREG View Post
Hi & Thank TDW

Well, I think I'll have to reinstall my system.
Can not find why the import of meshes after 3Dwings not work anymore
'Use regional settings' enabled?
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Old 02-18-12, 03:20 AM   #677
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Hi Vanilla

with and without

Edit: I just try again, it works again without changing anything .
Ouf !
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Last edited by BIGREG; 02-18-12 at 03:36 AM.
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Old 02-18-12, 08:26 AM   #678
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Originally Posted by TheDarkWraith View Post
test version 1.1.58.0 available here: http://www.mediafire.com/?d2m1jpmddqa5l5e

First time you run the app (clean cfg file) it will start in 1024x768 resolution. Drag the window to size wanted. The full screen button in the top right corner has been enabled. The app will write the screen size chosen to cfg file when it closes. When reopened it will set the app's size to what it reads from cfg file and centers the window in your screen. Max app size has been set to 2560 X 1600.

The creating of new bones has been optimized. The creation time of new bones has been significantly decreased (it's fast)

Fixed bug of when you saved the file it wasn't updated that it was saved. When you would close the app or close the file it would ask you if you wanted to save again even though you already saved.

As this app's version changes the exporter info will be updated in the file whenever you save it with the current version of the app.

Much awaited, thank you!
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Old 02-18-12, 01:32 PM   #679
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Just put one new sailor on a brand new waypoint-bone created with GR2 EVEI, and the lad lives and functions as expected! Although I've never doubted it would work I still had my fingers crossed when opening goblin to see the changes. This Editor is a major breakthrough and you can mod the crew with it already!

Testing the new version: when clicking that newly available 'maximize' Windows' button (right-upper corner) the editor's window throws 'unhandled exception', press continue and it works fine afterwards including maximizing/minimizing etc. stuff.

Though I guess I am asking to much, I wonder if it is possible to actualy delete some meshes, there is a box of oranges on a bed in 'QR2' room, it takes a place where a sailor could be, this box is a subset of QR2_Objects - should I do: "GR2 EVEI -> Wings3D -> delete -> GR2 EVEI" procedure or is it possible to delete the meshes directly from the editor?
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Old 02-18-12, 01:38 PM   #680
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One more bug to report:
Trying to open 'data/Characters/CharacterBodyParts.gr2' gives the following error:
*** GR2DataTypeDefinition: Unknown data type found of 0xE ***
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Old 02-18-12, 01:51 PM   #681
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One more issue (though I am not sure if it is the editor and not the buggy bunker itself):
While exploring the bunker in the editor when looking at walls at certain angles some textures go missing. Check the images below.

Now you see the conning tower:


Now you don't:

Last edited by Vanilla; 02-18-12 at 02:01 PM.
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Old 02-18-12, 01:58 PM   #682
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Hi Vanilla

I just tried to export the QR2 _objects (Mesh) with all the subsets: result "the program does not respond"

have you succeeded to export ?

Ps: In place of Photobucket, you can use Dropbox for free, and very practical (folder on your PC to copy / paste)
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Old 02-18-12, 02:05 PM   #683
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Quote:
Originally Posted by BIGREG View Post
Hi Vanilla

I just tried to export the QR2 _objects (Mesh) with all the subsets: result "the program does not respond"

have you succeeded to export ?
Ahoy BIGREG!

Yes, although it did take about 10 minutes or so to export. It also pretended not to respond, but I did not close it and took a look at the exported file and saw that their sizes were changing. So I just waited and after some 10 minutes it finished exporting fine, Wings3D opened the file no problem. If you're having troubles with it I can mail the obj file to you.
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Old 02-18-12, 02:09 PM   #684
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Quote:
Originally Posted by TheDarkWraith View Post
test version 1.1.58.0 available here: http://www.mediafire.com/?d2m1jpmddqa5l5e

First time you run the app (clean cfg file) it will start in 1024x768 resolution. Drag the window to size wanted. The full screen button in the top right corner has been enabled. The app will write the screen size chosen to cfg file when it closes. When reopened it will set the app's size to what it reads from cfg file and centers the window in your screen. Max app size has been set to 2560 X 1600.

The creating of new bones has been optimized. The creation time of new bones has been significantly decreased (it's fast)

Fixed bug of when you saved the file it wasn't updated that it was saved. When you would close the app or close the file it would ask you if you wanted to save again even though you already saved.

As this app's version changes the exporter info will be updated in the file whenever you save it with the current version of the app.

Thank you
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Old 02-18-12, 02:11 PM   #685
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Quote:
Originally Posted by Vanilla View Post
Testing the new version: when clicking that newly available 'maximize' Windows' button (right-upper corner) the editor's window throws 'unhandled exception', press continue and it works fine afterwards including maximizing/minimizing etc. stuff.
That happens to me too.
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Old 02-18-12, 02:14 PM   #686
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Ok

Every time I clicked on the window and the program fails to respond, I'll try to be patient

Edit:Ok !it's good
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"Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water."

Proverbe Shadok
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Old 02-18-12, 02:14 PM   #687
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Quote:
Originally Posted by Vanilla View Post
One more issue (though I am not sure if it is the editor and not the buggy bunker itself):
While exploring the bunker in the editor when looking at walls at certain angles some textures go missing. Check the images below.

Now you see the conning tower:


Now you don't:
Press U to show rendering details. Does the number of clipped items increase when you do this?

Under the camera tab uncheck clipping
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Old 02-18-12, 02:18 PM   #688
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Quote:
Originally Posted by Vanilla View Post
Just put one new sailor on a brand new waypoint-bone created with GR2 EVEI, and the lad lives and functions as expected! Although I've never doubted it would work I still had my fingers crossed when opening goblin to see the changes. This Editor is a major breakthrough and you can mod the crew with it already!

Testing the new version: when clicking that newly available 'maximize' Windows' button (right-upper corner) the editor's window throws 'unhandled exception', press continue and it works fine afterwards including maximizing/minimizing etc. stuff.

Though I guess I am asking to much, I wonder if it is possible to actualy delete some meshes, there is a box of oranges on a bed in 'QR2' room, it takes a place where a sailor could be, this box is a subset of QR2_Objects - should I do: "GR2 EVEI -> Wings3D -> delete -> GR2 EVEI" procedure or is it possible to delete the meshes directly from the editor?
Glad to hear the adding of new bones is working as I thought it should. I was wondering if I had to add anything else to the extendeddata or to the ArtToolInfo extendeddata for them. I'm going to add the ability to open multiple GR2 files in the editor. This will allow you to make new waypoints easier.

I'll look into the maximize exception.

With the first importer I wrote you cannot changed the vertice count, thus deleteing meshes is not possible. The second importer I wrote will allow this but it hasn't been updated to work with the linked list code yet.

Quote:
Originally Posted by Vanilla View Post
One more bug to report:
Trying to open 'data/Characters/CharacterBodyParts.gr2' gives the following error:
*** GR2DataTypeDefinition: Unknown data type found of 0xE ***
I''ll look into it and see what's going on. I had that working before
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Old 02-18-12, 02:21 PM   #689
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Quote:
Originally Posted by Vanilla View Post
Ahoy BIGREG!

Yes, although it did take about 10 minutes or so to export. It also pretended not to respond, but I did not close it and took a look at the exported file and saw that their sizes were changing. So I just waited and after some 10 minutes it finished exporting fine, Wings3D opened the file no problem. If you're having troubles with it I can mail the obj file to you.
10 minutes? Wow, that's a long time. I guess I'll have to spawn a background worker thread for this so the main thread isn't locked up while doing this.
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Old 02-18-12, 02:25 PM   #690
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Quote:
Originally Posted by Vanilla View Post
Though I guess I am asking to much, I wonder if it is possible to actualy delete some meshes, there is a box of oranges on a bed in 'QR2' room, it takes a place where a sailor could be, this box is a subset of QR2_Objects - should I do: "GR2 EVEI -> Wings3D -> delete -> GR2 EVEI" procedure or is it possible to delete the meshes directly from the editor?
Why don't you just reposition the mesh? You have that ability with the app. Move them to the floor or to another place.
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