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Old 04-03-10, 02:03 AM   #31
BigBANGtheory
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Quote:
Originally Posted by privateer View Post
There are Granny exporters for several 3D programs out there.
Useing them to import for SH5 could lead to Legal troubles!
I suggest takeing the High Road and not doing it!
Could please explain the reasons behind this? I dont see how making modifications via an external program would be so bad its not like your ripping off the content or IP for another game (which obviously would be illegal).

...or have I missed the point entirely?

Using Max + Granny SDK seems the obvious choice from what you have described so far.
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Old 04-03-10, 02:20 AM   #32
kylania
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Quote:
Originally Posted by BigBANGtheory View Post
Could please explain the reasons behind this? I dont see how making modifications via an external program would be so bad its not like your ripping off the content or IP for another game (which obviously would be illegal).

...or have I missed the point entirely?

Using Max + Granny SDK seems the obvious choice from what you have described so far.
I think that's exactly what he's worried about. We've already had issues with textures from other games being used in mods. I agree with you though that the potential for people to do that should in no way stop the ability for it to be done. That's just doing what the DRM is doing, punishing everyone because of the possibilities of others to do something.
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Old 04-03-10, 02:28 AM   #33
Anvart
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Quote:
Originally Posted by privateer View Post
@Anvart,

Would extraction to 3ds file format be better then 3DVIA Printscreen?
I wrote about the 3D PrintScreen (and about *.3Dxml - readable xml format) in this thread because here there was a speech about grabbers...
And 3D PrintScreen is free program (and 3D XML Player is free too) from Dassault Systemes (known brand using 3Dxml format)... and 3D PrintScreen is better then 3DRipperDX and GLXtractor, i think.
And guru KoichiSenada has written max script 3dsMaxConvertXML for import of *.3Dxml files into 3ds Max 9 and above...
And at last because this stuff can be used for Solidworks very simply.
**************************************************
3dsMaxConvertXML link:
http://www.4shared.com/dir/5807782/1...chiSenada.html
...
Personally i would like to have plug-ins for direct import of *.GR2 files into 3ds Max and corresponding export.

...
The intermediate file-format is necessary for simple compatibility with others 3D prog's...

P.S. Is this stuff not interesting for you, Privateer?
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Last edited by Anvart; 05-14-10 at 02:27 AM.
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Old 04-03-10, 02:58 AM   #34
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Quote:
Originally Posted by Karle94 View Post
Could some one tell me where to find the Goblin Editor.
Quote:
Originally Posted by LukeFF
It's in the game's root directory.
Exec. file is GoblinEditorApp.exe.
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Old 04-03-10, 05:25 AM   #35
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Quote:
Originally Posted by Anvart View Post
Exec. file is GoblinEditorApp.exe.
Thanks.
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Old 04-03-10, 10:14 AM   #36
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Quote:
Originally Posted by Anvart View Post
Is this stuff not interesting for you, Privateer?
Very interesting to me My Friend.


I'm multi-tasking on several projects right now
so I may be a bit slow to post here.
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Old 04-03-10, 02:43 PM   #37
BigBANGtheory
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Quote:
Originally Posted by kylania View Post
I think that's exactly what he's worried about. We've already had issues with textures from other games being used in mods. I agree with you though that the potential for people to do that should in no way stop the ability for it to be done. That's just doing what the DRM is doing, punishing everyone because of the possibilities of others to do something.
I follow your reasoning, I must admit the first thing I thought when I saw the sub interior was how good some of the Stalker (GSC Games) textures would be...

Besides the 'not to be done' issue of moving one games IP to another, I also saw no evidence of deep paralllax mapping in SH5 which just frankly rocks

That is pretty clear cut case of don't do that, but Privateer was meaning something else I suspect and I raise it as a legitimate question not an arguement or opposing view in any way.
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Old 04-03-10, 03:19 PM   #38
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RAD Games OWNES the Granny stuff.
Thier tools are VERY high dollar items.
Near $12000 a pop.

I'd not like to be on the bad side of a law suit for useing tools I have no license to.

And to use Neal's forum to distribute anything made with unlicensed tools
could lead to problems for him and all of us.

That's what I'm saying.

Time will tell as to what happens and how.
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Old 04-03-10, 03:52 PM   #39
Anvart
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What do you think about intermediate file-format Collada (*.dae)?
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Old 04-03-10, 04:05 PM   #40
Anvart
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Quote:
Originally Posted by privateer View Post
RAD Games OWNES the Granny stuff.
...
I'd not like to be on the bad side of a law suit for useing tools I have no license to.

And to use Neal's forum to distribute anything made with unlicensed tools
could lead to problems for him and all of us.

That's what I'm saying.

Time will tell as to what happens and how.
You are right on 200% ...
But how to convert 3D graph files from one format to other... without Granny's stuffs it's impossible.
If Dev's would give the importer of 3D stuffs into Goblin editor...
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Old 04-03-10, 05:09 PM   #41
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Quote:
Originally Posted by Anvart View Post
What do you think about intermediate file-format Collada (*.dae)?

I'm looking at the Collada format also.
The idea would be to get an exporter that retains the 3D model
as close to what was built in 3D Max.

By playing around I pretty much figured out how the Models are built.
How to set the 'hidden' value,
and how the cfg# nodes are done and such.

All this is done before exporting the Unit from 3D Max.


And I'd say it was done this way before switching to the Granny system.
But it went through thier exporter instead for conversion to dat files.

Last edited by Madox58; 04-03-10 at 05:44 PM.
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Old 04-04-10, 01:45 AM   #42
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Quote:
Originally Posted by privateer View Post
...
The idea would be to get an exporter that retains the 3D model
as close to what was built in 3D Max.
...

The format allowing as much as possible to realise features of game and 3ds Max...
But if you plan to use only 3ds Max, for what to you the intermediate format is necessary?
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Old 04-04-10, 08:36 AM   #43
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The .FBX format seems to be a viable export option for cross compatability.

The SDK is free also.

The .obj format is probably manditory for most people though.

So proposed formats could be:
.obj
.3DS
.FBX
.X
.dae

Multiple export options is a must as I see it.
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Old 04-05-10, 05:46 PM   #44
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After testing each format I believe the .3ds format would loose the least
amount of information on export from a GR2 file.

So that narrows it down to 2 formats I'd like to see.
.3DS
.OBJ
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Old 04-05-10, 06:08 PM   #45
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I would stop any attempt to decode the GR2 format, as with other games in the past RAD Game Tools the owner of Granny starts legal action against modders
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