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Old 07-20-12, 07:49 PM   #1591
TheBeast
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Default Fore Quarters Dining Table

What would it take to import FlakMonkey's Typ-VII Fore Crew Qurater's into data\Submarine\Common\Rooms\Room_QR1.GR2?
Is this even possible at this time?

The area is between Sonar Room/Captains Bunk Headboard and Torpedo Room Bulkhead and contains the Dining space that would replace 2 bunks.

Using Skwas S3D I isolated just the For Quarters and can make the DAT available for investigation if needed.


Regards!
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Old 07-20-12, 07:52 PM   #1592
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Quote:
Originally Posted by TheBeast View Post
What would it take to import FlakMonkey's Typ-VII Fore Crew Qurater's into data\Submarine\Common\Rooms\Room_QR1.GR2?
Is this even possible at this time?
Yes it is possible. You'll need the version that testers are using though. I'll send you a link. BIGREG is best to ask if you have questions as he has been using the app the longest if you can't reach me
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Old 07-21-12, 01:07 AM   #1593
BIGREG
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Hello

Sorry for my absence
Well, I continue to work in the conning tower, but I notice that the doors are misplaced and the alignment of periscopes and antennas are wrong, which gives me a lot of work to displacement of meshes and bones .. . (each type of submarine, has its own doors ..)
Otherwise for the latest version, I noticed that when opening. GR2 (original), I often have a CRC error value (without consequence for the opening): (conning tower, sensor) or the file not open ... (us radar / sonar ...)

@TheBeast

For replacement of QR1, it's possible, but it is hard work to scale and displacement of bones, but if you need, I can help

Here is a view of misalignments:





edit:
For TDW i have a question: Is it possible to change the ID parents in .GR2 ?
I tried using the QR1 (more meshes and mouse mask) to replace the conning tower, but without success (bugs)
TDW could you remove the opacity map, when exports meshes ? (otherwise I have to delete them in 3dsmax to have the good rendering)
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Last edited by BIGREG; 07-21-12 at 01:29 AM.
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Old 07-21-12, 09:14 AM   #1594
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Quote:
Originally Posted by BIGREG View Post
@TheBeast

For replacement of QR1, it's possible, but it is hard work to scale and displacement of bones, but if you need, I can help
Maybe it would be easier to export exiting QR1 3D Models and make changes and do some UV Map changes for seat cushions and table then import the 3D Models back into the room?
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Old 07-21-12, 10:20 AM   #1595
BIGREG
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This is what I am doing in the conning tower
I have recut the elements :Wall,support,buro etc.. and rewelded the elements ,as i want
now each object has its own texture :
Guns,helmets,buro,jauges,boxes,TDC etc...
and i can make what i want with the meshes

Ps: To work more easily with 3ds max, I works at the same time the two meshes (Normal and AO)

Edit: But the biggest work is to redo the "original bugs" ! I need to think to know where to start !? :
alignment / size of rooms and conning towers, and the displacement of doors and other (displacement of the bones and meshes required) ???

I also looked at the waist(size) with a charatere and is it's not nice to see ... it's all false ! compared to real photos !

I think the first step to make something correct ,is to allign and resize the all rooms and others things,to begin with a good "fondation"...
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Last edited by BIGREG; 07-21-12 at 10:44 AM.
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Old 07-24-12, 09:53 AM   #1596
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Default QR1 Seabag and Canned Goods

Was learning a little about GR2 Editor/Viewer and added a Seabag, Crates of Canned Goods and a Crate of Oranges to the Foreward Crew Quarters (QR1).

Obviously, I still need to adjust Material Attributes. I think I have Specular a bit strong.

-=[EDIT]=-

Made a little progress and updated image...
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Last edited by TheBeast; 07-28-12 at 02:19 AM. Reason: Added image
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Old 07-28-12, 06:51 PM   #1597
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Default Ambient Sound Source Hydrophone

I added a new bone to Room QR1 (Fore Quarters, Radio/Sonar) for Ambient Hydrophone Station Sound Source.
It is located on the front of the Hydrophone Station above the main dial. Still need to add 3D Model for Speaker.

I am attempting to make sounds you hear when using the Sonar Station Ambient, as if on speaker when you are in/near Sonar Room. Is it possable to make these sounds ambient?
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Old 08-04-12, 11:11 PM   #1598
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Quote:
Originally Posted by BIGREG View Post
Hello

Sorry for my absence
Well, I continue to work in the conning tower, but I notice that the doors are misplaced and the alignment of periscopes and antennas are wrong, which gives me a lot of work to displacement of meshes and bones .. .
I ran into simular issue when adding new Hinged Schnochel. Each of the various Conning Towers is mislocated so that the Exterior Conning Tower Hatch aligns up with Interior Conning Tower Hatch. This results in everything else being mislocated.

Maybe the easiest fix would be to position all Conning towers to same position and move Exterior Hatch's on each model to match interior Hatch position.
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Old 08-05-12, 04:34 AM   #1599
BIGREG
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Hi

Return to vacancy.... with many ideas...
TDW i have see some problemes with the last editor version 1.1.272 :

-error when i create a new material "no map/no texture" (used to make tranparent/light materials)
(Work with 1.1.265 ! )

- i can't not create material with "no texture with map" just with only a "add bump map"
(as is used in original SH5.gr2..)



TDW ,can you add the ability to move the "model" (all meshes/subsets) ?
dito with the all waypoints attached to this "model" ?
this is to move easily the conning towers to realign them ...

otherwise, I have made good progress on the inside of the conning tower:

- Reorganization of all the meshes / subsets / textures
- Added support for night lights
- Transparent materials (red / green / white), for lamps / lights indicator / bottles
- Use of meshes "saved", to create light bulbs (day / night / surface / submerged), and an additional button and dial for the TDC

Remains to be done: choice of textures, UVW mapping, controllers addition in .Sim. And a few little things ..
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Last edited by BIGREG; 08-05-12 at 04:44 AM.
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Old 08-11-12, 01:52 AM   #1600
Wurmonkel
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Good Morning,


Where i can download the last Version of the GR2-Editor?


Regards,


Wurmi

Last edited by Wurmonkel; 08-11-12 at 03:06 AM.
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Old 08-12-12, 03:45 AM   #1601
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@TheDarkWraith, You have a PN
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Old 08-12-12, 04:14 AM   #1602
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This is one of the Most important thread of the Silent Hunter 5 Forum
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Old 08-12-12, 03:50 PM   #1603
oscar19681
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Quote:
Originally Posted by TheBeast View Post
What would it take to import FlakMonkey's Typ-VII Fore Crew Qurater's into data\Submarine\Common\Rooms\Room_QR1.GR2?
Is this even possible at this time?

The area is between Sonar Room/Captains Bunk Headboard and Torpedo Room Bulkhead and contains the Dining space that would replace 2 bunks.

Using Skwas S3D I isolated just the For Quarters and can make the DAT available for investigation if needed.


Regards!
TheBeast
Yeah its about time someone fixes that lack of a dining area. But the one seen above is not acurrate because german u-boats did not have seats as seen above. The seats were just the beds of the officers that would double as something to sit on
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Old 08-13-12, 04:17 PM   #1604
Magic1111
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Hi!

I need a newer version from GR2-Editor (I mean newer than v 1.1.167.1)? I want a version from GR2-Editor with wich I can delete Mesh-Subsets in GR2-Files!

Can anybody please upload for me?

Best regards,
Magic
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Old 08-31-12, 11:02 PM   #1605
TheBeast
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Default Control Room Battery Gauges

I added 3 new bones to the Control room for Battery Gauge Needles.
The original needles are welded in place and still need to be cut/removed because I am unable to assign dial controls to them.

Using Skwas 3D 3ditor I created a DAT and SIM that contain the new needles.
The Fwd and Aft Battery Gauges are working fine but the Both Battery Gauge does not always work.
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