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Old 07-07-12, 04:46 PM   #1561
Madox58
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Quote:
SH5/Goblin do not like a mesh material binding that isn't being used. If it's not referenced in the primary topology then you will get a crash.
Not to sound like an Ubi basher................

But WTF Guys???
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Old 07-07-12, 04:49 PM   #1562
Madox58
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Quote:
Originally Posted by TheDarkWraith View Post
True, it should automatically do this. But in trying to keep the app as generic as possible I decided not to implement this. While the app is locked to only SH5 files currently I don't plan on keeping this lock indefinitely.
OK. I can agree on this point, at this time.
However, even locked to SH5 files it should be able to do the follow up and remove?
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Old 07-07-12, 04:58 PM   #1563
Madox58
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OK.
I'll go back to the obj import issue as that is a most important area for the future.

I don't have your code but I know the issue well.
You are seeking the o and g in a set place.
That is no longer a valid standard.
What most programs look for is the start of the verts.
No o needs declared and is overlooked.
Take a simple export useing S3D that IS what everyone is going to use!

# Obj-exporter - version 1.4.3 - 8/5/2009 - © 2001-2009 skwas
#
mtllib ./NBB_KGeorgeV.mtl
g NBB_KGeorgeV
# object 'NBB_KGeorgeV'
#
v 0 1.00353 9.0781

You see the problem right off the bat don't you?
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Old 07-07-12, 04:59 PM   #1564
BIGREG
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For now, I cheat a little with the Room_CT.GR2
I have "recovered" by resoldering the meshes objects, on the meshes: CT_body (stair, table, base of the periscope, TDC, support sticla, chepeng)
result:
- 6 meshes collected (All are controllable with. Sim, and can have special effects (light, transparent ...)
- A single mesh CT_Body , with all the objects divided into subset (currently I'm at 27)
- A single texture for ambient occlusion (much easier to export) (two additional textures were used, just for the grids of lamps (support_sticla and this one have a diffuse map for the AO ) and one for the chepeng)
Oh ! UBI guys !

Edit :i can already make something great, with the "empty" meshes (lights bulbs,knobs etc), But,6 Meshes is not enought to redo all (torpedos doors knobs/lights indicators etc..),
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Last edited by BIGREG; 07-07-12 at 05:11 PM.
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Old 07-07-12, 05:09 PM   #1565
Madox58
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A non-standard GR2 seems to work in Game but I haven't got that far yet.
I'm trying to get a new Unit built and haveing problems that will put off many Modders.
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Old 07-07-12, 05:17 PM   #1566
BIGREG
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an other problem, you need to add subset by subset, if you add 2 subsets in one time, when importing into the editor ,this going to crash

Edit : ... and not forgot to redo the same modification on objet_AO (it must have the same number of vertices/faces) and use only one texture for the AO

Re edit: For have the good AO rendering in editor after an import,you need to import two time the mesh (other the AO is not good render in editor)
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Last edited by BIGREG; 07-07-12 at 05:52 PM.
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Old 07-07-12, 05:25 PM   #1567
TheDarkWraith
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Quote:
Originally Posted by privateer View Post
OK. I can agree on this point, at this time.
However, even locked to SH5 files it should be able to do the follow up and remove?
I can use some conditional compiling to accomplish this yes.

Quote:
Originally Posted by privateer View Post
OK.
I'll go back to the obj import issue as that is a most important area for the future.

I don't have your code but I know the issue well.
You are seeking the o and g in a set place.
That is no longer a valid standard.
What most programs look for is the start of the verts.
No o needs declared and is overlooked.
Take a simple export useing S3D that IS what everyone is going to use!

# Obj-exporter - version 1.4.3 - 8/5/2009 - © 2001-2009 skwas
#
mtllib ./NBB_KGeorgeV.mtl
g NBB_KGeorgeV
# object 'NBB_KGeorgeV'
#
v 0 1.00353 9.0781

You see the problem right off the bat don't you?
I see it. I can work with object x instead of o x. Something has to be there though to denote the subset name, I don't care if it's object or o or blah or whatever. I'll update the importers

Quote:
Originally Posted by BIGREG View Post
an other problem, you need to add subset by subset, if you add 2 subsets, when importing into the editor ,this going to crash
Can you give me files that I can test this with in VS 2008 so I can see why?
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Old 07-07-12, 06:04 PM   #1568
BIGREG
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Yes,i go to make one
But i need time to do that ... Normal+AO to redo
(i go to dettach as new subsets the guns and the helmets in the conning tower to test and for progress ...)
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Old 07-09-12, 03:04 PM   #1569
Madox58
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I see one of the problems on importing new meshes useing the loose import function.

(The loose import is the function needed to create new Units from say Units exported from SH3/4 useing S3D)

It's a matter of breaking up the texcoords to match the verts count to put it simply.

Texcoords don't need to match the indices count, only the vertices count.
The normals also need to match the vertices count.

I'm not sure how your doing the loose conversions but the numbers show alot of overhead.

For normals? I'd compute the Vertices normals not the faces normals.
Then the numbers will match.

Breaking up the texcoords to match I'm studying right now.
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Old 07-10-12, 03:08 PM   #1570
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Managed to pull some trickery to get this............

Goblin screen shot


In Game Museum screen shot


The sim is not adjusted that's why it's sinking.
It's a quick import of the Type 14 hull to the AI Type IIA GR2 file.


Test mission screen shot (Note it don't sink but don't move because sim has not been adjusted along with other stuff)


GrannyViewer (Note the stats for indices and such)


The trickery was useing several different programs to get the obj files to a state where TDW's Tool imported it with NO problems!
One thing I did was use the same texcoords for the AO texcoords.
This is OK for now as at lest it shows in Game and does not crash anything.

I had to spend alot of time hand editing the files also.
This can be corrected in several ways of course.
Re-code the program I used to out-put the obj files so the files don't need edited,
write a seperate program to do the editing after exporting them,
TDW could re-code how he reads the obj files.
(Thus getting rid of options one and two)


To read the original out-put files the importer should look for V then VT then VN then the F and place them as needed.
This allows importing nearly every type obj file out-put by any program I've ever tested.

What this boils down to is, importing and createing NEW Units in GR2 format is possible right now.
Alot of work, YES, but do able with a few adjustments here and there.

Last edited by Madox58; 07-10-12 at 07:21 PM.
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Old 07-10-12, 08:16 PM   #1571
gap
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This has to be the first GR2 unit imported in game... no words but THANK YOU Privateer, TDW, and all the beta testers who are making this possible!
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Old 07-10-12, 08:29 PM   #1572
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This test import proves many things.

1. TDW's application works IF the files are pre-processed correctly.
2. Alot of work needs to be done to the files before importing to get the same results unless there's some changes in TDW's importer.(Minor code work)
3. You'll need to have excellent UV mapping! So far I have NOT been able to get a different UV map for the AO mapping so I cheated and use the same mapping as channel one.(further testing is still in progress)

4. It proves the most important thing needed. Co-operation amoungst many! I may be a Richard and you may not like me. But RESULTS are all that matter!

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Old 07-10-12, 08:41 PM   #1573
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Quote:
Originally Posted by privateer View Post
4. It proves the most important thing needed. Co-operation amoungst many! I may be a Richard and you may not like me. But RESULTS are all that matter!
Second that
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Old 07-10-12, 11:32 PM   #1574
TheBeast
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Default TYp-II Interior

I was thinking about starting a import of the Typ-II Interior by Tomi_99. Is this application's progress far enough along to start a project of that scale?
If so, I am certain the 3D Models will need some adjustments/scaling. Maybe privateer can assist.

Regards!
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Old 07-11-12, 02:33 AM   #1575
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Wow! Glad to see there's progress being made. Thank you for your hard work, privateer and TDW!
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