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Old 04-28-12, 02:01 AM   #1171
TheDarkWraith
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Quote:
Originally Posted by Ekmek View Post
TDW,

I hope all is going well on the waypoints. I'm getting desperate on finding something that can import/export a standard gr2 model. Something that would give me the meshes and the skeleton with all the rigging. I'll paypal you some money if your willing to take it up soon.
If the GR2 file you are wanting to do is an SH5 one you currently have this ability with the current version posted.

Waypoints work is on hold. I'm deep into SH5.exe again and it's supporting .act files. Think I just figured out how to remove the CO2 generation bug when snorkel is raised...
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Old 04-28-12, 05:25 PM   #1172
Madox58
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If it is infact a standard GR2 file?
Export of the skeleton can be done through the SMD format.
What Game are you messing with?
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Old 04-29-12, 11:37 AM   #1173
Ekmek
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Originally Posted by privateer View Post
If it is infact a standard GR2 file?
Export of the skeleton can be done through the SMD format.
What Game are you messing with?

Civ5. I tried to import their GR2 already and no luck. They have their own format but I can convert it to a standard GR2 through a tool that someone else did (and they no longer hae their code and moved on). All their tool allowed to do was switch the materials. I really need something that will let me export the GR2 to something I can import into blender and keep the skeleton and rigging.

Not concerned about animations because I plan to use standard animations to move the model. I just need the skeleton and rigging!

Thanks!
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Old 04-29-12, 09:59 PM   #1174
Madox58
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Quote:
Originally Posted by Ekmek View Post
through a tool that someone else did
That would be NexusBuddy if I recall correctly?
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Old 04-29-12, 11:53 PM   #1175
Ekmek
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Originally Posted by privateer View Post
That would be NexusBuddy if I recall correctly?

Correct. Lemmy and crew ended up getting picked up for their zombie game and moved on.
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Old 05-01-12, 03:23 PM   #1176
Tomi_099
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Quote:
Originally Posted by Ekmek View Post
Civ5. I tried to import their GR2 already and no luck. They have their own format but I can convert it to a standard GR2 through a tool that someone else did (and they no longer hae their code and moved on). All their tool allowed to do was switch the materials. I really need something that will let me export the GR2 to something I can import into blender and keep the skeleton and rigging.

Not concerned about animations because I plan to use standard animations to move the model. I just need the skeleton and rigging!

Thanks!
---------------------------------------------------------------------

Has made a small summary and any help for the great work the TheDarkWraith.
I tried it on two ways to import a test model (set)

FIRST I USE !!

3Ds-Max 7.0

Expotron 3ds/max>gr2
http://gr2decode.altervista.org/files/expotron.zip

Gr2 Mesh coverter gr2>3ds/max
http://gr2decode.altervista.org/file...eshconv1_3.zip

Plugin Import Skeletron
http://vnfiles.ign.com/nwvault.ign.c...ugins2.3.0.rar


---------------------------------------

Furst import Model as ( obj ) in Max 7.0

[IMG][/IMG]

Then Exportit with Expotron 3ds/max>gr2
http://gr2decode.altervista.org/files/expotron.zip
....to... gr2_viewer..NO PROBLEM.


then import as GR2 file in GR2EditorViewer (TheDarkWraith)

this message !!


[IMG][/IMG]

..HEADER FILE PROBLEM !!
[IMG][/IMG]

.
.

NEXT WAY !!


ABAUT HEADER !!

Export from Little Table from GR2EditorViewer (TheDarkWraith) as obj.
Import as Obj to 3Ds Max7.0 and Merge two Models with one
CT_Body_table.obj ( orginal file )

[IMG][/IMG]


Hmmm ..many questions !!Vertax Data i think (UVW )
UV1Diffuse..Map or UVWs /
and UV2 (AO) Ambiente Occlusion ??
Normal data i think Normal Map ( TGA /DDS )

[IMG][/IMG]

Information !!
If you elected to import the AO data then
next youll be asked to select the AO OBJ
file to import
The importation of AO data ONLY affects the second texture coordinates.
-----------------------------------------------------------------------

[IMG][/IMG]

How exactly do I do it now ??

o.k ..next !!

more leyers !! (maps )
back to max 7.0

bake Leyers !!

[IMG][/IMG]

I Bake same layers

CT_Body_tableCompleteMap
CT_Body_tableDiffuseMap
CT_Body_tableNormalsMap
CT_Body_tableSpecularMap
and
contain with uvw
CT_Body_table1.uvw

USE AUTOMATIC UNWRAP !!

hope thats write !!

[IMG][/IMG]

end one UVW



then export CT_Body_table1.obj ( thats Objekt (.obj ) file contains all 4Maps and one uvw (for all )

The Looks (left graphic)

[IMG][/IMG]

ore DDS file ( Looks so )



o.k
NEW import in GR2EditorViewer (TheDarkWraith)--> CT_Body_table

[IMG][/IMG]


This message
!




Strained nothing!

PLEASE HELP!
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Last edited by Tomi_099; 05-01-12 at 05:58 PM.
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Old 05-02-12, 01:50 PM   #1177
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hey tomi. nice to see you are still around here!

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Old 05-04-12, 05:54 AM   #1178
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I think to remember that TDW has limited his editor to SH5 GR2 files.

You Expotron gr2 converter probably ads an other magic byte in the header as those used in SH5. I guess that's the reason why you get the first error.

For the rest I really don't know I just tested exporting files to .obj.
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Old 05-04-12, 01:59 PM   #1179
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I think Expotron also exports verts and such as a granny_real16?


As such, TDW is only programming for real32's in such cases.
It's not hard to convert from real16 to real32 and there may be a program out there to convert those older GR2 files.
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Old 05-04-12, 05:23 PM   #1180
Ekmek
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Quote:
Originally Posted by privateer View Post
I think Expotron also exports verts and such as a granny_real16?


As such, TDW is only programming for real32's in such cases.
It's not hard to convert from real16 to real32 and there may be a program out there to convert those older GR2 files.

how is it that civ5 grannys are different than SH5's? Did they just add headers or something. Or even whats the difference between a SH5 GR2 and a regular GR2?
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Old 05-04-12, 05:42 PM   #1181
TheDarkWraith
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Quote:
Originally Posted by privateer View Post
I think Expotron also exports verts and such as a granny_real16?


As such, TDW is only programming for real32's in such cases.
It's not hard to convert from real16 to real32 and there may be a program out there to convert those older GR2 files.
Nope, I can handle real16's also I coded that in
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Old 05-04-12, 05:45 PM   #1182
TheDarkWraith
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Quote:
Originally Posted by Ekmek View Post
how is it that civ5 grannys are different than SH5's? Did they just add headers or something. Or even whats the difference between a SH5 GR2 and a regular GR2?
That is a very loaded question/answer. The GR2 format is highly customizable - I can't stress HIGHLY enough. It's a great format when you know exactly what you're working with. With SH5 they gave every GR2 file a specific magic number. I look for this magic number. If a GR2 file does not contain this magic number it's rejected (currently) by the app. That's how I know that the file I'm working with falls within the assumptions and capabilities of the app
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Old 05-04-12, 05:52 PM   #1183
Ekmek
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Quote:
Originally Posted by TheDarkWraith View Post
That is a very loaded question/answer. The GR2 format is highly customizable - I can't stress HIGHLY enough. It's a great format when you know exactly what you're working with. With SH5 they gave every GR2 file a specific magic number. I look for this magic number. If a GR2 file does not contain this magic number it's rejected (currently) by the app. That's how I know that the file I'm working with falls within the assumptions and capabilities of the app

Do standard GR2s not have this magic number or they have a different one?

If they don't then I wonder if you could have an option to load a gr2 or and SH5gr2 the difference being one checks fr a magic number and the other doesn't. just hoping!
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Old 05-04-12, 06:56 PM   #1184
TheDarkWraith
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Quote:
Originally Posted by Ekmek View Post
Do standard GR2s not have this magic number or they have a different one?

If they don't then I wonder if you could have an option to load a gr2 or and SH5gr2 the difference being one checks fr a magic number and the other doesn't. just hoping!
Every GR2 file has a magic number assigned to them.
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Old 05-04-12, 10:09 PM   #1185
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Default import --> .obj to GR2EditorViewer(TheDarkWraith)

Quote:
Originally Posted by TheDarkWraith View Post
Nope, I can handle real16's also I coded that in
-----------------


Thanks for the info friends!
Based on this information, I think that the import worked





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