SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
07-07-12, 04:46 PM | #1561 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
Quote:
But WTF Guys??? |
|
07-07-12, 04:49 PM | #1562 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
Quote:
However, even locked to SH5 files it should be able to do the follow up and remove? |
|
07-07-12, 04:58 PM | #1563 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
OK.
I'll go back to the obj import issue as that is a most important area for the future. I don't have your code but I know the issue well. You are seeking the o and g in a set place. That is no longer a valid standard. What most programs look for is the start of the verts. No o needs declared and is overlooked. Take a simple export useing S3D that IS what everyone is going to use! # Obj-exporter - version 1.4.3 - 8/5/2009 - © 2001-2009 skwas # mtllib ./NBB_KGeorgeV.mtl g NBB_KGeorgeV # object 'NBB_KGeorgeV' # v 0 1.00353 9.0781 You see the problem right off the bat don't you? |
07-07-12, 04:59 PM | #1564 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
|
For now, I cheat a little with the Room_CT.GR2
I have "recovered" by resoldering the meshes objects, on the meshes: CT_body (stair, table, base of the periscope, TDC, support sticla, chepeng) result: - 6 meshes collected (All are controllable with. Sim, and can have special effects (light, transparent ...) - A single mesh CT_Body , with all the objects divided into subset (currently I'm at 27) - A single texture for ambient occlusion (much easier to export) (two additional textures were used, just for the grids of lamps (support_sticla and this one have a diffuse map for the AO ) and one for the chepeng) Oh ! UBI guys ! Edit :i can already make something great, with the "empty" meshes (lights bulbs,knobs etc), But,6 Meshes is not enought to redo all (torpedos doors knobs/lights indicators etc..),
__________________
~~~~BigReg~BigRegOne~~~~ "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 Last edited by BIGREG; 07-07-12 at 05:11 PM. |
07-07-12, 05:09 PM | #1565 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
A non-standard GR2 seems to work in Game but I haven't got that far yet.
I'm trying to get a new Unit built and haveing problems that will put off many Modders. |
07-07-12, 05:17 PM | #1566 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
|
an other problem, you need to add subset by subset, if you add 2 subsets in one time, when importing into the editor ,this going to crash
Edit : ... and not forgot to redo the same modification on objet_AO (it must have the same number of vertices/faces) and use only one texture for the AO Re edit: For have the good AO rendering in editor after an import,you need to import two time the mesh (other the AO is not good render in editor)
__________________
~~~~BigReg~BigRegOne~~~~ "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 Last edited by BIGREG; 07-07-12 at 05:52 PM. |
07-07-12, 05:25 PM | #1567 | ||
Black Magic
|
Quote:
Quote:
Can you give me files that I can test this with in VS 2008 so I can see why? |
||
07-07-12, 06:04 PM | #1568 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
|
Yes,i go to make one
But i need time to do that ... Normal+AO to redo (i go to dettach as new subsets the guns and the helmets in the conning tower to test and for progress ...)
__________________
~~~~BigReg~BigRegOne~~~~ "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 |
07-09-12, 03:04 PM | #1569 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
I see one of the problems on importing new meshes useing the loose import function.
(The loose import is the function needed to create new Units from say Units exported from SH3/4 useing S3D) It's a matter of breaking up the texcoords to match the verts count to put it simply. Texcoords don't need to match the indices count, only the vertices count. The normals also need to match the vertices count. I'm not sure how your doing the loose conversions but the numbers show alot of overhead. For normals? I'd compute the Vertices normals not the faces normals. Then the numbers will match. Breaking up the texcoords to match I'm studying right now. |
07-10-12, 03:08 PM | #1570 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
Managed to pull some trickery to get this............
Goblin screen shot In Game Museum screen shot The sim is not adjusted that's why it's sinking. It's a quick import of the Type 14 hull to the AI Type IIA GR2 file. Test mission screen shot (Note it don't sink but don't move because sim has not been adjusted along with other stuff) GrannyViewer (Note the stats for indices and such) The trickery was useing several different programs to get the obj files to a state where TDW's Tool imported it with NO problems! One thing I did was use the same texcoords for the AO texcoords. This is OK for now as at lest it shows in Game and does not crash anything. I had to spend alot of time hand editing the files also. This can be corrected in several ways of course. Re-code the program I used to out-put the obj files so the files don't need edited, write a seperate program to do the editing after exporting them, TDW could re-code how he reads the obj files. (Thus getting rid of options one and two) To read the original out-put files the importer should look for V then VT then VN then the F and place them as needed. This allows importing nearly every type obj file out-put by any program I've ever tested. What this boils down to is, importing and createing NEW Units in GR2 format is possible right now. Alot of work, YES, but do able with a few adjustments here and there. Last edited by Madox58; 07-10-12 at 07:21 PM. |
07-10-12, 08:16 PM | #1571 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
This has to be the first GR2 unit imported in game... no words but THANK YOU Privateer, TDW, and all the beta testers who are making this possible! |
07-10-12, 08:29 PM | #1572 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
This test import proves many things.
1. TDW's application works IF the files are pre-processed correctly. 2. Alot of work needs to be done to the files before importing to get the same results unless there's some changes in TDW's importer.(Minor code work) 3. You'll need to have excellent UV mapping! So far I have NOT been able to get a different UV map for the AO mapping so I cheated and use the same mapping as channel one.(further testing is still in progress) 4. It proves the most important thing needed. Co-operation amoungst many! I may be a Richard and you may not like me. But RESULTS are all that matter! |
07-10-12, 08:41 PM | #1573 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
|
07-10-12, 11:32 PM | #1574 |
The Old Man
|
TYp-II Interior
I was thinking about starting a import of the Typ-II Interior by Tomi_99. Is this application's progress far enough along to start a project of that scale?
If so, I am certain the 3D Models will need some adjustments/scaling. Maybe privateer can assist. Regards! TheBeast |
07-11-12, 02:33 AM | #1575 |
Captain
Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
|
Wow! Glad to see there's progress being made. Thank you for your hard work, privateer and TDW!
|
|
|