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Old 02-15-12, 11:49 AM   #646
TheDarkWraith
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Quote:
Originally Posted by BIGREG View Post
Here the files ( Radar.obj without AO)

- Export from 3Dwings without change (this one work): http://dl.dropbox.com/u/8655607/Wings3d_export.zip

- Export from 3DSMax without change : http://dl.dropbox.com/u/8655607/3dsm...ect_export.zip
(texture are present ,but no optimised and missing coordonates)

- Export from Blender witout change : http://dl.dropbox.com/u/8655607/Blender_export.zip

- Export from 3Dsmax (mesh exported from 3Dwings ! ) : http://dl.dropbox.com/u/8655607/3dma...ngs_export.zip
(in 3dsmax all textures are applied, and coordinates are good )

Great News
Thank you

Now that the big wrench the NSS_Undine threw me has been removed I can work on the importer and making it compatible with 3DSMax and blender files
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Old 02-15-12, 11:54 AM   #647
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and i have the same in import menu
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Old 02-15-12, 03:56 PM   #648
TheDarkWraith
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I'm now able to add bones to any special GR2 file

Here is NSS_Undine for those who want to verify: http://www.mediafire.com/?pctt24pf3a2xbte

And with that here is test version 1.1.55.0: http://www.mediafire.com/?zaq87sy5mgdacn0

You are free to add new bones Keep in mind that the adding of new bones is SLOW...there is a lot of error checking going on. At the slightest hint of an error or something doesn't seem right to the app it will throw an exception. Once enough people and enough files have been modifed with new bones and everything is working correctly I'll remove the bulk of the error checking to speed things up

NOTE: ALWAYS make a backup of the file you are modifying before saving it. I don't expect any problems but you never know until this is proven working correctly by many people and many files.

@BIGREG - still working on the importer for 3DSMax and blender files

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Old 02-15-12, 04:05 PM   #649
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i try this
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Old 02-15-12, 04:37 PM   #650
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@BIGREG - there has to be a setting in 3DSMax that exports to OBJ file differently than what it currently is doing. It's currently taking the subsets and making individual objects out of each one. The reward to time factor for changing this back to one object is not worth the time. There has to be a setting that will export to OBJ file as one object

I'll look at the Blender files now

EDIT: Blender is the same way (but worse because it has NO formatting applied. All the data is jumbled together)
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Old 02-15-12, 04:52 PM   #651
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I'll watch it, it seems to me, I saw this adjustment

Otherwise, I just found the bones menu

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Old 02-15-12, 05:06 PM   #652
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Quote:
Originally Posted by BIGREG View Post
I'll watch it, it seems to me, I saw this adjustment

Otherwise, I just found the bones menu
If you double click an entry (Position, Rotation, Scale, etc.) you can edit the values. You can even edit the ExtendedData entries. Meshes are the same way.

Press the H key to show the help menu. It will tell you about many keys that you can use. Pressing 2,4,6, or 8 will move the camera. Depending on which mouse button you press (preferably a 3 button mouse) will determine how the camera moves.

Last edited by TheDarkWraith; 02-15-12 at 05:20 PM.
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Old 02-15-12, 05:22 PM   #653
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Wow ! I did not think to double click anywhere

Here a view of import setting :



I do not lie to you, if I tell you, I'm confused with all these settings
and there is no adjustment has " individual objet" in export menu (or I did not see)
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Old 02-15-12, 05:35 PM   #654
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Quote:
Originally Posted by BIGREG View Post
Wow ! I did not think to double click anywhere

I do not lie to you, if I tell you, I'm confused with all these settings
and there is no adjustment has " individual objet" in export menu (or I did not see)
Now you see the reason I was turned off from 3DSMax. It's way too cumbersome to use. Wings3D has simple interface for import/export and it's just easier to use.

If I find time I'll try and write something to convert the individual object entries in the 3DS Max OBJ files to a single object. But there has to be some way to have 3DS Max export it as a single object. I just can't see there not being a way to do it with that app.

Anvart and Privateer use 3DS Max. Maybe they can chime in with how to do it.
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Old 02-15-12, 06:36 PM   #655
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Yes, they may be able to help me
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Old 02-15-12, 11:39 PM   #656
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Quote:
Originally Posted by TheDarkWraith View Post
Thank you

Now that the big wrench the NSS_Undine threw me has been removed I can work on the importer and making it compatible with 3DSMax and blender files



Are you ready some of the granny files I've been working with? they appear to be handled differently than SH5.
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Old 02-15-12, 11:50 PM   #657
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Quote:
Originally Posted by Ekmek View Post


Are you ready some of the granny files I've been working with? they appear to be handled differently than SH5.
Sure, I'll take a look at them
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Old 02-16-12, 12:19 AM   #658
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Quote:
Originally Posted by TheDarkWraith View Post
Sure, I'll take a look at them


Cool. I started with something easy and maybe "useful" to you silent hunters

its the frigate unit. I included all gr2s



http://www.mediafire.com/?fe7ijsuw1co1lbf


a couple of notes
* the original frigate.gr2 has a proprietary granny format that you can't see in granny viewer. A while back two guys cracked it and made a partial editor that lets you convert those proprietary gr2s into a generic gr2 that can be seen in granny viewer. This only allowed us to reskin the unit .

I included both the original gr2 and the "cracked" gr2 (frigate_CRACK.gr2). Maybe you are able to find a way for either format to be imported into your app and (hopefully) to blender.

* I tried contacting the guys that made the reskinning cracking thing to see if they will give up their source code since they are no longer working on it. Its worth a shot and I'll let you know if they do.

Thank you for all your work!

Last edited by Ekmek; 02-16-12 at 12:54 PM.
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Old 02-16-12, 08:09 AM   #659
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Quote:
Originally Posted by BIGREG View Post
Wow ! I did not think to double click anywhere

Here a view of import setting :



I do not lie to you, if I tell you, I'm confused with all these settings
and there is no adjustment has " individual objet" in export menu (or I did not see)
I'm also a blind noob at 3ds max, but when you import as single mesh perhaps it then exports as single mesh as does then no longer have info about how the obj is splitted. I just wonder if this doesn't give you other problems and makes editing of the mesh more difficult.
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Old 02-16-12, 08:48 AM   #660
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ah that's probably it.

@BIGREG - check the export as single mesh option in 3DS Max
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