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Old 10-19-11, 04:51 PM   #121
Will-Rommel
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Keep going TDW! Indeed too few people are participating along in this project, but i'm quite positive it's by lack of a solid technnical base rather than lack of interest (number of views this thread has says so)

I have really basics knowledges in programming languages so i follow this analysis with appetite, but i must confess i can't quite follow along with all the hex references. I'm just not there yet.

You guys rock!
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Old 10-19-11, 05:32 PM   #122
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well the Undine shot every assumption of the GR2 file out of the water that I had made. I had to basically do a total rewrite of the importer (and I still have more work to do on it - I have to recode the reading of the exporter info and additional strings and extended data) It's ok, everything works great now. I learned alot from 'reading' the pointers of the Undine's GR2 model. If pointers come before data then everything changes, and I mean everything. There are more pointers referencing other pointers which made it cumbersome to decode. There is more work to do on it but coming along nicely.

This new version will read the undine and the subs no problem now

http://www.gamefront.com/files/20905...v1_0_103_0_zip

If you want to see what's going on under the hood run the DbgView app before starting this app (you can find DbgView in my UIs mod in \data\Applications). When I say under the hood I mean basically a complete file map of the file. It will tell you every address it reads and where it's reading it from the file.

There is a folder made in app path\ called GR2Testing that will contain the pointers decoded in a text file for each GR2 file read. The pointers are currently only for section 0. For those interested it can make for some interesting reading.

Let me know of any problems

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Old 10-19-11, 06:07 PM   #123
Kaicokid
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In a nutshell TDW,does this mean that modding harbours ,subs, introducing the missing larger German subs etc.will now be possible?
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Old 10-19-11, 08:29 PM   #124
TheDarkWraith
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Quote:
Originally Posted by Kaicokid View Post
In a nutshell TDW,does this mean that modding harbours ,subs, introducing the missing larger German subs etc.will now be possible?
I'm nowhere close to having an exporter done. Still getting the importer to work properly. There are still some GR2 files it can't read yet. Have to open them up in Visual Studio so I can step through the app and see what's going on.
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Old 10-19-11, 09:22 PM   #125
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OK, very good.Keep up the GREAT work.Thanks.
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Old 10-20-11, 01:37 AM   #126
TheDarkWraith
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new verison released. You can find at bottom of post #1.

Fixed problem with Bones treeview checkboxes
App can now handle GR2 files with multiple models
Re-coded the exporter info section
Finished the ArtToolInfo:ExtendedData names
Added DiffuseColor0 to known names
Still isn't able to open all GR2 files. Still working out the bugs
Still haven't coded the textures or materials yet.
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Old 10-20-11, 10:27 AM   #127
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It will be possible to add crew to all AI submarines when submerged?
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Old 10-20-11, 11:46 AM   #128
TheDarkWraith
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Quote:
Originally Posted by Antar View Post
It will be possible to add crew to all AI submarines when submerged?
Not following what you're asking
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Old 10-20-11, 01:40 PM   #129
TheDarkWraith
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new version released. v1.0.125.0 available at post #1. This version fixes some minor errors I noticed. It also now reads the textures and builds them.

Still can't display the 3D model with textures until I finish the materials. Working on that now.

EDIT: forgot to test that version on the Undine. As expected it had problems. Pointers coming before data doesn't matter that much with textures. v1.0.127.0 released to fix this.

Last edited by TheDarkWraith; 10-20-11 at 02:18 PM.
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Old 10-20-11, 02:49 PM   #130
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great work TDW Well Done
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Old 10-20-11, 04:07 PM   #131
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Nice work.
Check the Bunker.gr2
Your getting a mess on the lipituri mesh for some reason.
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Old 10-20-11, 04:23 PM   #132
TheDarkWraith
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Quote:
Originally Posted by privateer View Post
Nice work.
Check the Bunker.gr2
Your getting a mess on the lipituri mesh for some reason.
I'll look into it.

Just finished coding the reading of the materials. Now I just have to adjust the mesh's render function for this new way of materials.

Version 1.0.136.0 released. Let me know if it's not reading any textures/materials/or maps of materials correctly


Where is the bunker GR2 file located?

EDIT: nevermind. Found it. Also just spotted a problem with new version. download on hold....
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Old 10-20-11, 05:15 PM   #133
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v1.0.142.0 released. The problem with v1.0.136.0 was I thought that the materials were laid out sequentially in the file (along with their map references). Turns out to not be the case. Thus I had to add a flag to the map reference class. This flag denotes whether it's map reference was found or not. After the app loads all the materials it goes back and verifies those with maps have all their map references defined. If not, it searches for them to define them. Saw this problem using the bunker.GR2.

Now I'll look into this bunker problem Privateer spoke about
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Old 10-20-11, 05:33 PM   #134
TheDarkWraith
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ok I see the problem with the bunker item. Once again another assumption I made is blown out of the water I assumed that the vertex component names I've found so far apply to a certain item - position, normal, tangent, etc. Turns out those names can be applied to anything. This causes problems with my app and thus you get the shredded mesh.

I'll have to fix
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Old 10-20-11, 05:48 PM   #135
THE_MASK
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I cannot open the GR2 file
Silent Hunter 5\data\Library\undersea
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