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Old 03-17-12, 07:34 AM   #46
Rubini
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Quote:
Originally Posted by pedrobas View Post
Hi Rubini, if you get this files , just let us know, please.
Privateer is also looking at this. Let´s wait a bit , I guess that we will have good news.
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Old 03-17-12, 06:35 PM   #47
Madox58
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I have the files and will play with them tomorrow.
You need to understand that you can not view the GR2 3d models with S3D.

But for other files?
What skwasjer, Urfish, and I did works fine.
There may be a few issues that I'll figure out but I know I did quite alot of things with S3D that no one thought was possible.

You may need to work back and forth with Goblin also.
Depends on what you really want to do.
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Old 03-17-12, 09:17 PM   #48
Rubini
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Originally Posted by privateer View Post
I have the files and will play with them tomorrow.
You need to understand that you can not view the GR2 3d models with S3D.

But for other files?
What skwasjer, Urfish, and I did works fine.
There may be a few issues that I'll figure out but I know I did quite alot of things with S3D that no one thought was possible.

You may need to work back and forth with Goblin also.
Depends on what you really want to do.
Yes, this is clear to me. GR2 is another history. We will yet need the old Goblin eventually and mainly TDW´s GR2 editor to mess with nodes and 3D/meshs/materials.

The good side of an working S3D for Sh5 is that a lot of things can be made easily, like adding controllers, copy/delete/replace, new IDs, etc.
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Old 03-17-12, 09:58 PM   #49
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Originally Posted by Rubini View Post
The good side of an working S3D for Sh5 is that a lot of things can be made easily, like adding controllers, copy/delete/replace, new IDs, etc.
Goblin allows you to add/edit controllers just not in dat files.

IDs are not like they were in SH3/4. They are determined from the name of the item in the GR2 file (some kind of algorithm that I haven't looked into/figured out yet).
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Old 03-17-12, 10:13 PM   #50
Rubini
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Originally Posted by TheDarkWraith View Post
Goblin allows you to add/edit controllers just not in dat files.

IDs are not like they were in SH3/4. They are determined from the name of the item in the GR2 file (some kind of algorithm that I haven't looked into/figured out yet).
Exactly because in sh5 we have some mix of .dat files too (a quick search shows me 84 .dat working files in my SH5 folders!). Until your GR2 editor becomes the S3d for SH5 I guess that a partially working S3d will be very good for modders!
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Old 03-18-12, 11:34 AM   #51
Anvart
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Quote:
Originally Posted by privateer View Post
... You need to understand that you can not view the GR2 3d models with S3D.
...
... but you can create plugin for direct import this models into 3ds Max...
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Old 03-18-12, 12:31 PM   #52
TheDarkWraith
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... but you can create plugin for direct import this models into 3ds Max...
and what does that do for you? I don't understand how that can benefit someone
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Old 03-18-12, 01:45 PM   #53
Madox58
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In the long run?
I could see advantages to a direct link to Max if it worked both ways.
But not everyone uses Max so it's a tiny window to worry about.

As for editing zones for ships or such in SH5 GR2 format?
S3D is going to be a hard way to do it as you can not see what your doing!
Goblin crashes so often on me that I could never get somethings done I wanted to try.
Adjusting S3D files solved that in many areas once adjustments were made to the core controller files.

Is it perfect? NO!
But then again there is not a single perfect Tool for any version of SH3/4/5!!

To think there is a single perfect Tool for any version of SH is insane on a level that tells me one is loopy enuff to see them on an on ramp with a sign.....

SH Modder needs help.
Give what you can and God Bless you!!

LOL!!!
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Old 03-19-12, 02:49 AM   #54
Anvart
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Quote:
Originally Posted by TheDarkWraith View Post
and what does that do for you? ...
Thanks... the simplest argument... developers created the game using 3ds Max, so they adapted (optimized) their SDK for 3ds Max and maybe Maya and so on.
... if i will need i can do it myself.
Quote:
Originally Posted by privateer View Post
...
SH Modder needs help.
Give what you can and God Bless you!!
LOL!!!
Let's flag to hand and forward with the song...
LOL!!!
...
You have enough knowledge, experience and stuff to make new (or borrow existing in other games) objects and integrate them into SH5 as native gr2 files...
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Last edited by Anvart; 12-26-12 at 04:38 AM.
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Old 03-19-12, 02:44 PM   #55
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Quote:
Originally Posted by Anvart View Post
...
You have enough knowledge, experience and stuff to make new (or borrow existing in other games) objects and integrate them into SH5 as native gr2 files...
Busy helping others write Tools for SWTOR just now.
Those are a Custom type of GR2 file but very easy to read.
Except for the Normals and TexCoords which use compressed formats.
(Yes I know how those are decompressed)
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Old 03-19-12, 04:48 PM   #56
Anvart
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Quote:
Originally Posted by privateer View Post
Busy helping others write Tools for SWTOR just now.
Those are a Custom type of GR2 file but very easy to read.
Except for the Normals and TexCoords which use compressed formats.
(Yes I know how those are decompressed)

Excellent!
... but i still do not have the technical ability to do something, and my current computer is free from any SH...
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Last edited by Anvart; 03-23-12 at 01:06 AM.
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Old 03-29-12, 06:54 AM   #57
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The IDs in SH3 stock files were indeed derived from the name of the item or part of the name. The developers were using binary format for that (0s and 1s) and then representing them in HEX code. That is how I have initially figured the whole ID thing (by translating the short names of items opened in HEX editor into binary format and comparing with their ID label) and started the HEX editing of SH3 items. The number of letters from the name was limited by the number of bits for the ID in the HEX code, so that the long names of items were truncated before translating to the binary format.

Since I have started decoding with items with short names (like 3-4 leteers) I have quickly figured out the origin of the IDs in SH3.

Quote:
Originally Posted by TheDarkWraith View Post
Goblin allows you to add/edit controllers just not in dat files.

IDs are not like they were in SH3/4. They are determined from the name of the item in the GR2 file (some kind of algorithm that I haven't looked into/figured out yet).
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Old 03-30-12, 09:47 AM   #58
Anvart
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Thanks, Sergey.
Very interesting idea/discovery... StringToBinary (expression [, flag]).
...
I hope, you are fine...
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Last edited by Anvart; 04-09-12 at 02:50 AM.
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Old 03-31-12, 01:58 AM   #59
urfisch
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interesting, thanks for the progress on that!

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