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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | |
Ace of the deep .
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#32 |
Navy Seal
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yes but more houses = more lag
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#33 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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![]() ![]() Do you recognize it? ![]() ![]() This is my versions of one of the ligthouse models I have linked in this thread. New materials/textures, UV mapping redone, meshes heavily reworked. Hopefully, the next render I will post will be from TDW's GR2 Editor. ![]() |
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#34 |
Navy Seal
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#35 | |
A-ganger
![]() Join Date: Sep 2007
Posts: 76
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as I'm fddling about the 3D gr2 at the moment as well. Maybe you could share some experience. I already collected as much information on handling gr2 as possible from to various threads here, but still encountering some issues so far. What I did so far: As far as I understand it's not possible to create a new gr2 file from the scratch but rather more use an existing one as base. at the moment I'm using TDW_GR2EditorViewer_v_1_1_265_1 TDW_GR2EditorViewer_v_1_1_272_1 as supposed in the TEC how to use TDW gr2 Editor Thread 1. I've exported the Object12 from wilhelmshaven.gr2 which is the included lighthouse model. 2. Took costal_guns_small.GR2 as base,because it's avery simple one only including only 3 subsets. 3. Imported the exported mesh from step 1 into the gr2 from step 2. the Object is importetd and I can succesfully save the changed gr2. Now it comes to the issue I'm currently dealing with. As the imported Object is placed far away from the World center I'm really have problems to reposition it within the TDW GR2 Editor. I could import the exported mesh into Blender and reposition it there but until now I can't import the changed *.obj file from blender back into TDW GR2 Editor. Still analysing the *.obj files exported from TDW GR2 Editor with the ones created by blender in order to find the correct blender export settings. Maybe someone can point me into the right direction.
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#36 | ||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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Thank you Trev. The next week I will be out, but I plan to rework similarly other beacon 3d meshes I have found on the web (variety is the salt of life
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- exported the lighthouse model from wilhelmshaven.gr2; - moved its vertex coordinates using Wings3d, which I know better than Blender; - imported the edited lighthouse into costal_guns_small.GR2 (replacing Costal_Gun_Small_base's meshes) - modified its material to use the correct texture. Result: ![]() In order to help you I need for the following information: - what are your GR2 Editor import/export options? Are you trying to export re-import the AO map? - does the GR2 Editor throw any error message when you try to import the modified mesh? If yes, can you report it here? ![]() |
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#37 | |
A-ganger
![]() Join Date: Sep 2007
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With leaving out the AO map on export / import and using Wings3D I 'm now able to follow up in successfully importing the exported lighthouse with updated / changed origin into another *.gr2 ![]() Next steps I'm going to do is
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#38 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Vertex coordinates of the diffuse and AO meshes need to be identical, therefore AO mapping should be done as last task, when you are sure that nothing is going to change into your model. If you are editing exported meshes, import both the diffuse and the AO meshes into a Wings3d/Blender project, edit them as a group, and export them back separately. Quote:
In any case, opening in notepad the obj/mtl files which are exported by TDW's utility or accepted by it, and comparing them with the ones you are trying to import, is a good way to spot differences and possible sources of problems ![]() Quote:
As for UV mapping, I find the auto-UV mapping features of Wings3d quite a powerful and flexible tool. Try them ![]() Feel free to ask if you need for any help on this ![]() |
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#39 | ||
A-ganger
![]() Join Date: Sep 2007
Posts: 76
Downloads: 65
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@gap thanks for all your good advice
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As sober already stated back in 2011 if you try to merge the kiel.sim to kiel.gr2 as the GoblinEditorApp crashes or better to say any of the *.gr2 files from \data\Terrain\Locations\CustomAreas no matter if the stock *.sim file is used or any from TDW's FX update. If opening the sim file first it's at least possible to open the *.sim files and as I know wich ones are the controllers assigned to the light house I could look at. What is ![]() So next step was to compare them with HEX Editor. Ok it's clear that the *.sim files from FX_Update are HEX edited and all have an addidional XXX_LH_Flare_1 part but still no clue how the "light effect" is achived. Another idea of getting a "light effect" working is that I'm going to inspect the "lighting" of the imported OHII has been achived. It's clear that the buoys have an a mesh consisting of a single face that has a controller attached. Maybe this might be the easier way to go on ![]()
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#40 |
Ace of the deep .
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Where can I download the GR2 editor from ?
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#41 |
A-ganger
![]() Join Date: Sep 2007
Posts: 76
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ok while I still not sure how the light effect through FX_Update was/is added to the lighthouses,
I made some progress in using the same settings as used with the imported buoys here are some self illuminated small costal guns with flashing lights. ![]() another finding with working with the bulid in GoblinEditorApp was that on Win7 with Aero design I could not change any controller values that are of type DropDownList. Has to change apperance to windows classic style in order to get those to work.
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#42 | |
Black Magic
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#43 |
Ace of the deep .
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#44 |
Navy Seal
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^^^^ Very nice Sober!
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#45 | |
A-ganger
![]() Join Date: Sep 2007
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Downloads: 65
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I was just wondering because in the Goblin Editor your changes won't show up. Even so I have a master in computer science I'm a bit on war with Hex, and all the Low Level stuff. Being more in System architecture and managed code stuff. Nevertheless I'll follow down the road getting more involved in the existing controller and their usage. Is there any documentation on controllers available or have you all gone the hard way by either try and error or hooking into processes ![]()
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---------------------------------------------------------------- Seemann prüf dein Sackgewicht an Backbord kommt Laboe in Sicht ---------------------------------------------------------------- Last edited by oakdesign; 08-13-13 at 04:23 PM. |
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