Xycaleth Posted November 6, 2013 Author Share Posted November 6, 2013 Awesome. I thought the Stormtrooper looked a bit weird in-game... lol Link to comment
Asgarath83 Posted November 7, 2013 Share Posted November 7, 2013 Well, Uvmapping distorsion, maybe yu create a new division: metal trooper! Link to comment
AshuraDX Posted November 7, 2013 Share Posted November 7, 2013 Well, Uvmapping distorsion, maybe yu create a new division: metal trooper! it's not the UVs that are fucked up , the mesh normals are fucked up Link to comment
Asgarath83 Posted November 7, 2013 Share Posted November 7, 2013 it's not the UVs that are fucked up , the mesh normals are fucked upGreat... O.o The converter need again a lot of debugging. Link to comment
Circa Posted January 6, 2014 Share Posted January 6, 2014 Linux and Mac binaries can be created on request! Yes, Mac please. Why not submit this here on JKHub? Link to comment
Tempust85 Posted January 6, 2014 Share Posted January 6, 2014 I don't think it's ready yet, but could be wrong. Circa likes this Link to comment
Xycaleth Posted January 6, 2014 Author Share Posted January 6, 2014 It's not quite ready yet to put up in the files section. I'll look at making a mac version tonight when I get home from work I also need to get back to working on this :/ Circa likes this Link to comment
Tempust85 Posted January 6, 2014 Share Posted January 6, 2014 Requesting XSI 3.0/3.5 import support some day please so we can use the JKA anim source files. Link to comment
Archangel35757 Posted January 6, 2014 Share Posted January 6, 2014 I'm going to start working on an xsi importer using Maxscript. Link to comment
Xycaleth Posted January 6, 2014 Author Share Posted January 6, 2014 Requesting XSI 3.0/3.5 import support some day please so we can use the JKA anim source files. Going to hold off on this for now. I want to finish FBX support completely before considering support for other formats. Tempust85 likes this Link to comment
Xycaleth Posted January 6, 2014 Author Share Posted January 6, 2014 Your package is ready Mr. @@Circa: https://dl.dropboxusercontent.com/u/874909/fbx2ghoul2-osx.zip You'll need to run it in terminal. Circa likes this Link to comment
Circa Posted January 6, 2014 Share Posted January 6, 2014 Your package is ready Mr. @@Circa: https://dl.dropboxusercontent.com/u/874909/fbx2ghoul2-osx.zip You'll need to run it in terminal.Thanks a lot! Link to comment
Xycaleth Posted January 6, 2014 Author Share Posted January 6, 2014 By the way, I have no idea if the model produced actually works I just compiled the code as it was. If it doesn't work, let me know and I'll have a look. Link to comment
Xycaleth Posted January 10, 2014 Author Share Posted January 10, 2014 @@DT85 Does your stormtrooper model you sent me get converted correctly by carcass? i.e. are all surfaces below 1000 vertices? When using the FBX you gave me, some of the surfaces have over 1000 vertices: the helmet surface is by far the worst offender with 2808 vertices. Link to comment
Tempust85 Posted January 10, 2014 Share Posted January 10, 2014 Yeah it does. It's the same scene file I used to make my Stormtrooper that I uploaded here. I may get a warning or two, but nothing goes to or over 1,000 verts. Link to comment
Xycaleth Posted January 10, 2014 Author Share Posted January 10, 2014 What warnings do you get? And does the wireframe in ModView look identical to the one in your modeling program? Link to comment
Tempust85 Posted January 10, 2014 Share Posted January 10, 2014 Yeah it's a 1:1 copy, only triangulated (I work in quads). The warning Warning: Surface can't use shadows, #verts(557) > SHADER_MAX_VERTS/2 (500) ( "helmet" ) which is due to me not taking into account the model being split along the UVW edges. Link to comment
Xycaleth Posted January 10, 2014 Author Share Posted January 10, 2014 Strange. Carcass must be doing something different. I'm taking the vertex data from the FBX file, removing duplicates and then writing that to the GLM file, so I don't see how I have such a high vertex count. Link to comment
minilogoguy18 Posted January 10, 2014 Share Posted January 10, 2014 What about smoothing groups? It could be breaking the edges along the smoothing group boundaries. Hard to say for sure though since you don't get a .glm file. Link to comment
Xycaleth Posted January 10, 2014 Author Share Posted January 10, 2014 I couldn't find any smoothing group information in the FBX file. @@DT85 I think there's an option to export smoothing groups into the FBX file in Max? Link to comment
Tempust85 Posted January 10, 2014 Share Posted January 10, 2014 Yeah there is. I'll send you a new fbx later today. Link to comment
Xycaleth Posted January 11, 2014 Author Share Posted January 11, 2014 Yay, I got it working. For some reason I was getting duplicates of all the vertices, which is why the vertex count was super high. I'll upload a new version of the converter some time today. I still need to fix a bug with the weightings! Archangel35757 and Tempust85 like this Link to comment
minilogoguy18 Posted January 11, 2014 Share Posted January 11, 2014 Do we need to triangulate our models before export manually or does the converter do it? I would like to test this out since Kain has already been put in game so I have a good test model to use. Link to comment
Xycaleth Posted January 11, 2014 Author Share Posted January 11, 2014 For now the model does need to be triangulated but I wouldn't be opposed to removing this requirement at a later date Link to comment
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