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03-18-12, 04:35 PM | #1006 |
Black Magic
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03-18-12, 04:48 PM | #1007 |
Black Magic
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@Vanilla: this should help:
I now iterate over all the waypoints and seperate out the one-ways from the two-ways. I then render all the one-ways first then all the two-ways. You can also select which ones (one-way and/or two-ways) you want shown (rendered) Last edited by TheDarkWraith; 03-18-12 at 05:30 PM. |
03-18-12, 04:56 PM | #1008 |
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Location: St. Petersburg, Russia
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Was trying to adjust binos so that they point at horizont. Was hoping to rotate the mesh, not sure if it possible at all but here what has happened.
1. Opened /Characters/CharacterBodyParts.gr2 (opened with the abovementioned errors). 2. Unchecked all meshes 3. Found the 'object1_Binocular' mesh, checked it. 4. Right clicked -> 'Edit', it says that 'Bones - Show' must be unchecked. 5. Unchecked 'Bones - Show', rpt. 4, still the same message. 6. Unchecked everything on the 'Bones' tab. rpt.4 Had unhadled exception, says something about extendeddata and that it couldn't create a link. |
03-18-12, 05:02 PM | #1009 |
Lieutenant
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Brilliant, thank you! That helps a lot, I apreciate your waypoints addition more and more, while not so 'visual' as the pathetic Goblin it is way easier to use and gives much more info since you see all bones parameters as well.
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03-18-12, 05:18 PM | #1010 | ||
Black Magic
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Quote:
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@Rubini: The hardest thing to do with the GR2 file is adding new anything: I have a new material in the GR2 file Now to do the second hardest thing in the GR2 file - add extended data to an object |
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03-18-12, 05:19 PM | #1011 |
Black Magic
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What else do you want it to do? Ideas, I rely on you all for ideas. I can make just about anything but I need to know what to make
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03-18-12, 05:27 PM | #1012 |
Black Magic
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In the new test version:
- fixed error when File-->New Texture was clicked - changed how waypoint edges are rendered. The one-ways are rendered first then the two-ways are rendered next. - added new checkboxes under waypoints show tab: Show one-ways and Show two-ways - Made some visual changes to waypoints tab - added code for adding new materials. New materials can now be added to GR2 file. Now I have to code the adding of it's extended data. Thus File-->New-->Material is still disabled. - fixed other minor errors found while using the app myself test version 1.1.121.1 available here: http://www.mediafire.com/?xbasut9l1wh8us9 Note: this is still an alpha state! @Vanilla: now I'm looking into characters_bodyparts problem you posted |
03-18-12, 05:40 PM | #1013 |
Ace of the deep .
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Quick question . If i look at a dat file with goblin and change a parameter i cannot save the dat file but i can save it with GRANNY Ids . What is this for ? have never worked it out .
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03-18-12, 05:43 PM | #1014 | |
Black Magic
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It takes FOREVER to load CharacterBodyParts.GR2 when the app is in single-threaded mode I have to fix the problem in the multi-threaded mode |
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03-18-12, 05:54 PM | #1015 | |
Black Magic
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Rotating the mesh will be difficult because it's not at world center. It's some distance away. So think about it visually: if you have an object say 5 feet to your left and the plane of rotation is about your center and you rotate say 45 degrees the object will rotate differently than if the object was at the plane of rotation. |
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03-18-12, 06:09 PM | #1016 | |
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Quote:
Thanks for the rotation tip, I think I'll manage. I am trying to rotate it because people are complaining that the watch crew point their binos onto the water, rather than onto the horizont. Simple mesh rotation issue it is - rotate the binos slightly and they will appear looking at horizont. |
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03-18-12, 06:14 PM | #1017 | |
Black Magic
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03-18-12, 06:20 PM | #1018 |
Lieutenant
Join Date: Nov 2006
Location: St. Petersburg, Russia
Posts: 264
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It is impossible to rotate it correcty around the world center unless it goes out of the char's hand, pity.
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03-18-12, 06:21 PM | #1019 |
Black Magic
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found the problem and it's been fixed. Now verifying against Granny Viewer because something looks irai
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03-18-12, 06:23 PM | #1020 |
Black Magic
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It can be done. I did it Just look at the object axis. Think about how you need to rotate it. I found you have to rotate the X and Y axis in 1 step motions (press shift so the steps are small). In between those X and Y steps pairs you have to reposition (translate) via Z axis one small step (shift enabled)
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