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03-12-12, 10:06 AM | #901 | |
Black Magic
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It's a slow process because everything has to be perfect - one little mistake and you shred the GR2 file. All it takes is one pointer to be off or not adjusted and game over |
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03-12-12, 10:07 AM | #902 |
Black Magic
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03-12-12, 02:11 PM | #903 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
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Hi TDW
Here, news of me: I tried to rename the entire tree textures, in the conning tower (Diffuse and Bump map) He well ! What a mess ! There are crosses everywhere, like, in Tile_metal_04 found Tile_metal_03 ! other, the bumpmap is addressed to a diffuse or otherwise ?!? Ho ! my god ! Now I have one of the "bumpmap" in goblin, but no more in the editor ?!?!? More work! To find the right ! Well, I still managed to optimize multiple textures (less memory used) Thus, all the textures (diffuse) and their Normal Map (Bump Map) used in the conning tower and the precise location of each elements (UVW map) A small thing, for the editor, TDW, could you, look for the registration of the zoom level? I used, to 0.000010 and when I relaunch the editor, I find me with a zoom level at 10.000000 even after saving settings Otherwise, all works fine on my side and thanks for the other addons , as I get some time I would look at it more closely
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~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
03-12-12, 02:31 PM | #904 |
Black Magic
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ah crap, sounds like I forgot to adjust for regional settings again I'll look into it
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03-12-12, 02:46 PM | #905 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
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I also found how to get around as I wanted
I zoom a maximum with the mouse and I adjust my view with the keyboard, that makes me, a rotation point "on the spot"
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~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
03-12-12, 03:05 PM | #906 | |
Lieutenant
Join Date: Nov 2006
Location: St. Petersburg, Russia
Posts: 264
Downloads: 72
Uploads: 0
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By the way I've found waypoint offsets to be of much help when fine adjusting a waypoint position to ensure there is no clipping etc. - the offsets are reloaded with 'F9' in Goblin while adjusting them directly in GR2 requires complete model reload. When you're satisfied with the waypoint posit you can edit GR2 to correct values (since offsets are ignored in-game). Last edited by Vanilla; 03-12-12 at 03:15 PM. |
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03-12-12, 03:07 PM | #907 |
Black Magic
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03-12-12, 03:08 PM | #908 |
Black Magic
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03-12-12, 04:11 PM | #909 | |
Black Magic
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03-12-12, 04:41 PM | #910 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
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My english is not good enough
But,my german is better seven year at " ULM " Deutschland
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~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
03-12-12, 05:20 PM | #911 | |
Black Magic
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@BIGREG - problem with float values for camera should be fixed now No one reported that the Zoom % under the world tab was broken. I just found that out when I tried to load the characters and set the zoom up and nothing happened. That has been fixed also. The linked in files (LNK@) now have restrictions that you cannot edit them. As they can be cloned and used in many places that turns into a coding nightmare for me. I have thus disabled any editing of any linked in files. test version 1.1.103.0 available here: http://www.mediafire.com/?uxvxmwzelu45zwj |
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03-12-12, 07:15 PM | #912 | |
Mate
Join Date: Nov 2011
Posts: 53
Downloads: 4
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03-12-12, 07:17 PM | #913 |
Black Magic
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03-13-12, 01:45 AM | #914 |
Black Magic
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test version 1.1.105.0 available here: http://www.mediafire.com/?y2q0qi3y0uhfay6
Fixed the broken rendering of LNK@ objects (they were being rendered in incorrect locations). This happened when I fixed the Scale % of the world tab in previous version. Waypoints_Room_X and Room_X GR2 files are not under the same restrictions as other LNK@ objects now when they are 'called' in. This allows you to open a sub with everything automatic enabled and move waypoints around New File menu entries --> Remove and Reload. Mainly for waypoint edge files. This allows you to edit a waypoint edge file outside of the app and reload it to see changes. Works great with the above change for those working on waypoints. New options under Edit-->Options. They are pretty self explanatory what they do. Waypoint edge files are now shown in the Bones treeview (listed under the Skeleton) and also in the Waypoints treeview of the Waypoints tab. You can check/uncheck to enable/disable the waypoint edges for that file Waypoints tab's Show checkbox is now the master render controller for waypoints and waypoint edges (you switch on/off individual edge groups with the above) |
03-13-12, 04:57 AM | #915 | |
Lieutenant
Join Date: Nov 2006
Location: St. Petersburg, Russia
Posts: 264
Downloads: 72
Uploads: 0
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Quote:
Currently I use this procedure, I guess you do something similar when tinkering with those pesky waypoints and chars:
- that I cannot clone bones, if I want to create, say, six new waypoints in a room I have to do 'create' procedure for every one of them, while I would prefer to copy a waypoint and then move it to the correct location, this way I don't have to 'alt-tab -> copy height -> alt-tab -> paste height -> alt-tab -> copy longtitude -> alt-tab .... alt-tab -> enter 0 into W, enter 1 into Y...'. - Then the other thing is that the hateful Goblin cannot refresh the scripts, it doesn't refresh them even if you reopen the files, you have to close Goblin completely, open it, open the files, only then you see the changes. - That I cannot edit animations. - And since I've started whining: that I cannot reference time/weather etc. in the chars' scripting, so I cannot create watch system etc. (though I recon we can edit the framework.py to make these available). |
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