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Old 03-08-12, 10:49 PM   #856
TheDarkWraith
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test version 1.1.92.0 available here: http://www.mediafire.com/?qdd696490j46bxb

fixed bug of direct input still enabled when app is not focused and/or minimized
Finished Materials treeview
Added ability to change Material's texture. In the Materials tab in the materials treeview, if the 'Texture: x' is checked and you double click it you can select the new texture. If it is not checked then it will display the current texture

Next I'll work on ability to change material's names

You all now have the ability to create clones and change the textures used for those clones. I hope to see some new clone units soon

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Old 03-09-12, 12:35 AM   #857
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Great !
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Old 03-09-12, 01:46 AM   #858
TheDarkWraith
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test version v1.1.93.0 available here: http://www.mediafire.com/?1mimr4fuyjwkjwh

Fixed bug of when texture going to be changed for a material the app was not reporting all the materials and meshes that would be affected
Fixed bug of mesh's materials (in the meshes treeview) were not being updated with the texture changes (all those that were affected)

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Old 03-09-12, 09:43 AM   #859
KarlSteiner
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Quote:
Originally Posted by TheDarkWraith View Post
I'll have a solution for 3DS Max here soon. I have to because the majority of people use it for 3D modelling

I just have to sit down and think about how I want to implement it. Rushing things never produces good results.
Hi TDW,

I am happy to see that good boys like you and the others (as testers) have the genius and the power to do this great work, thanks so much!

Working on modding in lowploydesign since the times of 3dsm4, I think to give out my models stored for SHIII, if it is possible in the future for me as an simple modder.

Best regards and good work.


Last edited by KarlSteiner; 03-10-12 at 04:02 AM.
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Old 03-09-12, 01:25 PM   #860
BIGREG
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Hi TDW

I just tried your new version v1.1.93.0
So I rename the texture labels for the TDC and replace also with the same texture name the maps and books texture (to use a single texture for both)
In the editor: OK work great
In goblin: No texture
In game : crash -> exit to windows in savegame loading process
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Old 03-09-12, 02:22 PM   #861
TheDarkWraith
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Quote:
Originally Posted by BIGREG View Post
Hi TDW

I just tried your new version v1.1.93.0
So I rename the texture labels for the TDC and replace also with the same texture name the maps and books texture (to use a single texture for both)
In the editor: OK work great
In goblin: No texture
In game : crash -> exit to windows in savegame loading process
Can you send me your GR2 that you changed the texture on? I'd like to see what Goblin is doing that is causing no textures
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Old 03-09-12, 03:42 PM   #862
BIGREG
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Here the file : http://dl.dropbox.com/u/8655607/CT%20room%20TDC.zip
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Old 03-09-12, 04:30 PM   #863
TheDarkWraith
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Originally Posted by BIGREG View Post
Okay, just I thought:



This is your modified Room_CT in Goblin rendered with textures It works.
Looking at the texture you made and comparing my app to what Goblin rendered (which are the same) it appears you singled out the books on the shelf, no (the ones with the flourescent green highlight on them)?

There are some 'rules' that you cannot break about the game:
- all textures must be located either in the unit's folder or either in \data\Textures\TNormal\tex or \data\Textures\TLowRes\tex. Those are the only places textures can reside. All I did was take your texture dds file and place in \data\Textures\TNormal\tex. What you need to do is revise your GR2 file to point to a texture file in one of the two textures folders

You more than likely got the CTD because the game couldn't find the texture for Room_CT (because of where you had it - the path specified in the GR2 file is not valid)

Last edited by TheDarkWraith; 03-09-12 at 04:44 PM.
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Old 03-09-12, 04:49 PM   #864
BIGREG
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Damage. I wanted to make a special folder for the modified textures

And thank you for the improvements, it is now a piece of cake
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Old 03-09-12, 04:59 PM   #865
TheDarkWraith
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Quote:
Originally Posted by BIGREG View Post
Damage. I wanted to make a special folder for the modified textures
Make a JSGME mod out of it. Make a folder in the MODS folder called Modified_Textures or something. Create the necessary folders (data\Textures\TNormal\tex) in the mods folder and place the modified textures in \tex. Then just enable the 'mod' when you are testing or want to view the textures in Goblin This keeps the modified textures in one place and allows for easy addition/removal.
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Old 03-09-12, 05:01 PM   #866
BIGREG
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Merci , that work one texture optimised
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Old 03-09-12, 05:48 PM   #867
Ekmek
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Can the editor read generic gr2's yet?
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Old 03-09-12, 05:57 PM   #868
TheDarkWraith
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Quote:
Originally Posted by Ekmek View Post
Can the editor read generic gr2's yet?
I have it locked to a specific kind of GR2 file still - the SH5 'kind'
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Old 03-09-12, 06:07 PM   #869
BIGREG
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TDW , Have you tried in the game I always a return to desktop
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Old 03-09-12, 06:13 PM   #870
TheDarkWraith
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Quote:
Originally Posted by BIGREG View Post
TDW , Have you tried in the game I always a return to desktop
Did you modify the GR2 to point the texture to a valid place?

I edited your GR2 file to point to \data\Textures\TNormal\tex. Tried to load game selecting a historic mission - got a strange error "this instance doesn't have a name"...trying to figure out what this means

Last edited by TheDarkWraith; 03-09-12 at 06:32 PM.
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