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Old 12-25-11, 08:05 AM   #331
MLF
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Seasons Greetings to all.

Thanks for the latest version TDW.

Unfortunately, I am still getting the error and it now appears before I try to load anything. It is slightly different, as follows:-

"Exception is:
Error in the application. *********
********* Exception caught in OnPaint"

When I ran DbgView I also noticed quite a few lines with the following error message:-

00000714 13.52196884 [4080] LODError 0x10B3C (0x10D04)

Any ideas, please?

I also note that the application window doesn't fit on my resolution (1440 x 900) - what resolution do you run at?

Regards

MLF
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Old 12-25-11, 10:17 AM   #332
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Merry XMass to all.
Using new version I was able to edit the Conning_7B_01.GR2 file.

@ TDW
Do you know when adding new Node's will be implemented?
I currently see refferences that suggest this functionality is being worked on.

Regards!
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Old 12-25-11, 11:49 AM   #333
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Quote:
Originally Posted by TheBeast View Post
@ TDW
Do you know when adding new Node's will be implemented?
I currently see refferences that suggest this functionality is being worked on.
It's continually being worked on. Once I find an algorithm that works then I can finally start adding new items to GR2 files. The algorithm that I'm looking for is the order in which to redo the pointers (that I know of - there may be more pointers that I'm not aware of which would invalidate the algorithm all together).
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Old 12-25-11, 11:59 AM   #334
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Quote:
Originally Posted by MLF View Post
Unfortunately, I am still getting the error and it now appears before I try to load anything. It is slightly different, as follows:-

"Exception is:
Error in the application. *********
********* Exception caught in OnPaint"

When I ran DbgView I also noticed quite a few lines with the following error message:-

00000714 13.52196884 [4080] LODError 0x10B3C (0x10D04)

Any ideas, please?

I also note that the application window doesn't fit on my resolution (1440 x 900) - what resolution do you run at?
The app is set to run at 1200 X 1025.

That LODError is from a file. It appears you tried to load a file. It's something it read from the file.

I'd like to see the full DbgView output if possible. What I'd like to see from it is you run the app. After it's loaded don't try to load anything. Move the camera around with the mouse for a little bit. Then try to load a file. Ensure Debug is enabled (under Misc tab)

I might also code up something that will read your video card's capabilities and output it all to text file so I can see if there's something I've coded in thinking will work with anyone's video card that actually isn't and have you run it

Can you run my SH map viewer app found in \data\Applications of my UIs mod without problem?
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Old 12-25-11, 02:50 PM   #335
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I've tried to open CharacterBodyParts.gr2 in /data/Characters it gave a lot of 'this app cannot open image...' errors then complained about unknown 'BoneWeight' vertex.

Is it yet to early to open this file in GR2EVI?
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Old 12-25-11, 03:36 PM   #336
TheDarkWraith
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Quote:
Originally Posted by Vanilla View Post
I've tried to open CharacterBodyParts.gr2 in /data/Characters it gave a lot of 'this app cannot open image...' errors then complained about unknown 'BoneWeight' vertex.

Is it yet to early to open this file in GR2EVI?
I'll look into it and see what's going on
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Old 12-25-11, 05:04 PM   #337
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Have the unknown vertex component names added - all is good there.

The bad: what I interpreted bone bindings as was which bone (only 1) the mesh was bound to. This was a totally incorrect assumption from trying to load the \data\CharactersCharacterBodyParts.gr2 Now I see what the purpose of these bone bindings are: for skinned meshes.

This causes me to rethink many things I assumed when creating this...

I think the assumption I made about the bone binding (only 1) still holds true for how a mesh is placed in the world. But this makes me question if SH5 is following this rule Has anyone tried moving a bone (say a funnel or something) and seeing what the effects are in-game yet?
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Old 12-25-11, 06:08 PM   #338
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this little 'find' has cleared up something I've always wondered why I had to do. When I'm reading mesh data I read the number of bone bindings. Usually it was just 1. I would then find the pointer to the bone binding(s). I passed this pointer to my bone bindings class. Now this is where it didn't make any sense: my bone bindings class had to dereference that pointer to get it's actual pointer. Never could figure out why. Now I understand why. Since there can be multiple bone bindings this first bone bindings pointer points to where the list of bone bindings are at
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Old 12-25-11, 06:46 PM   #339
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This characters gr2 file is turning out to be a gold mine of information Once again I assumed that all vertex data is located in section 1. This file has proved me wrong again. Vertex data can be found in section 3 also (this looks like skin mesh data )
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Old 12-25-11, 08:00 PM   #340
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Quote:
Originally Posted by Sartoris View Post
Watching TDW working on improving SH5 is the best Christmas present!

+1
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Old 12-25-11, 11:12 PM   #341
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Well after getting schooled hard by this characters GR2 file I finally can read and render it

I learned so much from this one file...it was like a xmas present in itself.

It exposed a bug in my ExtendedData parser, this was a serious bug. Would've never found it without trying to load this file.

It exposed multiple errors in my assumptions of where data is located. I thought vertex and index data were located in only certain sections but boy was I wrong. This file made me code my app to read those magical pointers once again and have them tell we where the data can be found. That alone was well worth digging into this file.

Now I just have to figure out how to read the embedded image data in the GR2 file and the meshes can be rendered with textures. Here is the file rendered in wireframe:



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Old 12-25-11, 11:23 PM   #342
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Quite a few editions ago i could open the C:\Ubisoft\Silent Hunter 5\data\Env\cloud_models

Cannot open with the latest ones though .
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Old 12-25-11, 11:38 PM   #343
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Quote:
Originally Posted by sober View Post
Quite a few editions ago i could open the C:\Ubisoft\Silent Hunter 5\data\Env\cloud_models

Cannot open with the latest ones though .
Just opened it with Visual Studio's debugger. The problem is happening when it goes to create the bounding box and bounding sphere for box53. Looking into why currently...
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Old 12-25-11, 11:56 PM   #344
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Here is another strange file . Strange as in i dont know what it does .
C:\Ubisoft\Silent Hunter 5\data\Lights\lumini_marinar_x2
Also the 2 files in the Manip folder .
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Old 12-25-11, 11:59 PM   #345
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Quote:
Originally Posted by sober View Post
Here is another strange file . Strange as in i dont know what it does .
C:\Ubisoft\Silent Hunter 5\data\Lights\lumini_marinar_x2
I'll look at it here in a sec.

You can open up clouds again. The bounding sphere it was trying to make was too large and DirectX didn't like it. I had to put some code in to limit the amount of slices and such for the sphere so it could make it.

Tip when looking at meshes that are large like these clouds: turn culling for the camera off (under the camera tab) Couldn't figure out why they kept vanishing as I was moving the camera. Then I remembered I added camera culling to the app...
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