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Old 07-25-20, 12:59 PM   #2476
AMZ
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Hello,

I read this thread with great interest, I want to express my admiration to everyone who has been involved in the development of TDW Editor:
TheDarkWraith, Madox58, skwasjer, gap, trumpteer ... ho sorry ... Privateer ...
Thank you for your excellent work.

After making some units for SH3 and SH4, I want to try modding for SH5. I have a good knowledge of 3D with Gmax and I also work on textures.

With TDW Editor I can open _.GR2 files
But I admit that the GR2 format for SH5 bothers me.
I want to find a tutorial from this great editor.
The most important point for me is being able to import / export 3D meshes ... but I can't find any of these functions in the Menu.

If a charitable soul wants to help me ... Thank you!
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Last edited by AMZ; 07-26-20 at 01:01 AM.
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Old 07-25-20, 04:10 PM   #2477
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Quote:
Originally Posted by AMZ View Post
With TDW Editor I can open _.GR2 files
But I admit that the GR2 format for SH5 bothers me.
I would love to find a tutorial from this great editor.
The most important point for me is being able to import / export 3D meshes ... but I can't find any of these functions in the Menu.

If a charitable soul wants to help me ... Thank you!
Unfortunately there is no tutorial or manual for GR2 editor, but if you'll have any problems with it I'll be happy to help and I'm sure others will too.

As for importing/exporting meshes:

1) Go into Bones tab and make sure Bones->Show is disabled:

2) Now go into Meshes tab, select mesh you wish to edit, and then you have options for export/import on the left:


Select "no" when prompted for strict/loose import. Strict import requires your new mesh to have the same number of vertices, so it's only good for small modifications to existing mesh.

GR2 Editor imports/exports to .obj format, since you modded SH3/4 you are familiar with it. It's rather strict with file format and depending on your 3D software, some errors might pop up. I can help with export/import options for Blender, but unfortunately I have no experience with Gmax.

Editor will be looking for 2 .obj files, one with your diffuse map and other with your AO map (you need to name files like: ShipName.obj and ShipName_AO.obj).
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Old 07-26-20, 01:15 AM   #2478
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Thanks for your help, kapuhy.
You are the Chief.
I just have to work !
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Old 07-28-20, 02:03 PM   #2479
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With just a little text editing of the obj files you can do a strict import
and get a much smaller file size.


Personally?
I use a script I wrote for 010 that looks at the new obj files and adjusts them for a strict import.
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Old 04-16-21, 12:05 PM   #2480
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Hi to all


After the first advice, and thank you for that, I thought I'd manage on my own, but I have some problems with the realization

I am coming back to you in the hope of having a solution.
My problem: Creating an earthly object as a characteristic Seamark
Example: a church, a bell tower, a lighthouse, etc.


Here are my questions:


1 - TDW editor for GR2 Files seems a great tool, but for lacking of information I am not an expert in its use.

Can we create from nothing, from zero
*. the skeleton bones and a hierarchy of these bones?
*. Initial parent with his own name then parentage for the Meshs (Diffus - AO) then Meshs Collision?
2 - I got around the No. 1 problem for my first realization by copying an existing object
Either in C:... / ... 'Silent Hunter 5 with TWOS'data-Terrain-Locations'CustomAreas-germany
The Church object: church. GR2 and associated .sim
Note: This one as is in the game, is not visible if placed with the mission editor ...
The 3D model is very far from the reference point, about 1 km after Gmax or Blender.
So with Blender I remade the church at the reference point, so that an placement in the mission editor corresponds to the place pointed and seen in the game, map or TAI .
Of course, I transcribed the exported files in .obj format using the Note Block.
I checked the correct transcription by importing and exporting again in the Wings3D editor.

Using TDW-editor, I imported the renamed files
Church_AMZ.obj
Church_AMZ_AO.obj
And Collision_ Church_AMZ.obj
They appear well at Zero Point ... It's ok.

But since this is a clone of the GR2 file with 3D replacement,
I decided to replace the names of the skeleton and bones, then the parents Meshs, in order to have the identifiers remapped. Not expert with the TDW, I did it using a Hexa editor.
Here's my second question:
*. Can we in TDW change the names of skeleton, bones etc?
*. In the same way for the Meshs, can we edit the names of the Parents masters?
Sometimes this is possible for certain filiations. ???
Not being a programmer, I just replaced Letters by Letters the name without changing the length of the GR2 file (Hexa).
Of course, I remapped the Church_AMZ.sim file accordingly.
The Church_AMZ.GR2 file thus modified opens correctly in the TDW, after having automatically corrected the byte counter ...
Control by opening everything in GobinEditor (_.GR2 and _.sim merge)
...
Everything seems correct!
I did a mission (MissionEditor) in order to have the visual in the game ... There's nothing???



Please, can you give me a thread where I could refer
Can you help me in my process

With all my gratitude.
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Old 06-01-22, 12:41 AM   #2481
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Does anyone know which files the GR2 Editor needs from SH5 to work without a current installation of the game?
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Old 06-05-22, 03:39 PM   #2482
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You only need to point it to where SH5 is installed if you need the textures to show.

Other then that it is a stand alone program.
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Old 06-06-22, 02:28 PM   #2483
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Working on a problem for Grenso, I came across something different.
I managed to get a 3D object imported to an GR2 that was done in version 1.1.1.265

I saved that import under a new name with version 1.1.1.454
when exiting? I was told the original GR2 was changed and did I want to save. So I did.

I opened the same file that I had not opened with 1.1.1.459 and then saved it with out doing anything.

I compared the files with 010 and I see a butt load of difference.

Not sure what this all means but it's interesting none the less.
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Old 06-08-22, 02:18 PM   #2484
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Editing of the exported obj files works fine with Blender and the import too. I found a simple way to import the files without any issues, even if this way takes some time and concentration.

I will check next time if this works with Cinema 4D in the same way or if it‘s with it more simple like with Blender.
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Old 06-08-22, 02:21 PM   #2485
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Cool!


I'm working on a new program I hope will solve a lot of issues in the future myself.
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Old 06-08-22, 02:26 PM   #2486
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Quote:
Originally Posted by Jeff-Groves View Post
I'm working on a new program I hope will solve a lot of issues in the future myself.
Until you are finished with this will Notepad++ my best friend.
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Old 06-08-22, 03:24 PM   #2487
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Quote:
Originally Posted by GrenSo View Post
Editing of the exported obj files works fine with Blender and the import too. I found a simple way to import the files without any issues, even if this way takes some time and concentration.

I will check next time if this works with Cinema 4D in the same way or if it‘s with it more simple like with Blender.
Quote:
Originally Posted by Jeff-Groves View Post
Cool!


I'm working on a new program I hope will solve a lot of issues in the future myself.
Quote:
Originally Posted by GrenSo View Post
Until you are finished with this will Notepad++ my best friend.
Are you guys talking about the issue of Blender-exported obj files not being managed by GR2 Editor?

If yes, besides this warkaround, another possible stop-gap solution is importing/exporting Blender-generated obj files in another 3D editing program.

Wings 3D is a good option as it is a free program, it doesn't take much disc space and it is easy to use. It has a con though. For some reason, it merges back hard edges split using Blender's edge split modifier.

Another free alternative is Softimage Mod Tool. By default it can't export obj files, but a obj exporter is available as a free plugin.

The third (and possibly the best) free option that comes to my mind is MeshLab.
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Old 06-09-22, 01:14 AM   #2488
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Quote:
Originally Posted by gap View Post
Are you guys talking about the issue of Blender-exported obj files not being managed by GR2 Editor?

If yes, besides this warkaround, another possible stop-gap solution is importing/exporting Blender-generated obj files in another 3D editing program.

Wings 3D is a good option as it is a free program, it doesn't take much disc space and it is easy to use. It has a con though. For some reason, it merges back hard edges split using Blender's edge split modifier.

Another free alternative is Softimage Mod Tool. By default it can't export obj files, but a obj exporter is available as a free plugin.

The third (and possibly the best) free option that comes to my mind is MeshLab.

Humans are creatures of habits.

I installed Blender extra for SH5 because I had small problems with Cinema 4D with the size scaling during import and export and I don't want to waste time to find the correct setting.


So, I don't want and need an additional 3D software. But thanks for your proposals.
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