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Old 10-08-12, 04:36 AM   #46
BIGREG
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Quote:
Originally Posted by tonschk View Post
Hello BIGREG, below are the 100% features that the TheDarkWraith GR2 Editor will have when is 100% completed, can you tell me please if you know which is the currently status/situation of this GR2 Editor ?, thank you very Much

Originally Posted by TheDarkWraith
When the app is complete you'll be able to:
- create new GR2 files from scratch
- replace geometry with new geometry (objects)
- add new geometry (objects)
- replace materials
- add new materials
- replace textures
- add new textures
- add new bones (can do this already)
- edit existing items (change position, rotation, scale, properties)
- export meshes (you can do this already)
- import meshes (you can do this already)

Basically it will open up the GR2 file so that you can do anything you want with it. Right now the GR2 file is the biggest hinderance to modding SH5.


.

Hi Tonschk
- create new GR2 files from scratch (We can not create new .GR2 from schratch,but we can use a .GR2 (as a "shell") and rename all (rename meshes/bones,change the ID parent ...)
- replace geometry with new geometry (objects) (We can do this already)
- add new geometry (objects) (We can do this already,as subsets)
- replace materials (We can do this already)
- add new materials (We can do this already)
- replace textures (We can do this already)
- edit existing items (change position, rotation, scale, properties) (We can do this already)
- add new textures (We can do this already)
- What we need ,this is the ability to create new meshes

But the bigger work to do ,it's to "repair" ,what the devs have made
(The devs have make this,as a dog laying his poop ...)
(I hope the tranlation is good )

Eg: take a look in room_QR2-> Bowl/book/choppingboard
Not assigned: self-illumination,bump map ,But if you look in texture folder the bump maps are presents...

They are many materials not used and textures not "linked" ....
otherwise they have bad made too: the self_illuminaion/AO maps ...(fanciful) and ditto how they have "cut"/assign the elements in meshes

Eg:the enigma knobs are welded with the floor

I can continue,but i need 100 posts to write all ....


Maybe,after,we can write a book for the devs "How to make a good game for Dummies..."

Edit:I need one/two days to make a "job",but after ,i go explain the materials/textures options ...
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Last edited by BIGREG; 10-10-12 at 03:02 AM.
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Old 10-08-12, 05:10 AM   #47
tonschk
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Apparently most of the features of the " TheDarkWraith tool" are ready, we are lucky I think

Quote:
Originally Posted by BIGREG View Post
Hi Tonschk
- create new GR2 files from scratch (We can not create new .GR2 from schratch,but we can use a .GR2 (as a "shell") and rename all (rename meshes/bones,change the ID parent ...)
- replace geometry with new geometry (objects) (We can do this already)
- add new geometry (objects) (We can do this already,as subsets)
- replace materials (We can do this already)
- add new materials (We can do this already)
- replace textures (We can do this already)
- edit existing items (change position, rotation, scale, properties)s (We can do this already)
- add new textures (We can do this already)
- What we need ,this is the ability to create new meshes

But the bigger work to do ,it's to "repair" ,what the devs have made
(The devs have make this,as a dog laying his poop ...)
(I hope the tranlation is good )

Eg: take a look in room_QR2-> Bowl/book/choppingboard
Not assigned: self-illumination,bump map ,But if you look in texture folder the bump maps are presents...

They are many materials not used and textures not "linked" ....
otherwise they have bad made too: the self_illuminaion/AO maps ...(fanciful) and ditto how they have "cut"/assign the elements in meshes

Eg:the enigma knobs are welded with the floor

I can continue,but i need 100 posts to write all ....


Maybe,after,we can write a book for the devs "How to make a good game for Dummies..."

Edit:I need one/two days to make a "job",but after ,i go explain the materials/textures options ...
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Old 10-08-12, 05:18 AM   #48
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I understand you but I think we are fortunate to have The Silent Hunter 5, even if is not a perfect simulator ..... yet

Quote:
Originally Posted by BIGREG View Post

Maybe,after,we can write a book for the devs "How to make a good game for Dummies..."
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Old 10-08-12, 05:30 AM   #49
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Yes,SH5 is a great game (but,not or bad finish...) and the .GR2 format is very impressive with many possibilities Directx/mentalray render and more...

and for TheDarkWraith .GR2 editor, the only things that miss is the ability to create new meshes and new bump "menu"

and again a big MERCI to TheDarkWraith and Privateer
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Old 10-08-12, 06:53 PM   #50
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Hello BIGREG, thank you for your Big help , may be can be useful to add to the first post of this thread the list of duties that this GR2 Editor is able/(not yet able) to do, the list below is just an general idea, I am struggling just to understand the difference between : materials, geometry, textures, bones, meshes, GR2 files, objects,


Originally Posted by TheDarkWraith
When the app is complete you'll be able to:
- create new GR2 files from scratch
- replace geometry with new geometry (objects)
- add new geometry (objects)
- replace materials
- add new materials
- replace textures
- add new textures
- add new bones (you can do this already)
- edit existing items (change position, rotation, scale, properties)
- export meshes (you can do this already)
- import meshes (you can do this already)
- add new meshes
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Old 10-09-12, 03:37 AM   #51
BIGREG
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Hello Tonschk

First .GR2 format is a file that contains the 3D model,bones,materials, and the settings Render (as the .DAT in SH3/4)

- .GR2 can contains one or more models (Eg:the sensors.GR2 with periscops,antennas etc...)
- 3D Model (Eg:the all room_QR1) can contains one or more meshes (Eg:the Hydrophone,radar,capitain bed etc...)
- Meshes can contains one or more subsets (Eg:the different part of the hydrophone :Body,wheel,dials etc...)

- Geometry=Object=Mesh other subset...


- The bones :

Models and meshes are attached on a bone,this one has a name and an ID number that can be "called" or controlled by other files...
Eg :a needle mesh is attached on a bone and for "animated" it, this is the ID bone that is used in .SIM to assign a "controller"->Dials...
The needle mesh don't move ,but the needle bone yes

Bones can to be ,also used for implement other .GR2 models as the antennas,periscops,guns... other to make "waypoints" for the charateres (crew)

Material (i call that "Material Menu"):

Is what that go applicate on a subset and that can contains:

- a texture or more with different fonctions ..
EG: the CapBed :
- Diffuse texture: the "true" texture
- Self-illumination/Ambient occlusion: to make a static shadow (work as a "mask" on the "true" texture)
- Bump: to make a sort of "relief" and work also, as a "mask"

material can be too used for make: a tranparent material (glass:as the lens) and for make lights...

Voila,i hope, i have answer to your question

But,ask me ,if i have wrong explain
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Last edited by BIGREG; 10-09-12 at 04:45 AM.
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Old 10-09-12, 04:13 AM   #52
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Thank you, Are you sure that Geometry, Object and Mesh are exact the same thing ?

Quote:
Originally Posted by BIGREG View Post

- Geometry=Object=Mesh

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Last edited by tonschk; 10-09-12 at 04:31 AM.
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Old 10-09-12, 04:32 AM   #53
BIGREG
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Yes,of course

Then the only thing important is that you can all change (apart the number of meshes)
But,You can add geometry(objects) as subets and subset can have it's own "material" (without special:glass/light)

For "How to" add a subset (object) with a new material ,that is for a future lesson

Note:I think a capitain hat on the capitain bed....
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Last edited by BIGREG; 10-09-12 at 04:51 AM.
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Old 10-09-12, 05:07 AM   #54
tonschk
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Thank you , can you tell me please what are "the settings Render" ?


Quote:
Originally Posted by BIGREG View Post
Hello Tonschk

First .GR2 format is a file that contains the 3D model,bones,materials, and the settings Render (as the .DAT in SH3/4)
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Old 10-09-12, 05:13 AM   #55
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This is to adjust the material : Opacity,refraction,reflection,shininess,transparen cy ....

What happens with the word "transparency" on the first line ??? -> transparen cy !!!

Retry: This is to adjust the material : Opacity,refraction,reflection,shininess,transparen cy ....

Re-retry :This is to adjust the material : Opacity,refraction,reflection,shininess,transparen cy .... Argh ! newly written and same

I think,i have found a "bug" word !!! transparency .... ARgh !!! here that's work
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"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; 10-09-12 at 05:30 AM.
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Old 10-09-12, 05:20 AM   #56
tonschk
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Thank you BIGREG , I think the Full name of this TheDarkWraith application is GR2 Editor/Viewer
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Old 10-09-12, 05:27 AM   #57
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Yes, but I'm a bit lazy
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Old 10-09-12, 11:28 PM   #58
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Request for further information: how to add a bone to the U-Boat?
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Old 10-10-12, 02:58 AM   #59
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Hi LemonA

Great request

Today I will add a chapter in the Bones Post
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Old 10-11-12, 04:22 AM   #60
BIGREG
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Quote:
Originally Posted by LemonA View Post
Request for further information: how to add a bone to the U-Boat?

Added

Edit: Actualy ,i do the Tutorial for add an object ( a Capitain Hat on the Bed)
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"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; 10-11-12 at 05:58 AM.
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