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10-05-17, 10:50 AM | #2446 |
Soundman
Join Date: Sep 2007
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Got a strange problem with the editor, imported the deck with extra subsets
(did not know I could do that) and it works fine, it verifies ok no broken chains etc. save the .gr2 file, it writes successfully. it loads in granny viewer fine, it loads in game fine, so back to the editor to carry on with the work, does not work, reports primary vertex errors in section 0, or 1, even if I combine all the parts in max and export as a single .obj it still fails the reload, without the deck it re-loads in the editor all the time. so for the time being I will just load the deck last of all and keep my fingers crossed. just a few bones in the hull to move, and the torp doors to sort out and the hull work is done. still waiting for permission to use the models for sh5, so it may be all just a learning curve anyway. |
10-07-17, 06:29 AM | #2447 | ||||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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Have you tried adding all the needed subsets manually, before you import the new mesh? Have you tried loading the 'broken' file in some of the older versions of the Editor. They are often more tolerant that the latest versions, and they open a widest range of gr2 files, even the ones not supported or discarded as broken by the last version. Quote:
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10-07-17, 06:50 AM | #2448 |
Soundman
Join Date: Sep 2007
Posts: 149
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thanks Gap, clears up a few things, seems that what I think something means, actually means something else.
Its all a learning experience, trouble is I don`t learn as quickly as I used to. |
10-07-17, 08:27 AM | #2449 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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Keep me informed if you make any progress with the vertex error. As I said, it is possible that GR2E doesn't like some of the meshes you are inporting. Import ing them one by one could help us to narrow down and hopefully iron out the problem. |
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10-08-17, 03:58 PM | #2450 |
Soundman
Join Date: Sep 2007
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Downloads: 117
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10-08-17, 04:03 PM | #2451 |
Soundman
Join Date: Sep 2007
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10-09-17, 05:34 AM | #2452 | |
Navy Seal
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Is it really possible that we'll get finally playable type IX after all these years?
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10-09-17, 08:40 AM | #2453 |
Soundman
Join Date: Sep 2007
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I would say a cautious yes to that, there are a few hurdles yet, but nothing really major, (he said with an overconfident smile).
It`s just making things do what I want them to do. Like the Deck problem, it turns out that I was doing it right as far as adding the subsets was concerned, but you have to save the file and then reload after each additional subset. put 2 subsets in at once, the file saves but throws an error on reload. so I now save\reload after doing anything at all. I have 30 copies of the file now, its slow going and tedious but it makes backtracking a hell of a lot easier. The hull will be done this evening, then I have to look at the fx.gr2 for it, all the bow waves and side water etc are in there, there are 185 bones, i will have to move an awful lot of them, It will be worth it in the end, the detail in the models is a credit to Wise and Kovall, as soon as I saw them I thought I just have to have them in sh5. ps If it all goes well I will be porting their IXc40, with the narrow quick diving hull as well. that model really is awesome. Last edited by mkiii; 10-09-17 at 02:56 PM. |
10-10-17, 08:28 AM | #2454 |
Soundman
Join Date: Mar 2016
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Hi guys, I didn't think new playable subs were possible with SH5 without granny editor. Is this false understanding?
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10-10-17, 09:30 AM | #2455 |
Soundman
Join Date: Sep 2007
Posts: 149
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using TDW GR2 Editor, it seems to be possible, its working up to now, it loads into a test mission just fine, still a lot of work to do yet, and something could still go wrong,
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10-10-17, 10:11 AM | #2456 |
Soundman
Join Date: Mar 2016
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Very good and best of luck.
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10-11-17, 04:17 PM | #2457 |
Lieutenant
Join Date: Mar 2007
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@mkiii: Mate, type IX is what I've been waiting for few years to happen in SH5. The day you succeed adding working Type IX with everything (interior could be done later) to a detail like deck splashes plus someone makes it working in campaign, will be my best day in SH5 since was released... I was really hoping for some official Type IX DLC/datadisc, but we all know how things ended.
Thank you for all your effort, good luck! |
10-12-17, 11:42 AM | #2458 |
Navy Seal
Join Date: Jan 2011
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That's a big progress mkiii
Since you are thinking about converting your small learning project into an official WIP thread, I recommend you not to forget adding specular, normal and ambient occlusion maps to your model, as those are some of the features that make SHV objects to look more real and lively than SHIII ones. I don't know how good you are at 3D modelling and at 2D art painting, but should you need any missing any missing model and/or texture, I will be glad to help you with them, compatibly with my RL duties and with my other modding commitments. Talking about interiors (I know it is still a bit too early to talk about them, but better to be early tha late), HanSolo78 has recently releases v 5.0 of War Ace Campaign which includes full interiors of the following u-boats: type II by Mikhayl & Tomi_99 type IX by HanSolo78, Flakmonkey & Ubi You could ask the authors for permissions to inlude their work into your mods. I don't think they would deny it |
10-12-17, 01:45 PM | #2459 |
Soundman
Join Date: Sep 2007
Posts: 149
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have got AO maps GAP, not got specular maps, but will look in to whats involved, can only use the fixed function pipeline in the editor, so it does look flat, if I try the programmable shaders its just black, been thinking along those lines for the interiors myself, would save a lot of time,
I will probably have questions for you, there will surely be things I cannot figure out myself, especially on the graphics side of things. |
10-12-17, 04:35 PM | #2460 | |||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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Downloads: 793
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Talking about ambient occlusion maps, I think you know it already, for their nature they need a non overlapping UV unwarpping, and they are usually mapped on a secondary UV channel. You import these UV coordinates together with main vertex coordinates and the primary UV channel, but you must be careful: any mismatch in the order of vertex/edge/polygon coordinates of the models where the primary and the secondary UV channels are stored, and the imported UV coordinates will be corrupt Quote:
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Feel free to ask. I will be glad to answer your questions as much as I can |
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