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Old 02-13-12, 04:58 PM   #571
TheDarkWraith
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Quote:
Originally Posted by BIGREG View Post
Ha ! It works i can export UVW
but i don,t know is that possible to add the UVW in the .obj
otherwise we can create new ones. But it must be able to import in the editor

UVW Edit (textures coordinates) in 3DSMAX
You don't know if 3DSMAX can add the UVs to the obj file or if I can import them into the app? With the current version posted it won't import them. The version I'm fixing the errors on that I'll be releasing will
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Old 02-13-12, 05:09 PM   #572
BIGREG
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For the perdea , I noticed that there was an error with textures or the coordinates, during my tests on texture

edit:

This is what I can export to a. Obj:


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"The truth is that there is no truth. (Including this one)."

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Old 02-13-12, 05:44 PM   #573
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Originally Posted by BIGREG View Post
For the perdea , I noticed that there was an error with textures or the coordinates, during my tests on texture

edit:

This is what I can export to a. Obj:
Setting any kind of optimizing will more than likely cause issues with the first importer being used. Reason being is this (and why you are seeing the error with the perdea mesh): I read the vertex data from the GR2 file. For each mesh it gets a pointer to a vertex data class. The vertex data class contains well vertex data and some other things. That vertex data has a defined size. If you optimize the mesh in a 3D modeller program and it changes the number of verticies then you will not be able to import that back into the app with the first importer. The first importer REQUIRES the number of verticies, normals, and texture coordinates read in to be the same as the number of verticies defined by the vertex data class it has a pointer to.

Now this is why the perdea is currently throwing an error when you try to import it back in. When the mesh is being created by the app it originally has 0x180 verticies. I call this function:
mesh.OptimizeInPlace(MeshFlags.OptimizeAttributeSort | MeshFlags.OptimizeIgnoreVerts, adjac);
Which is supposed to NOT alter the verticies but, in fact, it actually is. That function call takes the verticies from 0x180 to 0x196. Clearly 0x196 doesn't equal 0x180 so the app throws an error when you try to import it back in. I'm looking for a solution to this currently.
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Old 02-13-12, 06:01 PM   #574
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Ok the issue with the Room_QR1 perdea mesh is sorted. Had to add another flag to this function call:

mesh.OptimizeInPlace(MeshFlags.OptimizeAttributeSort | MeshFlags.OptimizeDoNotSplit | MeshFlags.OptimizeIgnoreVerts, adjac);

The flag OptimizeDoNotSplit cured the problem of it splitting the verticies and thus increasing the mesh's vertice count

Now to continue with the other errors posted
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Old 02-13-12, 06:03 PM   #575
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Yay! Forward to the next version.

Ha ! How exactly did to save the views of texture coordinates

BigReg/BigRegOne





"The Marin Shadok is a shadok blue, wearing a blue beret, red pompon sailor, and a cover over his left eye, apparently lost during the Battle of Lepanto, in his memorable fight against water mills.

We see quite often a bottle in his hand.

He was a former pirate quartermaster had gone wrong. Unlike his ilk who typically spend their time to introduce small boat in a bottle, he introduced the bottles in his small boat. He spoke by maxims (and sometimes even in English). It was he who said, for example: In the Navy we do not do much but we do it early. And indeed, he left at the crack of dawn, supposedly to go or was the wind. But the evening when he returned, he had completely forgotten, and he said he was under the influence .... in reality he was simply drunk."
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Old 02-13-12, 06:07 PM   #576
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Originally Posted by Vanilla View Post
../Submarine/Common/Rooms/Waypoints_Room_QR1.gr2 gave me this:

"There is no data type definition for this mesh."

Most of the other 'waypoints' files open just ok.
This one was fairly easy. Looking at it in GrannyViewer the second mesh has no extendeddata. Every GR2 file I've opened so far always has extendeddata for the meshes. This one just threw my assumption out the window Easy to fix
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Old 02-13-12, 06:07 PM   #577
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Originally Posted by BIGREG View Post
Yay! Forward to the next version.

Ha ! How exactly did to save the views of texture coordinates
Double click inside the texture coordinates window I'm adding the ability to select what format to save to currently.
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Old 02-13-12, 06:20 PM   #578
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../Submarine/Common/Rooms/Waypoints_Room_QR1.gr2 contains one little triangle that looks like it could cause some problems Anyone seen this?
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Old 02-13-12, 06:25 PM   #579
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Oops! error when saving



BigReg/BigRegOne





"Any type of instrument is called a sieve, on which we can define three subsets: inside, outside and holes."

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Old 02-13-12, 06:50 PM   #580
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Quote:
Originally Posted by BIGREG View Post
Oops! error when saving



BigReg/BigRegOne





"Any type of instrument is called a sieve, on which we can define three subsets: inside, outside and holes."

Logical Shadock
what does that say in English? What did you do so I can try and duplicate it?
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Old 02-13-12, 06:58 PM   #581
BIGREG
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Yes, Try on your side, I think that will be easier to translate this gibberish.
I try to save the mesh of the wheel radar (in jpeg and dds)

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"At first there was nothing. Finally, nothing more or nothing less than elsewhere. "
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Old 02-13-12, 07:16 PM   #582
BIGREG
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Error when loading Waypoints_Room_QR1.GR2



and I did not notice anything with Goblin

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"If it hurts, is that it feels good"


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Old 02-13-12, 07:50 PM   #583
TheDarkWraith
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Quote:
Originally Posted by BIGREG View Post
Error when loading Waypoints_Room_QR1.GR2



and I did not notice anything with Goblin

BigReg/BigRegOne





"If it hurts, is that it feels good"


Proverbe Shadock
This was posted about already and has been fixed. The problem was the mesh has no extendeddata
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Old 02-13-12, 11:04 PM   #584
TheDarkWraith
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Quote:
Originally Posted by BIGREG View Post
Yes, Try on your side, I think that will be easier to translate this gibberish.
I try to save the mesh of the wheel radar (in jpeg and dds)

BigReg/BigRegOne





"At first there was nothing. Finally, nothing more or nothing less than elsewhere. "
This problem was a little sinister in itself. I was a little over-zealous in curing all the memory leaks so I disposed of the texture for this right after creating it (well not right after but just after I sent it to the render texture class). No wonder you were getting errors. Problem fixed
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Old 02-13-12, 11:42 PM   #585
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Quote:
Originally Posted by Vanilla View Post
Meshes in a waypoint file? My, my... those devs!

Two more things, one major and one small. Tried editing file:
../Submarine/Common/Rooms/Waypoints_Room_QR2.gr2
1. Added a new bone to the parent Waypoints_Room_QR2
2. New bone (name SQ_BED05): 'has position data, no rotation data, no shear data'
3. Bone position is: -0.097114 -0.018419 -0.042244
4. Copied LOD Error value of 1.330672 from other bones
5. Closed bone editor
6. Tried to save, had exception: ArtToolInfo_ExtendedData: Exception while writing extended data Exception is [my rough translation from RU locale] there is no pointer to the object in this object instance

Second minor issue: when editing position data (double clicking in the bone viewer) when trying to enter leading '-' for a negative value gives 'invalid entry. Try again.' though the '-' still appears no problem, the same goes for pressing backspace trying to delete it. This doesn't happen in the bone creation dialog.

Can we get a bone delete and copy functions any soon?

TDW, that's an incredible tool you've made! I just couldn't believe that I am adding a complete new bone with two simple clicks, felt like a complete rocket sience, wow! I even felt somehow relieved when it threw an exception at me. You're the man!
The app has problems with this file and right now I don't know why. I fixed the errors when you tried to save it. I added the new bone and saved the file without error. When I reopened it no bones existed Investigating as to why...

EDIT:

I know why it has no bones now. When it wrote the skeleton data it wrote it 4 bytes ahead of where it was supposed to be. Now I have to figure out why it's writing 4 bytes before...

Last edited by TheDarkWraith; 02-14-12 at 12:00 AM.
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