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03-20-12, 06:17 AM | #1036 |
Lieutenant
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@TDW,
When I was working on the waypoints last night (actually when I was in the shower this morning thinking of the waypoints I was working on last night) one thing came to mind: would it be to much to ask if you can implement 'incorporate offsets' in the editor? Let me explain what I mean: fine-adjusting a waypoint for animation to play properly on it is way faster when using offsets in the waypoints_info_*.txt, but when you're satisfied with how the waypoint is positioned the offsets transfer into GR2 is rather cumbersome, I use OpenOffice Calc sheet where I write waypoints coordinates, then I write offsets there, do addition, then open the waypoint in the Editor and copy-paste the values, then I edit waypoints_info to zeroize the offsets. There is a huge room for an error as you can see. It would be much easier if we could just press 'Incorporate offsets', the editor would take offset values from the waypoints_info file adjust (x,y,z) of the respective waypoint and then zeroize the offset values in the waypoints_info. |
03-20-12, 06:48 AM | #1037 | |
Navy Seal
Join Date: Jan 2011
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Quote:
I am highly interested in your work and I would be glad to help you with the graphical part of it. Too bad, I am currently involved in some other projects, not to mention the usual real life routine. Once I'll get time I'll inform you, just in case you will be still in need of help! @TDW If only I could understand half of the features of your GR2 Editor, I am sure I would tell you: "brilliant work, as usual!" |
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03-20-12, 02:57 PM | #1038 |
Grey Wolf
Join Date: Oct 2005
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Hi All
Long work day, today Thank you both For Vanilla: Ok, I will continue on the conning tower I have just to redo the needles size and buttons location and the conning_room.GR2 edition for me will be finished Thank TDW For GAP: Ok, as soon as you're "available" (disponible), send me a PM other if you want the Conning tower with the new textures ( 30 textures (diffuse&Bump) will just used for this room ) Annuler les modifications
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~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
03-20-12, 03:36 PM | #1039 |
Lieutenant
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I just managed to screw a gr2 with the Editor. Stupid me haven't done a back-up. I cannot say exactly how I did it since I knew it had been screwed only after trying to re-open it. Here is how I did it.
1. Opened up Submarine/Common/Rooms/Waypoints_Room_QR2.gr2 2. Selected first bone from the stern (this one was made by me) 3. Cloned it. 4. Selected second bone, this one is stock (SQ_SQ_WP02_DOOR), cloned it. 5. Selected third bone (SQ_SQ_WP03_DOOR stock as well), tried to clone. It gave me an unhandled exception error. Then I, if I remember correctly, saved the file, reopened it no prob. Repeated cloning for all the bones, renamed them, saved the file. Then when trying to open it failed. I'll try to reproduce. Stupid me have to re-do the file from scratch again. |
03-20-12, 03:48 PM | #1040 |
Lieutenant
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One more screwed file, this time I was creating bones. I created all no problem and saved the file, but the last bone was somehow screwed, file cannot be open. I'll explore more.
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03-20-12, 04:05 PM | #1041 |
Lieutenant
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Ok, it happens when several bones created in one go. Do this:
1. Open /Submarine/Common/Rooms/Waypoints_Room_QR2.gr2 2. Go to 'Bones' tab, select 'Skeleton' there 3. Do File-New-bone. 4. Choose 'Waypoints_Room_QR2' as a parent. 5. Create bone (see parameters below). 6. Repeat 1-5 for the other bones. 7. Save 8. Close 9. Try to open - error here are the parameters (notice: the first and the last bones have rotation: x 0, y 1, z 0, w 0, the last number is LOD error) Code:
X (red, Right+, Left-) Y (green, Up+, Down-) Z (blue, Bow+, Stern-) X Y Z W SQ_BED_stern_upper_left 0,03 0,008581 -0,074704 0 1 0 0 1,330672 SQ_BED_stern_lower_right 0,097 -0,018419 -0,067704 1,330672 SQ_BED_bow_upper_right -0,021608 0,008581 0,155067 1,330672 SQ_1_Door_DER 0,007928 -0,015955 -0,25 0 1 0 0 |
03-20-12, 04:18 PM | #1042 |
Lieutenant
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This happens when third (or fourth, etc.) bone is added to a file which has two new bones already. I am sure that it is an issue of latest versions, since I have many files with more than two bones added.
One more thing, the Editor crashes on exit for me (Windows 7) |
03-20-12, 04:31 PM | #1043 |
Grey Wolf
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[Quote :] One more thing, the Editor crashes on exit for me (Windows 7)
Idem
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~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
03-20-12, 05:36 PM | #1044 |
Stowaway
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For people extracting meshes for use in earlier versions of SH?
You'll have a problem or two. Y needs to be negated and the textures will need to be flipped top to bottom. |
03-20-12, 10:52 PM | #1045 |
Ocean Warrior
Join Date: May 2005
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Here too!
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
03-21-12, 02:26 PM | #1046 |
Black Magic
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I can't get it to crash
I've been writing the code needed to read the trackgroup and animation data. Finished the trackgroups light night and should be finishing the animation today. This doesn't mean I can read animations, this means I'm reading the animation curve data (whatever that is). Looking into problem with bones. Haven't found anything yet that would cause the problems Vanilla was having. |
03-21-12, 03:36 PM | #1047 |
Ocean Warrior
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Any news on new Material issue?
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
03-21-12, 03:39 PM | #1048 | |
Lieutenant
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Quote:
Let me send you a modded file, you try to clone a bone in it and let's see if it gives an error for you as well. Shall we? |
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03-21-12, 03:46 PM | #1049 |
Lieutenant
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PM's sent
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03-22-12, 08:16 PM | #1050 | |
Black Magic
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Quote:
UNTIL I RELEASE A NEW TEST VERSION DO NOT ADD ANY NEW BONES! THE APP IS FLAWED CURRENTLY WITH THE ADDING OF THE NEW EMBEDDED STRINGS FOR THE NEW BONES. Now that the problem is fixed in the upcoming test version you can add unlimited number of bones without problems. I've added 20 new bones to every test file and saw no problems (before the fix once I added the 5th new bone the app would fail). The problem was the new embedded string pointer was not being adusted for the bone size. This resulted in the embedded strings being written in incorrect places and usually overwriting other embedded strings. Once an embedded string was written at an offset < startofdataoffset2 the app would fail (and rightly so!) I'm now verifying that the adding of new materials doesn't have this problem |
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