eezstreet Posted September 15, 2013 Share Posted September 15, 2013 Can't you convert GLM to MD3 via ModView? Link to comment
Circa Posted September 15, 2013 Share Posted September 15, 2013 Can't you convert GLM to MD3 via ModView?No, the opposite only. Link to comment
Tempust85 Posted September 16, 2013 Share Posted September 16, 2013 And that's in md3view. Link to comment
Circa Posted September 16, 2013 Share Posted September 16, 2013 Oops. Yeah. I thought that's what he said. Link to comment
Tempust85 Posted September 16, 2013 Share Posted September 16, 2013 This would benefit everyone, and I'm sure Chalk and minilogoguy would love being able to make MD3's from XSI. ChalklYne likes this Link to comment
Szico VII Posted September 16, 2013 Share Posted September 16, 2013 Hey, my ase>md3 request was first Link to comment
Tempust85 Posted September 16, 2013 Share Posted September 16, 2013 Won't need ase>>>>md3 if there's fbx>>>>>md3 Link to comment
Szico VII Posted September 22, 2013 Share Posted September 22, 2013 Yeah I will, not owning any modelling programs and q3map2 only outputs to ASE. Link to comment
Xycaleth Posted September 24, 2013 Author Share Posted September 24, 2013 Would you guys want a GUI for this? There's not really much to show though to be honest. At the moment you can drag your FBX file on to the program icon and it'll spit out a GLM file, or you can use the command line if you want to specify the GLM file name. Adding it to ModView could be an option if I ever finish my platform port to Mac and Linux, but for now that's off the table Link to comment
Tempust85 Posted September 24, 2013 Share Posted September 24, 2013 Maybe down the track, but for now I'd think a 'drop and compile' will be quite suitable. Link to comment
Tempust85 Posted September 25, 2013 Share Posted September 25, 2013 One thing I just thought of. Will this have LOD support? Link to comment
Archangel35757 Posted September 25, 2013 Share Posted September 25, 2013 Don't you need to list out player joints? What about creating .surf and .skin files at compile time? Link to comment
Xycaleth Posted September 25, 2013 Author Share Posted September 25, 2013 One thing I just thought of. Will this have LOD support?Yep, there is LOD support - if I've done it right I see 2 LODs on the Luke model you gave me, which are the same. Is that right? Don't you need to list out player joints? What about creating .surf and .skin files at compile time?Why would you need to list the player joints? Creating .skin files should be doable, as long as the FBX file has the correct texture paths. I can't remember what a .surf file does off the top of my head though! Link to comment
Tempust85 Posted September 26, 2013 Share Posted September 26, 2013 I didn't add any LODs to the model I gave you, I'll send you a model that does have LODs. EDIT: Sent my stormtrooper model. Link to comment
Xycaleth Posted September 26, 2013 Author Share Posted September 26, 2013 I didn't add any LODs to the model I gave you, I'll send you a model that does have LODs. Oh really...then that simplifies things a bit for me actually Link to comment
Tempust85 Posted September 26, 2013 Share Posted September 26, 2013 There was model parts that were swappable though in the toshi Luke. Try out the stormie I sent you for LOD support. Link to comment
Xycaleth Posted September 27, 2013 Author Share Posted September 27, 2013 Got to have another look today, and it looks like I've done LOD support completely wrong lol. Will need to rewrite a fair amount of code to fix this now EDIT: How many LODs does your stormtrooper have @@DT85? Link to comment
Tempust85 Posted September 27, 2013 Share Posted September 27, 2013 @@Xycaleth All 3. LOD0 (original model) LOD1 and LOD2. It's the same setup I used to export to GLM the conventional way, so everything should work. Link to comment
Xycaleth Posted September 29, 2013 Author Share Posted September 29, 2013 And LODs are fixed I have a weird problem with LOD0 of your Stormtrooper though @@DT85. The r_hand_plate surface is in completely the wrong place On LOD1 and LOD2, they are in the right place though. I'm pretty sure it's not a problem with the converter either. (The little white blob below the stormie is the right hand plate.) Tempust85 likes this Link to comment
Tempust85 Posted September 29, 2013 Share Posted September 29, 2013 Rofl, I'll check it out. @@Xycaleth: Yeah I have no idea what's going on there, both in Max & Noesis it appears fine. Can you check the hierarchy of the r_hand_plate? It should be linked to the r_hand. Link to comment
Xycaleth Posted September 29, 2013 Author Share Posted September 29, 2013 Well that's odd Now I have to fix more stuff! Link to comment
Scorpion Posted September 29, 2013 Share Posted September 29, 2013 yesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyes Link to comment
Tempust85 Posted September 29, 2013 Share Posted September 29, 2013 You sure LOD0 didn't get messed somehow when you fixed up LOD1 & 2? The r hand plate is exactly the same as the other LODs in terms of pivot, hierarchy and skin weights so I honestly have no clue what happened. Does it do it for both the Y up & Z up versions? Link to comment
Xycaleth Posted September 29, 2013 Author Share Posted September 29, 2013 Despite the problem with that surface, I'll make a test version available now lol. It'll help me with finding more bugs, and I can fix that particular bug along with the others that will inevitably come in. Download link: https://dl.dropboxusercontent.com/u/874909/fbx2ghoul2.zip This is what it DOES do:Converts FBX file to GLM.Supports LODs.Supports static meshes.DOES NOT support:AnimationsSkeletonsHow to use:From your 3d editor, export the model as an FBX binary file (it might work with text too? I'm not sure). Make sure to triangulate the model, and set Z as up. Drag and drop the FBX file on to the exe file, and the model.glm file will be created in the same directory as your FBX file. I'm not releasing this on the JKHub files just yet until I'm sure the current features are working as they should. PLEASE reply back with any bugs you find, and also any improvements or suggestions you have Tempust85 likes this Link to comment
Tempust85 Posted September 29, 2013 Share Posted September 29, 2013 One feature that will be very important if/when you implement bones & animation is an adjustable model scale. Replaced the blaster rifle model just to see if the model would load up ingame: No textures shown as the ghoul2 models for weapons must store their texture names internally and not use a .skin file like normal ghoul2 models. EDIT: @@Xycaleth It honestly looks to work fine except not storing texture info in the GLM like what you would get with a weapon GLM model made with MD3view. I think the only way for this to get good use is when you add bone & animation support, as for some reason you can't add GLM models to maps. :\ On the topic of animation support, it would be very helpful to allow XSI file processing so people can work with the Raven animation source files. Link to comment
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