minilogoguy18 Posted June 2, 2016 Posted June 2, 2016 @@minilogoguy18 and other XSI ModTool users... this is for you: http://www.edharriss.com/tutorials/tutorial_xsi_UV_convert/convert%20_UVinfo.htm Do you have Dave "NPherno" Eaton II's NPherno's md3 compiler tool? it works, what more could you ask for... Luckily softimage can imort/export .3ds grab the MD3 compiler from here: http://www.wolffiles.de/index.php?filebase&fid=1856The Mod Tool version can only import .3DS files, not export them. I'd kill for some .MD3 support, I'm sure I can trade some services for someone around here who can make me a plugin. I'd almost be willing to pay if the price is right, I'm not rich but I also don't worry about money.
Archangel35757 Posted June 2, 2016 Author Posted June 2, 2016 Neat, I wonder how/if it handles custom normals Very doubtful. @@DT85 - if there is a stage in the MD3 export process that deals with the vertex normals... then I can send you my vertex normals code and help you integrate it. @@minilogoguy18 -- what formats does ModTool export?
minilogoguy18 Posted June 2, 2016 Posted June 2, 2016 @@Archangel35757 dotXSI 3.xdotXSI 5dotXSI 6Collada 1.4.1 DAE XMLFBXDirectXActorXPoint Oven LWOASE I also have a 3rd party plugin that does OBJ which is normally capped in Mod Tool. I'm not interested in conversion tools since I have that covered, I really want a true MD3 import/export option.
Archangel35757 Posted June 3, 2016 Author Posted June 3, 2016 @@Archangel35757 dotXSI 3.xdotXSI 5dotXSI 6Collada 1.4.1 DAE XMLFBXDirectXActorXPoint Oven LWOASE I also have a 3rd party plugin that does OBJ which is normally capped in Mod Tool. I'm not interested in conversion tools since I have that covered, I really want a true MD3 import/export option....but do xsi plugins or addons work equally for ModTool?
minilogoguy18 Posted June 3, 2016 Posted June 3, 2016 @@Archangel35757 I'm not sure, they use the same system, I think as long as it's for Softimage|XSI 7.5 it'll work for Mod Tool. People have made addons for Mod Tool though so it's not like it's not possible to build them. Archangel35757 likes this
Archangel35757 Posted June 3, 2016 Author Posted June 3, 2016 @@minilogoguy18 - I might try and make an MD3 exporter for ModTool in the future... but the chances are slim to none-- as I have so many unfinished projects... I'm afraid for the foreseeable future you're stuck with exporting to FBX and converting to MD3 using Noesis (or some other tool).
Tempust85 Posted June 3, 2016 Posted June 3, 2016 @@DT85 - if there is a stage in the MD3 export process that deals with the vertex normals... then I can send you my vertex normals code and help you integrate it. Or you could do it for me. Would probably be faster for the both of us. Do it for one, and I'll transfer it to other Max versions.
Archangel35757 Posted June 3, 2016 Author Posted June 3, 2016 Or you could do it for me. Would probably be faster for the both of us. Do it for one, and I'll transfer it to other Max versions. Ok... I'll modify the Max6 code. But my internet is down at the moment...
Tempust85 Posted June 3, 2016 Posted June 3, 2016 I've sent you a link to the code on my dropbox via Skype.
Archangel35757 Posted June 4, 2016 Author Posted June 4, 2016 I've sent you a link to the code on my dropbox via Skype.righto ol' chap... but can't download the package due to my DSL cable being cut by lawncare people that aeriated the lawn (and my phone line) today. Luckily I sent my vertex normal code snippets to Scooper via email so I will forward that to you as well. Update: @@DT85 - forwarded the vertex normal code snippet to you. Tempust85 likes this
Tempust85 Posted June 4, 2016 Posted June 4, 2016 @@Archangel35757 I think I've found the code for working out normals. So any idea how to stuff your snippet into this? Point3 un_n = allNorms[j]; Point3 & n = _tm.PointTransform( un_n ); Point3 _elv_t = n; _elv_t.y = 0; Point3 _rot_t = n; _rot_t.z = 0; Point3 _elv_n = _elv_t.Normalize(); Point3 _rot_n = _rot_t.Normalize(); float _elv = DotProd( z_axis, _elv_n ); float _rot = DotProd( x_axis, _rot_n ); _elevation = (unsigned char)( acos(_elv) / (2*PI) * 255 ); if( n.y >= 0 ) _rotation = (unsigned char)( acos(_rot) / (2*PI) * 255 ); else _rotation = (unsigned char)( (1.0f - (acos(_rot)/(2*PI))) * 255 ); putc( _elevation, file ); // normal elevation angle: 0 up, 63 sideways and 80 down. putc( _rotation, file ); // normal rotation: 0 straight along X, 40 straight along Y, 7f opposite X, c0 opposite Y
Tempust85 Posted June 4, 2016 Posted June 4, 2016 Also, that code snippet from the MD3 exporter doesn't even give proper normals when looking at it in modview (after conversion to GLM) or imported back into Max (using Noesis to export to FBX). Seems pretty broken. I've put your snippet in and it does compile, just crashes the plugin. Open up the Max 6-8 project and search for "Archangel Code - START". The original normals code is just above it.
Archangel35757 Posted June 4, 2016 Author Posted June 4, 2016 you modified hour dropbox upload then? @@DT85 - right, I looked at the code using my cellphone. It should be straight-forward to implement my snippet. I just need to wait until Repair guy replaces the phone line to house.
Archangel35757 Posted June 4, 2016 Author Posted June 4, 2016 @@DT85 - Internet's back online... looking at code on PC now.
minilogoguy18 Posted June 4, 2016 Posted June 4, 2016 @@Archangel35757 well I'd be willing to do whatever I can to make it happen. Although converters work it would be awesome to have direct support. I should probably just try and learn some like basic scripting in Softimage. If I did I could package my _humanoid rig to work in any version so that it is constructed by a script rather than an imported object. Archangel35757 likes this
Archangel35757 Posted June 4, 2016 Author Posted June 4, 2016 Is there a better source discussing the MD3 format than this: https://en.m.wikipedia.org/wiki/MD3_(file_format)
minilogoguy18 Posted June 5, 2016 Posted June 5, 2016 http://www.icculus.org/~phaethon/q3/collection.html That link at the bottom of the page seems to hold quite a bit of info with various links to other material on both the MD3 format and the Q3 engine.
minilogoguy18 Posted June 6, 2016 Posted June 6, 2016 @@Archangel35757 Could you maybe point me in perhaps the direction in which I could maybe build my own plugin using the MD3 source code? The scripting languages supported by Softimage are JScript, Python, VBScript and PelScript. VBScript is the defualt, the plugin that MrWonko made for Blender is written in Python, I was always curious if it could maybe be used as a base to build a plugin for Softimage more quickly by someone who knows what to do with it??? I'm a total nub when it comes to this sort of thing, I'm willing to try to learn though since I'm kinda in a slump with modeling at the moment and the distraction may help to get my ambition to work on some things moving again.
Tempust85 Posted June 6, 2016 Posted June 6, 2016 I would suggest having a go at converting Wonko's plugins from Blender to Softimage, seems the easier route.
minilogoguy18 Posted June 7, 2016 Posted June 7, 2016 I would suggest having a go at converting Wonko's plugins from Blender to Softimage, seems the easier route.I was thinking the same thing, I just have to learn how exactly to make use of it. I asked MrWonko but he didn't wanna help.
Tempust85 Posted June 7, 2016 Posted June 7, 2016 See if you can find another format exporter written in Python for soft image. Could be a good starting point. Archangel35757 likes this
Xycaleth Posted June 7, 2016 Posted June 7, 2016 I can answer questions about the MD3 format if you need some help with it. Tempust85 likes this
Archangel35757 Posted June 7, 2016 Author Posted June 7, 2016 I can answer questions about the MD3 format if you need some help with it.Yes, thanks. I'll be in touch.
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