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How to edit Sacred 2 gr2 files?


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iandave, which GR2 file are you trying to import?

Is it a specific one from Ice & Blood?

 

If yes then I can't help you, if no then I'll try to do the same.

 

ps. Here's a little quick hack (meant as a teaser):

 

big_0002.jpg

 

(Note the name of the image.. ;-)

Edited by Pesmontis
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I really dont understan! when I try to import smd (the enforcer boots) using "Johnny's Workshop - SMD importer for 3DSmax9" the mesh is so ugly and the bones are too small ,its like a very very little square..and only one bones.the original enforcer boots have 86 bones in grannyviewer but my exported gr2 only have 1 bone..I test it ingame the boots are not moving,,hahaha...very funny,,..I have no smd impoter that works...can any give me a link for 3dsmax7/8 not 2008..ill try to download it now.......

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I really dont understan! when I try to import smd (the enforcer boots) using "Johnny's Workshop - SMD importer for 3DSmax9" the mesh is so ugly and the bones are too small ,its like a very very little square..and only one bones.the original enforcer boots have 86 bones in grannyviewer but my exported gr2 only have 1 bone..I test it ingame the boots are not moving,,hahaha...very funny,,..I have no smd impoter that works...can any give me a link for 3dsmax7/8 not 2008..ill try to download it now.......

 

I got all bones correctly when using it with 3dsmax2008, although everything is upside down first. :whistle:

 

I did however get a dev.message from grnreader98 1.4.0.3 debug when exporting it:

 

"The triangles' indices dont start at zero"

 

Maybe you want to check on that, pedro.

 

Also: Can someone post together a step-by-step-guide how to properly import and export the gr2, so the games engine skins it correctly? Maybe make another "tutorial thread". This would be awesome!

 

@pedro: Aaahh! Why did you do that for? Now we have to change all her chestpieces to make them fit again... :D

Edited by czevak
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> ".. the mesh is so ugly.."

I think that is because the SMD import script does not apply smooth groups, but I'm not sure.

Maybe the script doesn't import the normals.

 

> ".. bones are too small.."

Show us a picture please.

 

If you don't like the looks of your bones, you can always hide them

(I always hide the bones before exporting, then I select the mesh and I choose <Export Selected>).

 

Or you can switch to 'Link Display':

- select all your bones;

- go to the 'Display' tab in the sidepanel;

- scroll down until you see the "Link Display" header;

- click the small + to the left of the header;

- you will see two options, "Display Links" and "Link replaces object": tick both options.

 

> ".. but my exported gr2 only have 1 bone.."

First, in 3DSmax, make sure that your mesh has a 'Skin' modifier.

In the parameters of the Skin modifier, all bones should be listed.

In the export menu, make sure that you enabled the option "Include data in export" in the 'Models' section.

If this doesn't work, then you might try enabling the option "Preserve bones affecting no verts" in the 'Meshes' section.

 

I tested it and loaded it into GrannyViewer, where it shows just as crude as in 3DSmax.

This is because of the normals. I think they need to be created anew in 3DSmax.

I can't help with that, maybe someone else knows how to do that (or search for it on the internet).

 

> ".. everything is upside down first.."

Make sure you are using grnreader v1.4.0.3 debug **

 

> ".. The triangles' indices dont start at zero.."

Yes, that is because at first, when testing, I didn't have GR2 files like that.

The message actually tells you that the GR2 file contains more than one material.

That is somit to pay attention to when you set-up your multi-material in 3DSmax.

 

I made the tool inform me because of the strange way the indices are calculated for the mesh parts that don't have the first material.

 

> ".. Maybe make another "tutorial thread".."

Sure, good idea :-)

I don't mind doing that if that's OK with you Dimitrius?

 

> ".. Now we have to change all her chestpieces.."

He, he ;-)

Yeah, but you know what? I just love to redo chest-pieces :-)

Edited by Pesmontis
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>"> ".. the mesh is so ugly.."

I think that is because the SMD import script does not apply smooth groups, but I'm not sure.

Maybe the script doesn't import the normals.

"

 

No, it does not apply smoothing groups. That's the reason I never used it.

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here's the SC

bonne.jpg

 

in the skin parameter edit envelops there are no bone or anything listed

 

now I can import smd directly using my new download 3dsmax7..

 

pesmontis can you please give me a command for the grnreader.

 

for example my grnreadr98 is in C:\grnreader and the gr2 file name is v_zenturio-body.gr2

 

is this correct ? C:\grnreader\grnreader98 v_zenturio-body.gr2 -a? bocoz I always get this error

 

cmd.jpg

 

for now my method on extracking the smd from gr2 is dragging the gr2 file into the grnreader

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Well, that doesn't look good.

Make sure you are using Cannonfodder's SMD plugins (link)

 

ehm.. iandave, would you please read things before asking them here?

 

You know you can use Google Translate Google Translate (link) ( except if you're in China? )..

 

The things you are asking for are in the readme.txt file:

- the current (debug) version of grnreader98 is 1.4.0.3. Make sure you use that version;

- you should run grnreader98 from the location of your GR2 file. So copy grnreader98.exe and granny2.dll into that location;

- the current working command line is:

> grnreader98 <object>.GR2 -a -t

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Go back to 3DSmax and select the weapon's mesh.

Select the Modifier tab in the sidepanel.

Right-click the 'Skin' modifier and select <Delete> from the pop-up menu.

 

The tricky part is now to LINK the mesh to the root bone.

Sofar I found that this root bone has the same name as the mesh.

It's name might also be "lowpoly".

 

To link the mesh to the root bone,

- select the mesh;

- click the <Select and Link> button in the button bar (to the right of the <Redo> button);

- hold the mouse pointer over the mesh: the mouse pointer will change;

- at this point left-click on the mesh once;

- drag the mouse to reveal a dotted line;

- move the mouse to the root bone: the mouse pointer will change again;

- now click once on the root bone;

- exit this 'Link Creation Mode' by clicking the <Select Object> button in the button bar.

 

Export the mesh as GR2 file and enable the option "Preserve bones affecting no verts".

Edited by Pesmontis
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weewewewe...using my old method ..using the .ms is ok... but there is no effect visible like the poison / ice or fire....is it possible if I load the mesh using the .ms and then import the smd file.then delete the mesh on imported smd and replace with the mesh from the imported .ms? sothat the effect well remain....

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hmmm..thinks you like it,..

 

before I was only importing the .ms which is mesh only or static object..there is no bones and texture inside.. so that the reason why the old methon dont have the effect of socket gem.. until I dicided to work with the smd files...ive notice the when I export the edited smd as a gr2, the only visible is the effect of the poison or ice.. I did more than 50 time figuring out why this is happend,,,

 

now here's my method and what I did to put back the weapon and effect...

in this method we are using the f_katana model as an example..

 

1.import the smd file,then rename the "smdimport" name to the original name of the mesh which is f_katana..

 

2.import the new model mesh.obj to the scene.. then click the original editable mesh ,rigth click then attach to the new model mesh.

 

3.after you attach the new model to the original mesh.click on the editable mesh >element and select the original mesh (weapon) rigth click then detach and then delete it..now only the new model is remain...

 

4..then click on the editable mesh and go to display tab, and select "hide selected" so that the only visible on the scene is only the bones....

 

5.next find the bone with the name of the mesh ..ex. " f_katana " the name is thesame name of the editable mesh ,click on it and then delete..so now the bone that remain is fx_wpn_glow and weapon_r_hand/weapon_l_hand,,

 

6.then export it as a gr2..

 

on the mesh setting unselect all except the mesh name f_katana

 

on the model setting include all..you will notice that if you double click the "model button"you will see the bone name ex.fx_wpn_glow or something , and inside it contains all the bone name and no "f_katana"

its becuase we delete it...

 

then export..

 

after that check on the exported gr2 files on grannyviewer ..make sure on the mesh tab only the f_katana or the model in it..

hgu.jpg

 

and on the model tab make sure all the bones are include.(just ignore if the model name is not the f_katana...it will load on the game with no error.

 

 

kljhlkjhyu.jpg

 

now im still figuring it out,,maybe we can link the mesh on the bones so that the model name on the grannyviewer is the f_katana..

 

hope it help alot..

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