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11-22-11, 04:49 PM | #241 |
The Old Man
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Hope you include a Undo button option.
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11-22-11, 05:06 PM | #242 |
Black Magic
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11-22-11, 09:48 PM | #243 |
Black Magic
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now since we can edit a bone's position, orientation, scale, etc. I should tell you all about the flags property of the bone. The flags property is a bitarray and has (that I know of) 3 bits:
bit 0: defines whether the bone has position data or not bit 1: defines whether the bone has rotation data or not bit 2: defines whether the bone has scale/shear data or not if bit 0 is high (value of 0x1) then the bone will use the position data it has. If it is low then it defaults to 0,0,0 for position. Even if the bone has position data if this bit is low then it will ignore it. if bit 1 is high (value of 0x2) then the bone will use the rotation data it has. If it is low then it defaults to Quaternion.Identity. Even if the bone has rotation data if this bit is low it will ignore it. if bit 2 is high (value of 0x4) then the bone will use the scale/shear data is has. If it is low then it defaults to Matrix.Identity. Even if the bone has scale/shear data if this bit is low it will ignore it. You can 'combine' bits to use more data. i.e: bits 0 and 1 enabled (value of 0x3) will cause the bone to use it's position data and rotation data but ignore it's scale/shear data (scale/shear will be set to Matrix.Identity). Took me some time to figure this out about the Granny bones. |
11-23-11, 01:44 AM | #244 |
Black Magic
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wrote the mesh 'deformer' code. Now just have to make a UI for it like the bone's have. Also have to make a UI for the model(s) so that they can be edited (position, rotation, and scale/shear data)
Changed the way the mesh's vertex format is defined. I had it locked (hard-coded) at position | normal | texture1 but now it's dynamic (had to do some reading to figure out how I could make it dynamic). A fvf is defined based on the vertex names read in and the mesh is created with that fvf as the vertex type. After the mesh is created I just lock the vertex buffer and fill in the 'missing' data based on the mesh's vertex format which is fvf (GraphicStream objects rock - first time to use that. Because of it I didn't have to define any structures for the fvf ). I've been wanting to make the mesh's vertex format dynamic for a long time but just didn't have the knowledge of how to do it until now. Now that the mesh's vertex format is defined dynamically I can start coding in shaders. |
11-23-11, 06:00 AM | #245 |
Lieutenant
Join Date: Nov 2006
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It's not yet possible to add bones, is it ?
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11-23-11, 08:11 AM | #246 |
Black Magic
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11-23-11, 08:19 AM | #247 |
Admiral
Join Date: Mar 2007
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I think this is one of the most important thread for Silent Hunter 5 , Well done TheDarkWraith
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What we do in life echoes in Eternity |
11-23-11, 08:43 AM | #248 | |
Navy Seal
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Quote:
I just look for these - and hope not to see many of these |
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11-23-11, 01:28 PM | #249 |
Black Magic
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v1.0.402.0 released. See post #1
You can now double click a mesh in the Mesh tab to edit it. When you do it will bring up a new window that will let you specify position, rotation, and scale/shear. You can also edit it's extended data. Realize that meshes don't have this position, rotation, and scale/shear data in GR2 files. I 'gave' them this so that we can reposition, scale, and rotate them. This would be why when you first go to edit a mesh you'll see values that don't appear correct. When you change the mesh's position, rotation, or scale/shear the mesh will be 'deformed' by my deformer code and you'll be able to instantly see the change on screen. As the meshes in SH5 are pre-positioned this is the only way we can 'move' meshes around in the SH5 GR2 files. The value last input by user will be shown when you go to edit it again (so you can use the inverse of the value to move it back to it's original position). The mesh changes are currently not written to the file, the extended data for it is though. Reason for this is I want people to test it to ensure it's working correctly before committing the mesh changes to the file. For a little fun open up the King George V GR2 file. Go to the Mesh tab and double click King George V hull. Double click the scale property. For M11 change the value to 2.0. Now that's how the King George V hull should look like (a REAL battleship!) I'm going to add something to the effect of a global change to allow you to 'edit' all meshes at once (say you want to move/reposition/scale the entire model at once) Last edited by TheDarkWraith; 11-23-11 at 01:46 PM. |
11-23-11, 02:03 PM | #250 |
Admiral
Join Date: Mar 2007
Posts: 2,200
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Hello, can you tell me please where to click to see the King George V ?, I click on the mesh tab but nothing is there , thank you
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What we do in life echoes in Eternity |
11-23-11, 02:33 PM | #251 |
Ace of the deep .
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Nice work
I downloaded GR2EditorViewer_v1_0_402_0 Dont know really what i am doing . I opened the undersea GR2 and edited the meshes scale for the rocks to 3 . I can see the larger rocks in the viewer ok . When i exit out of the viewer and then open up undersea again the GR2 file is the vanilla size again . 1.5 looks nice for the KGV hull . If i try to open NBB_Nelson the message says Name was not found for mesh in pointers . |
11-23-11, 06:01 PM | #252 | |
Stowaway
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11-23-11, 06:01 PM | #253 | |
Black Magic
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Right now you get to safely 'play' and experiment with them I am going to change the way you input rotations. Most, if not all, don't know what a quaternion is or how to specify rotations with it. I'm going to make it the standard pitch, yaw, and roll so it will be much easier to rotate meshes and bones. I'll look into the NBB_Nelson and see what's going on. |
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11-23-11, 06:42 PM | #254 |
Black Magic
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This was a good find My parser set the pointer type for strings with the first character of '_' as the wrong pointer type. It has been corrected and the NBB_Nelson now loads correctly without error Will be available in next version.
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11-23-11, 06:53 PM | #255 |
Ace of the deep .
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I opened up C:\Ubisoft\Silent Hunter 5\data\Terrain\Textures_and_Vegetation\0.Taigas and Dry Lands\vegetation GR2 .
I was looking at the Tree 1 Mesh extended data . Displacement Max Triangles . Tried changing this value from 10000 to 5000 but ctd . |
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