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Old 06-06-20, 09:52 AM   #1
gap
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Quote:
Originally Posted by Rosomaha View Post
Problems with understanding the mechanics of GR2EditorViewer. I'm just learning to use it. I can't use its menu functionality:
  • Create a new bone
  • Remove a bone that has a mesh inside it
  • To bind any bone to the "World" : parent (-1)
You can't "create" any bone from scratch, but you can clone existing bones.
As I said in my previous post here, this feature is buggy in the latest version of GR2 Editor; nonetheless bone-cloning can be performed with one of the previous versions of the program that I have linked in the same post.

You can't simply remove a bone with a mesh inside it.
If you have redundant bones/meshes, the best way to deal with them is either replacing them with a basic mesh (a simple triangle is okay) and setting them as invisible, or further separating your main model so that you can import the separated parts in place of the redundant meshes.

You can't bind any bone to the 'world'.
If you need to import a number of individual models in the same GR2 file (a series of equipment items for example), the way to go is choosing as template a stock GR2 file with a similar number of world-bound bones.
Bone/model number is not the only criterion to be followed though. Not all the stock files have support for AO, specular and normal maps. GR2 Editor can detect these limitations on loading a file and, in theory, it will let the used to choose whether he wants to add the extended data for some of the missing maps. Nonetheless this feature has never been 100% reliable for me, so you better make sure that you choose a native GR2 file with all the needed maps
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Old 06-06-20, 12:08 PM   #2
Rosomaha
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Quote:
Originally Posted by gap View Post
You can't "create" any bone from scratch, but you can clone existing bones.
As I said in my previous post here, this feature is buggy in the latest version of GR2 Editor; nonetheless bone-cloning can be performed with one of the previous versions of the program that I have linked in the same post.

You can't simply remove a bone with a mesh inside it.
If you have redundant bones/meshes, the best way to deal with them is either replacing them with a basic mesh (a simple triangle is okay) and setting them as invisible, or further separating your main model so that you can import the separated parts in place of the redundant meshes.

You can't bind any bone to the 'world'.
If you need to import a number of individual models in the same GR2 file (a series of equipment items for example), the way to go is choosing as template a stock GR2 file with a similar number of world-bound bones.
Bone/model number is not the only criterion to be followed though. Not all the stock files have support for AO, specular and normal maps. GR2 Editor can detect these limitations on loading a file and, in theory, it will let the used to choose whether he wants to add the extended data for some of the missing maps. Nonetheless this feature has never been 100% reliable for me, so you better make sure that you choose a native GR2 file with all the needed maps
Wonderful! Excellent! Great!... It'sm just bursting with optimism!!

Quote:
Originally Posted by vdr1981 View Post
[/LIST] What values? This is also the case with almost all stock gr2 ships in SH5. When catastrophic explosion occurs, they'll just bounce of the water and then fall down...
I only remember changing these parameters at the time:



  • Guys, please remind me what this is and what is responsible for: Islands=xxxxx in the xxx.cfg file?

  • @gap, perhaps you know: Registration of additional diffuse textures (_T02, _T03...) in SH5 works similarly as in SH4? I added everything, and registered it in the Roster too, but I have never seen the options yet.
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Old 06-06-20, 01:00 PM   #3
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Originally Posted by Rosomaha View Post
  • Guys, please remind me what this is and what is responsible for: Islands=xxxxx in the xxx.cfg file?
Those are filters for in game recognition manual (SOAN).
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Old 06-06-20, 04:12 PM   #4
gap
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Quote:
Originally Posted by Rosomaha View Post
Wonderful! Excellent! Great!... It'sm just bursting with optimism!!
Well, think of GR2 file editing as an obstacle course. On the first try, only the most resolute modders can reach to the end, but once one gets to know all the tricky points, the whole process becomes much easier.

Quote:
Originally Posted by Rosomaha View Post
Guys, please remind me what this is and what is responsible for: Islands=xxxxx in the xxx.cfg file?
Quote:
Originally Posted by vdr1981 View Post
Those are filters for in game recognition manual (SOAN).


Quote:
Originally Posted by Rosomaha View Post
@gap, perhaps you know: Registration of additional diffuse textures (_T02, _T03...) in SH5 works similarly as in SH4? I added everything, and registered it in the Roster too, but I have never seen the options yet.
Yes, the same way
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Old 06-06-20, 05:20 PM   #5
Rosomaha
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Exclamation LINK UPDATED!

Fixed:
Effects of damage-destruction, their placement on the ship's doll. Added some new textures. The flag is offset. Registered for random cargo cargo K01, K02, K03.

Added objects: weapon platforms and cargo elements for mutual substitution at an early stage of the war. Objects and their registration in the ship's equipment:

 


@GrenSo, @kapuhy, @vdr1981, @the beast, @gap, ...

Last edited by Rosomaha; 06-06-20 at 05:45 PM.
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Old 06-06-20, 05:24 PM   #6
vdr1981
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Quote:
Originally Posted by Rosomaha View Post
Fixed:
Effects of damage-destruction, their placement on the ship's doll. Added some new textures. The flag is offset. Registered for random cargo cargo K01, K02, K03.

Added objects: weapon platforms and cargo elements for mutual substitution at an early stage of the war. Objects and their registration in the ship's equipment:

 
Truly magnificent work Rosomaha!
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Old 06-06-20, 05:31 PM   #7
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And a few screenshots:

 











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Old 06-06-20, 05:51 PM   #8
gap
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@ Rosomaha

Awesome work mate!
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