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06-03-12, 10:55 AM | #1411 |
Grey Wolf
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to you both GAP and CALIES for the pictures
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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 |
06-05-12, 06:45 PM | #1412 |
Black Magic
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Added the ability for the file's Sentinel to create additional mesh subsets. Currently I can add subsets to a mesh from Sentinel's command line window. Adding the ability for these additional subsets to be created when importing OBJ files into a mesh now (if needed)
The ability to delete mesh subsets I'm still thinking about. I have to come up with the correct algorithm first then I can implement it code wise. |
06-05-12, 06:48 PM | #1413 |
Grey Wolf
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Great TDW
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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 |
06-05-12, 11:49 PM | #1414 | |
Black Magic
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Quote:
I exported the CT_Table from Room_CT. Opened up the OBJ file and copied the face data thus making another subset (_subset1). Imported it back in and everything worked correctly (2 subsets now instead of 1) In the GR2 file format the PrimaryTopologyGroups (aka mesh subsets) have a material index property. This material index property references the material for the subset from the mesh's material bindings. Here's where I was getting tripped up! I totally forgot about these material bindings! I'm adding code that will let you add material bindings to a mesh so that each subset of the mesh could be assigned a seperate material After that I'm going to write the code to remove mesh subsets and remove materials from the mesh's material bindings. EDIT: ability to add material bindings to meshes has been coded in and is working. Have to change the code for the meshes treeview now to reflect this change. Last edited by TheDarkWraith; 06-06-12 at 01:30 AM. |
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06-06-12, 04:02 AM | #1415 |
Grey Wolf
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Hi TDW
Super cool I eagerly await the next version
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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 |
06-06-12, 11:41 AM | #1416 |
Black Magic
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Made some changes to the mesh's treeview context menus:
If you right click on the mesh name you'll see: Edit Rename ------- View material bindings Add material to material bindings if you right click on the mesh subset's material you'll see: View all ------- Select new Material from material bindings if you right click on the mesh's subset's material entries there is an additional command: Reload. This will reload the texture from the file. This now let's you assign more materials to a mesh's material bindings. This is turn lets you assign different materials to each of the mesh's subsets. The material and texture treeviews also get this Reload command so the texture can be reloaded. I know someone is going to ask "What's with this Reload thing?". It's quite simple: say you spot a defect or you change the texture in Photoshop or some other app and you want to see the change now. Reload will let you do this. Before you had to close the current GR2 file and then reopen it. Adding the code for removing material bindings from a mesh and for deleting mesh subsets now |
06-06-12, 04:26 PM | #1417 |
Grey Wolf
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Ok i am ready for test
Ps: At the moment I arrange my files a bit (a lot of new 3D objects , textures .....)
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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 |
06-06-12, 06:03 PM | #1418 | |
Black Magic
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Quote:
@BIGREG and Tomi99 - test away! Be safe - BACKUP YOUR FILES BEFORE SAVING WITH THE APP! |
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06-06-12, 07:01 PM | #1419 |
Grey Wolf
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Work great TDW
Next step: Import new meshes (not subsets) in order to connect to a bone I think that it is not possible with subsets eg: To adding meshes -> new bone created -> add/attach a mesh or if possible subsets
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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 |
06-06-12, 07:08 PM | #1420 | |
Black Magic
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Quote:
With the ability to import variable geometry and subsets you can mimmick new meshes. Pick a mesh and import whatever you want into it. You basically just made a new mesh. All I have to do is give you the ability to delete meshes then you can take a GR2 file and use it as a shell. Hollow out the shell by deleting the meshes you don't need and import your geometry into the meshes you do need (do the same for textures and materials) and voila - you have new GR2 file I don't understand what you're asking here: eg: To adding meshes -> new bone created -> add/attach a mesh or if possible subsets |
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06-06-12, 07:16 PM | #1421 |
Grey Wolf
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I want to animate objects as: news TDC knobs/wheels,torpedo doors knobs,coffee in tasse, lights indicators(with to faces red/green or white) etc....
and for that i need the ability to attach a bone of a mesh/subset
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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 Last edited by BIGREG; 06-06-12 at 07:19 PM. Reason: a |
06-06-12, 07:25 PM | #1422 |
Black Magic
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Each mesh is already setup to a bone (it's called a bone binding). The bone with the same name as the mesh is it's bone binding (that's how SH5 is setup). You can assign any bone(s) to a mesh though I do not currently give you the ability to change the mesh's bone binding(s).
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06-06-12, 07:31 PM | #1423 |
Grey Wolf
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and do you think is possible to bind a bone of a subset
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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 |
06-06-12, 07:32 PM | #1424 |
Black Magic
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06-06-12, 07:35 PM | #1425 |
Grey Wolf
Join Date: Oct 2005
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not change ,that bring nothing,But binding a bone with a subset other the ability to change subset into a mesh
Eg : the torpedo door panel in CT ,i can cut the knobs and make subsets ,but to animate them with the .sim i need bones to each subsets
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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 |
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