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Everything posted by Xycaleth
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JKO in Unreal Engine Porting Discussion
Xycaleth replied to CaptainCrazy's topic in Art, Media & Technology
Hammer time. -
Strange. Not really ideal, but I think running as admin will let it run for now.
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On Linux and OSX, yes, clang or gcc work just fine On Windows, using mingw with gcc, I believe there are some problems but these may have been unknowingly fixed at some point.
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@@AshuraDX Doesn't look very good :/ Try opening Dependency Walker again, and then press F7. You should see a dialog window pop up. Just press okay, and it'll try to run the converter. Can you copy/paste the contents of the log window after you've run it into a post please? We will get this working eventually
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@@DT85 @@AshuraDX You can use a batch file to do that. Something like this should let you drag and drop on to the .bat file, while pausing it as well: fbx2ghoul2.exe %1 pause
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@@AshuraDX: do you mind running Dependency Walker on the fbx2ghoul2.exe program and see what comes up? It'll tell you what dependencies are missing for you to run the program, if any. And also post a screenshot of what shows up please
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@@AshuraDX Which version of Windows are you running and did you install the redistributable?
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Another update in the process of being approved. I've updated the FBX SDK I'm using and added more information to the error messages.
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At least let me iron out the remaining bugs, @@DT85
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Basically any sever mods except for JA++ and OpenJK (as in the game DLL) were unaffected.
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I have an error message for every possible exit from the program, so I'm not sure what's happening in your case. When you run it via command line, does it exit with no message at all? It might be that you need the VC++ 2012 Redistributable. Can you describe how your Max scene is organised? I've assumed a lot about how the scene is laid out, so it might be your scene is organized differently from how the program currently wants it :/
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I still need to go through the details but it'll be useful if you and maybe a few other modellers can discuss with me how you want the general workflow to go. I'll start up a little private convo today or tomorrow when I have time.
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@@DT85 Yep! (See addition below...) Edit: by multiple animations do you mean from multiple FBX files, each containing its own animation?
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Awesome work at always @@DT85 Thanks! There's still more to come soon, so you'll be able to create custom GLA skeletons
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@@DT85 Bug is now fixed. Expect the latest version to be in the files section some time soon
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How did you run it? You need to either drag and drop a .fbx model on to the exe, or run it from command line (for the moment). But it has just occurred to me that when you drag and drop, you won't see the error messages that show up in the little window that pops up if there are any errors.
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Version 0.2.2
225 downloads
The FBX to Ghoul 2 converter takes an FBX model and converts it to the GLM model format used by Jedi Knight 2 and Jedi Academy. The FBX model format is widely supported by the majority of 3D modeling programs and so this will allow the largest number of modelers to create models for the Jedi Knight games. This tool allows you to convert static models as well as animated models (which use an existing GLA skeleton). If you have any questions, comments, improvements or want to report bugs, head towards the thread for this converter at http://jkhub.org/topic/2457-fbx-to-glm-converter/. Thanks Alex -
Awesome, thanks
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I was looking at the file submission rules, but they seem to be geared solely towards game modifications. For files such as utilities which tend to be separate programs, what are the rules for the read me file? Obviously the authors, licenses, copyrights and the like remain the same, but the given read me file template doesn't really fit.
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Making GLM files more accessible was my plan with this, and was why I chose to go with FBX Btw, has anyone tried converting their FBX file without triangulating the polygons yet? I'd be interested to see how well it works compared to a pre-triangulated model.
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As far as I can tell, where the UVW seams meet, the positions and normals are identical for the duplicated vertex, so in-game, you won't notice a split. It goes back to what I said earlier in the topic: Are you checking if there are seams by importing the GLM into 3DS max? Usually seams won't appear in your modeling program, but get created by the exporter (i.e. export to XSI or FBX). From what I can guess, it's then up to the importer to remove these seams.
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To anyone who tries the latest version out: are there still problems along the UVW seams?
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So it looks like the problem with the broken animations was due to me not being able to count to 3. But this problem is now fixed Download link: https://dl.dropboxusercontent.com/u/874909/fbx2ghoul2.zip There are now no known problems with the converter, but I want to tidy up and optimize the code a bit more before submitting it to the files section My next plan for this converter is to have it extracting the animation data from the FBX file and then export it as a .GLA file. Once that's done, there's a few tricks I want to try which include potential minor rendering speed improvements, and reduced jitter in exported animations.
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Okay! New version of the converter is available. Same address as before: https://dl.dropboxusercontent.com/u/874909/fbx2ghoul2.zip This update fixes the normals, as well as some vertex weighting issues. I also added model triangulation, which hasn't been tested, but I'm pretty confident will work. It turned out to be pretty easy to add. As a result, triangulating the model upon exporting the FBX file is now optional The problem described here still exists - I'm still investigating the cause of the problem.