![]() Those images to the right of it are the grid breakdown. In the bottom left we have the overall texture coordinate layout for subset 1. Those images to the right of it are the grid breakdowns. What we have is the overall texture coordinate layout in the topleft for subset 0. I asked the app to render texture coordinates 0 for subsets 0 and 1: In this screen shot I had the NRTW loaded up. If everything goes as planned I'll be patting myself on the back again Everything's looking good so far. I'm not one to plan, I shoot from the hip usually. I had about a month of planning of it and boy was I itchin to code. Rarely do I ever make something this slick This part I coded I had to pat myself on the back about. This will bring a new age to skinning in SH5 The texture coordinates now render a tiled image showing you the 'overall' texture coordinates layout and then it breaks those down into individual windows (those grids that have a valid face rendered in them). Bugs had to do with when the mesh had more than one subset and the first subset was disabled exceptions would be thrown. So previous restrictions apply when importing back into the GR2 file.įixed some bugs in the exporter. This is the first import style I coded (I'm still working on finishing the other importer). Still have to 'cut' the rendered texture coordinates into subdivisions for those who U or V value(s) exceed 1 or are less than 0. Double clicking the status bar at the bottom of the window sets the window back to it's default (starting) size (even if maximized).ĭouble clicking the rendered area of the rendered texture coordinates allows you to save the image. Unmaximizing the window now returns it to it's former state. I wasn't taking into account the possibility of V values exceeding 1 or being less than 0.ĭid some cosmetic fixes to the window(s) shown when texture coordinates are rendered. ![]() NSS_Uboat7b.GR2)įixed bugs in rendering of texture coordinates. You can still recompile if you want if you modify them.įixed problem with bounding sphere class that would prevent some units from loadingįixed problem in Mesh class that would sometimes prevent the chosen file from being loaded (i.e. Shaders precompiled now so app starts up quick. Once an object is locked the help screen will change. The help screen is dynamic based on what you are currently doing. It depends on which axis of freedom you have granted and which axis's aren't locked. Once the camera is 'locked' things change. To zoom hold right mouse button and move mouse forward/backward To pan hold middle mouse button and move mouse To rotate click and hold left mouse button, move mouse. This is because you are free to modify them at any time and recompile and use. Yes the tool always compiles the shaders at launch. So the problem is fixed and I'll have a new version out shortly So I said what if I call it again? I did and it worked. But for this sub and some others it fails on attempt. It's really not optimized but a cheap way to get DirectX to assign attribute IDs to each vertice. With every mesh that is made the final thing that is done to it is it gets 'optimized'. There are things that make you ho hmmm, and there are things that make you go hmmm even more. How to to rotate, zoom objects in viewer? I can't figue it out. Is it normal that the tool always compiles the shaders at launch?Īnyway I'm really impressed with your work, you sir are really talented. I'm sure I'm just missing something here. I can open the file in wings3d and then export to lightwave, which will then open the file. I can succesfully open "C:\Ubisoft\Silent Hunter 5\data\Submarine\NSS_Uboat7b\Submarine Parts\Conning_7B_02.GR2"Īlthough I'm not able to import it into lightwave. "c:\Ubisoft\Silent Hunter 5\data\Submarine\NSS_Uboat7b\NSS_Uboat7b.GR2 closed" ![]() GR2 editor showes "Loading." for aprox 5 sec then writes So I tried to open :\Ubisoft\Silent Hunter 5\data\Submarine\NSS_Uboat7b\NSS_Uboat7b.GR2 ![]()
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