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Old 10-16-13, 02:04 PM   #2041
CPF
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Originally Posted by Rongel View Post
Thanks for the tip! I tried changing the regional setting but still the same result... Must try harder... It bothers me also that the exported file from GR2 editor is bigger in size than the one from blender, am I missing some data here?
I get the same results as you, using Blender. The file size after export from GR2 Editor is 335kb. Import to blender, and export without making changes, file size is 109kb. I tried the same file using XSI Softimage, the file size is larger (421kb) without changes. There is an AO map created, even though none is listed under materials in GR2 Editor.
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Old 10-16-13, 02:25 PM   #2042
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Originally Posted by CPF View Post
I get the same results as you, using Blender. The file size after export from GR2 Editor is 335kb. Import to blender, and export without making changes, file size is 109kb. I tried the same file using XSI Softimage, the file size is larger (421kb) without changes. There is an AO map created, even though none is listed under materials in GR2 Editor.
Did you try to import the blender-file back to GR2 editor, really interested to hear what the editor says in your case!
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Old 10-16-13, 02:48 PM   #2043
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Did you try to import the blender-file back to GR2 editor, really interested to hear what the editor says in your case!
Yes, same error as you.. "no vertices found". I also did not fix the AO file which remained the same 335kb size, so there would be other problems even if it could import it.

You can see significant differences in the files just using notepad, both the obj and mtl.
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Old 10-16-13, 03:00 PM   #2044
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Ok! Thanks for the clarification, good to know it's not something I did!

And I thought that was a easy fix...
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Old 10-16-13, 03:04 PM   #2045
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Ok! Thanks for the clarification, good to know it's not something I did!

And I thought that was a easy fix...

Was it not something to do with the low sea level in that port causing collision problems? Or you are working on something else entirely?
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Old 10-16-13, 03:25 PM   #2046
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No nothing that important, it was a simple aesthetic issue, when you begin the game, there is couple of crates annoyingly hovering over the harbour and I just wanted to put them down to the ground .

Maybe I'll just lower the whole crate pile in GR2 editor...
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Old 10-16-13, 03:32 PM   #2047
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This tool still unsucessfully extracts SH3 models. It doesn't extract the shader layer correctly.
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Old 10-16-13, 05:41 PM   #2048
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Originally Posted by Rongel View Post
No nothing that important, it was a simple aesthetic issue, when you begin the game, there is couple of crates annoyingly hovering over the harbour and I just wanted to put them down to the ground .

Maybe I'll just lower the whole crate pile in GR2 editor...
Rongel, you don't need to edit crate meshes for stopping them from levitating. More simply, you can lower the y position of their binding bone
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Old 10-16-13, 05:42 PM   #2049
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This tool still unsucessfully extracts SH3 models. It doesn't extract the shader layer correctly.
What do you mean?

"This tool" has nothing to do with SH3 models. It only handles GR2 files...
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Old 10-17-13, 01:12 AM   #2050
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Rongel, you don't need to edit crate meshes for stopping them from levitating. More simply, you can lower the y position of their binding bone
Oh yes I do if I want to pay attention to details!

Because all the crates are at the same level, but the actual harbour height has differencies, so the harbour parts that are lower have levitating crates. If I lower the crates (I cant touch individual crates, they are part of a group), some will sink into the harbour. So that's why I wanted to edit only some of the crates and leave others where they are.

But still this is my plan B!
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Old 10-17-13, 02:40 AM   #2051
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Originally Posted by Rongel View Post
Oh yes I do if I want to pay attention to details!

Because all the crates are at the same level, but the actual harbour height has differencies, so the harbour parts that are lower have levitating crates. If I lower the crates (I cant touch individual crates, they are part of a group), some will sink into the harbour. So that's why I wanted to edit only some of the crates and leave others where they are.

But still this is my plan B!
Okay, I will hava a look at the file you are trying to edit, to make myself a better idea of your problem
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Old 10-17-13, 06:42 AM   #2052
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Okay, I will hava a look at the file you are trying to edit, to make myself a better idea of your problem
Ok, but don't spend too much of your valuable time on this!

I got pretty good results just lowering them all in GR2 editor, probably nobody will notice that there is something fishy going on!
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Old 10-17-13, 09:20 AM   #2053
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Ok, but don't spend too much of your valuable time on this!

I got pretty good results just lowering them all in GR2 editor, probably nobody will notice that there is something fishy going on!
No problem, here is the GR2 file that you wanted to edit:

http://www.mediafire.com/?5zxbgy8wd3575su

All the crates were lovered by 10 cm, except for the group at the end of the main dock, which was lowered by about 1 meter. Included in the package slightly improved crate textures:

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Old 10-17-13, 10:12 AM   #2054
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No problem, here is the GR2 file that you wanted to edit:


But how?! I need to know! Did you manage to export the crates to some 3D program and edit it there and import it back? Anyway thanks, I'll use this!
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Old 10-17-13, 10:30 AM   #2055
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But how?! I need to know! Did you manage to export the crates to some 3D program and edit it there and import it back? Anyway thanks, I'll use this!
Yes, don't ask me why, but for me it worked. This is what I did, in case you want to try again:

- exported crate meshes from small_generic_01.GR2 (default export options, but I could have selected only vertex coordinates);
- imported/edited/exported them in Wings 3d;
- imported back in GR2 Editor (strict import. Only vertex coordinates were required, but I coud as well import the remainig stuff with no apparent flaws).

What GR2 Editor version are you using? Your problem likely comes from there. If you want, I can send you my edited obj file for you to check if you can import it
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