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12-23-11, 06:40 PM | #316 | |
Black Magic
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I was inadvertantly triggering the event through some firing of events of mine. Very hard to track down when you have multiple events being fired The ability to select bones by double clicking on them in the render window with mouse added. This allows you to drag them around with mouse just like the meshes and vertices. Now just writing the code to 'save' these. |
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12-24-11, 12:35 AM | #317 |
Black Magic
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v1.0.464.0 released. See post #1
You can now select bones by double clicking on them in the render window. Use mouse to reposition. All bones that reference the bone being repositioned will be automatically repositioned (there is a parent-child relationship after all!) In order to save changes to bones: - bone has to be selected (lock diamond around it) - click the bones tab - Under the changes box press Update. This will store your changes. - After pressing update the save button should become available. - Press Save to save to file - Note: ExtendedData for bones is currently not being saved as I haven't coded it yet This version now enforces the flags parameter of the bone in the GR2 file. If the flags parameter says the bone has no position data then you can't move it. If you want to change that behavior then change the flags value (either double click a bone/mesh in their tabs to bring up editor window or while mesh/bone is selected press enter) Meshes - you can select, reposition, rotate, etc. You can store your changes by pressing the Update button under the changes box on the meshes tab. You currently cannot save as that function isn't finished yet. Vertices - you can select and reposition. That's about all you can do with them currently. Note: repositionining a vertice will deform the mesh it's attached to. I have yet to code in an 'as-loaded values' for the resets for the positions, rotations, and scale. This will allow you to revert back to 'as-loaded' values if you screw up. Note: when the save button is pressed the current stored values become the new 'as-loaded' values. To remove a selection (unselect bone/mesh/vertice) press spacebar. Let me know of any errors/bugs. There were some major changes in this version so I expect a few bugs/errors @ TheBeast - you should be able to reposition the rwr you've been wanting to do You could now use this to alter waypoints and/or make new waypoints |
12-24-11, 07:03 AM | #318 |
Sea Lord
Join Date: Mar 2005
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youre doing nice work, tdw. thanks for that so far...
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12-24-11, 01:32 PM | #319 |
Black Magic
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found some logic errors in the meshes and bones treeview controls. Update coming here soon...
Should have the extended data writing done also by that time EDIT: the writing of any objects extended data works correctly With just one problem: I need to flag when extended data has changed so that the app will enable the save button. Last edited by TheDarkWraith; 12-24-11 at 01:51 PM. |
12-24-11, 03:21 PM | #320 |
Black Magic
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v1.0.467.0 released. See post #1.
This fixes some logic bugs in the bones and meshes treeview controls The writing of extended data for bones has been enabled. Everything can write extended data but I haven't gotten to everything except the bones yet. The bones are the most critical in SH5 as they control visibility, shadows, etc. for the meshes. |
12-24-11, 04:20 PM | #321 |
The Old Man
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Using either of last 2 versions I am getting error trying to load data\Submarine\NSS_Uboat7b\Submarine Parts\Conning_7B_01.GR2 file.
******** Spring pointer missing for Datatype definition ******** ******** Failed to read ArtToolInfo ******** And model is not loaded. This happens when trying to load stock unchanged SH5 Model. GoblinEditorApp and GoblinViewer load this model without any error message. I was able to successfully reposition cfg#SNK node on Conning_7B_00.GR2 and Conning_7B_02.GR2 files. Last edited by TheBeast; 12-24-11 at 04:30 PM. |
12-24-11, 07:25 PM | #322 | |
Black Magic
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EDIT: What's interesting is granny viewer can't even load that stock SH5 file (and it's not because of CRC32 error) |
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12-24-11, 07:57 PM | #323 |
Stowaway
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That's weird as I can open it with several different versions of GrannyViewer.
I have a saved folder of untouched files and it opens fine with all versions. Even the 'Special' version. |
12-24-11, 09:24 PM | #324 | |
Black Magic
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Now that I can 'see' what granny viewer sees I see a bug in my app that I need to fix |
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12-24-11, 09:50 PM | #325 |
Black Magic
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okay, problem TheBeast reported is fixed. The problem was I assumed that if a string pointer wasn't found then there was an error in the file. After examining the file in Granny Viewer it said (null) for the values. This told me that null pointers (which is what a string pointer that wasn't found in the app is) are valid and legal. So I adjusted the app to handle these and not report them as errors.
I loaded up the 7B_01 conning GR2 and noticed some odd things: Look at where cfg#O02 and cfg#O03 are....it just hit me....those are the scopes! Ok, makes sense now. There are some that don't make sense to me: - Reflect_Conning_7b_01 - Collision_CT_EXT - dmg_col_turm They just don't seem to be located in the correct places to me I'll have new version available here soon with the fix in it... I also just realized that it does make sense to let you rotate bones...I had locked that out but now looking at the 7b_01 GR2 file I don't know why I thought it didn't make any sense. I'll correct that also. |
12-24-11, 09:59 PM | #326 |
Stowaway
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Nice work Mate.
I always enjoy following this WIP. Just remember when you go to do the export part? Negate the V Texcoords! |
12-25-11, 01:57 AM | #327 |
Black Magic
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v1.0.469.0 released. See post #1
Fixed problem reported by TheBeast Remove the lock on bones not being able to be rotated. You can now freely rotate them Added the Reset button to changes. Pressing this button will take that object (mesh, vertice, bone) selected back to as-loaded values (this means everything - flags, position, rotation, scaling, etc.). Pressing Save writes the changes to the file as updates the as-loaded values with the current settings. Pressing Update stores the current values in case you mess up reposition, rotating, or scaling (then pressing the reset buttons on the rotations, scaling, or translation takes you back to where you last pressed Update or Save) Added a new tab called Status. All status information is relayed to this tab. Double click anywhere inside the tab to erase current information. Added the ability to squelch the debug output under the misc tab. A new box was added called Debug. It's default value is disabled (unchecked). That's all that comes to mind currently |
12-25-11, 03:25 AM | #328 |
Ace of the deep .
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Merry christmas .
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12-25-11, 04:12 AM | #329 |
Captain
Join Date: May 2011
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Watching TDW working on improving SH5 is the best Christmas present!
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12-25-11, 04:49 AM | #330 |
Watch
Join Date: Dec 2009
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