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Old 02-14-12, 02:45 PM   #601
TheDarkWraith
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Originally Posted by BIGREG View Post
that work into 3Dwings ,but i don't understand why not with 3DSMax
Not sure. 3DS Max has a steep learning curve to use and quite frankly turned me off from it. It was too cumbersome to do simple little things so I found Wings3D and use it almost 95% of the time for any 3D modelling work that I need to do.
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Old 02-14-12, 02:51 PM   #602
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Originally Posted by Vanilla View Post
Second minor issue: when editing position data (double clicking in the bone viewer) when trying to enter leading '-' for a negative value gives 'invalid entry. Try again.' though the '-' still appears no problem, the same goes for pressing backspace trying to delete it. This doesn't happen in the bone creation dialog.

Can we get a bone delete and copy functions any soon?
I'll update the error checking for the entering of the position, rotation, and scale/shear data on the bone editor page to remove this minor annoyance.

Bone delete and copy functions will come after the adding of new bones works 100% for all files. Everything relies on the code the adding of new bones is using. If that code is not correct then nothing will work correctly. The main part of that code is the updating of all pointers and datatype definitions. This is the most critical part of the code and what is failing currently with Waypoints_Room_QR1. The reason it's failing is because of the linked list. There is a space of 0x4 bytes between two objects read in (where one ends and the next begins in the file). I have to figure out why that 0x4 byte space exists as it shouldn't.
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Old 02-14-12, 03:10 PM   #603
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Youpi ! it was my fault, everything works perfectly
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Old 02-14-12, 03:15 PM   #604
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The reason it's failing is because of the linked list. There is a space of 0x4 bytes between two objects read in (where one ends and the next begins in the file)
Sometimes just writing your thoughts sparks answers/clues...I think I have a solution to this problem...making changes...
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Old 02-14-12, 03:23 PM   #605
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A view in 3DSMax

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Old 02-14-12, 03:36 PM   #606
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A view in 3DSMax
Glad to hear you got it working

Any changes you make you should be able to import back into the GR2 file (verticies count must stay the same with the current importer I have enabled). Then fire up the game and see what happens
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Old 02-14-12, 04:00 PM   #607
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Ok,i have try just open the radar mesh , without any change and when importing into the editor, it lacks a name ?
I have try with Wings idem



But,all works fine just after export/import without opening it
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Old 02-14-12, 04:01 PM   #608
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Ok,i have try just open the radar mesh , without any change and when importing into the editor, it lacks a name ?
I have try with Wings idem

I'll try it also...give me a few...
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Old 02-14-12, 04:04 PM   #609
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I exported the radar and then re-imported back with no problems. Sounds like 3DS Max changed some things (names) in the OBJ file. Can you send me the OBJ file created by 3DS Max?
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Old 02-14-12, 04:27 PM   #610
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Voila : http://dl.dropbox.com/u/8655607/Radar.obj
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Old 02-14-12, 04:50 PM   #611
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You sure that's the file made by 3DS Max? It has my header in it

I WinMerge compared them and they are identical to what I exported for the rader mesh. Should import with no problem. Maybe 3DS Max changed the .mtl files? Can you send me those?
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Old 02-14-12, 04:56 PM   #612
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Voila : http://dl.dropbox.com/u/8655607/Radar.mtl
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Old 02-14-12, 05:09 PM   #613
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I replaced the Radar files in my export folder with the two you gave me links to and I was able to import the radar without error Why are you getting errors?

I do see that 3DS Max put the full path to the mtl files in the .mtl file. I'll have to look for that and correct it.
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Old 02-14-12, 05:28 PM   #614
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Sorry i think i have upload not the good radar mesh

Here the exported from 3DSMax :

Mesh : http://dl.dropbox.com/u/8655607/Radar.obj

Mtl : http://dl.dropbox.com/u/8655607/Radar.mtl
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Old 02-14-12, 05:36 PM   #615
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Originally Posted by BIGREG View Post
Sorry i think i have upload not the good radar mesh

Here the exported from 3DSMax :

Mesh : http://dl.dropbox.com/u/8655607/Radar.obj

Mtl : http://dl.dropbox.com/u/8655607/Radar.mtl
That's better. Now I see what's going on. Here is the start of the OBJ file from 3DS Max:

# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
# File Created: 14.02.2012 23:20:53
mtllib Radar.mtl
#
# object Radar_subset0
#


Here is the start of the OBJ file exported by the app (following the OBJ format rules):

# Exported by GR2Editor/Viewer v1.1.46.0
# Exported from GR2 file C:\Ubisoft\Silent Hunter 5\data\Submarine\Common\Rooms\Room_QR1.GR2
#
mtllib Radar.mtl
o Radar

3DS Max is not following the OBJ file format rules The problem is 3DS Max does not write 'o Radar' in the start of the OBJ file.

I just also noticed that it put both subsets in the same file as two different objects. Something that will totally screw up my importer.

Just noticed this also from the 3DS Max file:

g Radar_subset0
usemtl various_metals_wood_04
s 1

what is s 1? I never saw that in the OBJ file format documentation

I'll have to think about how to fix this...

Last edited by TheDarkWraith; 02-14-12 at 05:48 PM.
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