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Old 09-16-11, 07:10 PM   #1
Madox58
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Default [TEC]GR2 File Editing Information

From older threads We have the basic information.
We know the CRC is not critical for SH5 but alters the file so GrannyViewer can not open it.
We know we can change names and other items as long as we do not alter the file size.
We know that We can change the actual 3D meshes in the files.
Now I'll explain exactly HOW to change those 3D meshes and more!

I'll also explain other details about things as I go along.
You have the option to learn or just ignore.
I really don't care what you decide.

There was a program that made this easier but I moved it to a DVD and can not find it right now.

So the hard way should give a clue to anyone that wishes to re-write the same type program because I'll not be doing that myself.

You will need 4 programs to start.

A good Hex Editor,
EditPad Pro or something like it.
a 3D Modeling program.
A working Mesh Exporter that exports the exact mesh as in the GR2 file.
(This is a MUST HAVE! I recommend you use one I will re-release here. It will include the 2nd UV channel export also.)

Now you need alot of determination and time.

Last edited by Madox58; 09-16-11 at 08:07 PM.
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Old 09-16-11, 07:10 PM   #2
Madox58
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The first of many links to needed files I will be uploading as time goes on.
This is a basic template for 010 that breaks down and shows the GR2 information in an easy to understand format.
http://www.mediafire.com/?95deyd53m1c8dur



What this template does for now is it explains the beginning of the GR2 file itself
and allows an easy view of pointers that we will be useing soon enuff.
I will be adding to this template as I find the time and it is written so that older versions of GR2's will not work with it.
This template is the start of re-creating the original version I can not find.
That version allowed exporting/importing 3D meshes.

I have found no other site on the 'Net that even comes close to actually discussing the GR2 files in a reasonable/legal way.
I do not use the granny2.dll file in anyway and once one knows where to look in the GR2 files?
It becomes very obvious that many people wasted alot of time trying to guess how to use it!

Last edited by Madox58; 09-25-11 at 07:24 PM.
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Old 09-16-11, 07:11 PM   #3
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Reserved again
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Old 09-17-11, 07:26 AM   #4
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This is very intresting , Many many thanks Privateer
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Old 09-17-11, 08:13 AM   #5
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While I've got no modding ability to speak of, I do want to say thank you for sharing your knowledge with the folks who do. The biggest glaring fault with this game for me is the merchant ship selection. By gifting your knowledge in fixing that to the community, you're really doing people like me the favor. I'm going to be the one to ultimately benefit from this, and for that, I thank you.
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Old 09-17-11, 10:54 AM   #6
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While there are free hex editors out there?
I highly suggest buying 010 for the many features it has.
One of the most important features that is a must have is it's Inspecter Panel.
Other editors may have something like it but I would not know which ones do or do not.

I will be referring to it alot and it does make working with the files so much easier.

It also allows createing Templates and Scripts.
Something which I'll be recreateing since I lost the original ones.
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Old 09-17-11, 01:29 PM   #7
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I was about to chuck all my Ex SH4 models on turbosquid... maybe i should wait??
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Old 09-17-11, 02:13 PM   #8
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Quote:
Originally Posted by JU_88 View Post
I was about to chuck all my Ex SH4 models on turbosquid... maybe i should wait??
Do you mean that you are going to sell them or remove them at turbosquid?


Selling them does not remove your rights to use them unless you give up all rights.

And I still have the versions you sent me as You, BBW, and I were messing about a ways back!


One of those is to be the second Ship I work on.
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Old 09-17-11, 05:50 PM   #9
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Quote:
Originally Posted by privateer View Post
Do you mean that you are going to sell them or remove them at turbosquid?


Selling them does not remove your rights to use them unless you give up all rights.

And I still have the versions you sent me as You, BBW, and I were messing about a ways back!


One of those is to be the second Ship I work on.

I put nothing on Squid yet, I forgot you had the models, but if you need them again or anymore let me know, I think I need to make normal maps for most of them though.
Between Myself and Alex we have quite a few NPC unit models desgined for SH4/5 (that never saw the light of day.) Would be nice to finally see them in game.
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Old 09-18-11, 07:35 AM   #10
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I agree.

By the way I've just got back to work on the one you wanted me to model during the marble cake days, Francis, currently bringing the final touches to it, should be ready very soon.

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Old 09-18-11, 01:09 PM   #11
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Beautiful model Alex , box model or nurbs loft?
10k+ tris for an air unit is probably fine for SHV (so long as you dont have 50 of them at once)
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Old 09-18-11, 03:49 PM   #12
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Thanks a lot, Francis
This one is a box model, didn't need splines nor NURBS on this one.
About its stats *checking* I'm somewhat surprised. I've been checking the triangle count twice and it appears triangles (not polygons, but triangles) on this one will not exceed 8000/8100. Way to be satisfied.

BTW, you'll definitely have to show some screenshots of your last masterpieces that people will see later in this game.
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Old 09-18-11, 04:42 PM   #13
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If your still using Max, check the 'statistics' tab under the 'veiwport configuration', you can set Poly /vert /tri-count to be displayed in your view port perminatley.
Pretty handy for games modlling.
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Old 09-19-11, 04:49 AM   #14
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Ah, thanks for letting me know
But these statistics only display the number of polygons (as far as I know)... And the only thing I've got to do to be able to find out the number of triangles, is to export any model from .MAX to .OBJ, and then to import it. This process converts polygons into triangles, don't know why, LOL.
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Old 09-19-11, 06:03 AM   #15
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