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Main - Archived forums - SMG hacking tools development - Full Model Importer Hide post layouts | New reply

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Marionumber1
Posted on 09-15-13 01:31 AM Link | #32506
I've just created a tool that I think will benefit SMG hacking greatly: the full model importer. The full model importer is a Python script that goes through all the steps of importing a model. It imports the model, creates the collision, and makes the ARC file. In order to do so, the full model importer is bundled with blank's OBJ importer and collision tools, as well as Chadderz's CTools. The full model importer can be found here: https://www.dropbox.com/s/fkm0k4d5adj06lg/FullModelImporter.zip

When you execute this program, it will prompt you for the number of parts (so you can import a multi-part model), the name of the model OBJ, and the name of the collision OBJ. It requires Python 3 to run. Please report any bugs to me.

Stygmax
Posted on 09-15-13 01:35 AM Link | #32508
Hoho! What an accomplishment. Now I might actually be able to do some model importing. :3

Thank you so much for this! Your efforts are indeed appreciated.
Status: It was really, really fun, guys - thanks for the ride!

MK7tester
Posted on 09-15-13 01:39 AM Link | #32510
YES! Thank you sooooo much, now I finally have ideas for levels again! If there was karma you'd get a +9001.

gc
Posted on 09-15-13 01:42 AM Link | #32512
Awesome!
This'll make importing a lot more accessible.
i.e. to useless noobs like me :P
ALL HAIL MN1

____________________
Burrow Base design- Text complete. I might try my hand at some art...maybe...eventually...?
Bullet Base design-
Final Frontier- (collab)

There's always a light at the end of the tunnel. Of course, it's usually an oncoming express train.

Slow and steady gets you trampled by the other guys.

Dodecagon
Posted on 09-15-13 01:46 AM Link | #32514
I don't even have a use for this, but everyone else seems to love you for it, so take my +1.

mibts
Posted on 09-15-13 02:08 AM Link | #32515
I hope you don't think I'm badmouthing this, but...
I use separate maps for collision and show (I got this from Mario Kart Wii hacking), so since I use one tool on one map and a different tool on the other, this will be practically useless for me.
Old school style :P

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

Marionumber1
Posted on 09-15-13 02:08 AM Link | #32516
The full model importer allows you to have separate models for show and collision. You enter them in separately.

MK7tester
Posted on 09-15-13 02:37 AM Link | #32522
Sadly, this program has some sort of bug, MN1 and I tried to figure it out but he had to go, just putting this out there for the heads up.

Marionumber1
Posted on 09-15-13 12:21 PM Link | #32533
I believe it's a bug with something else. Your model worked fine for me.

mibts
Posted on 09-15-13 09:13 PM Link | #32563
I copied the folders and main.py file to C:\Python33
When I saved the collision inside C:\Python33 under a different name to match the bdl name, this error occured:
[image]
I managed to barely catch it. Apparently it says that the "system" could not find the kcl file.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

NWPlayer123
Posted on 09-15-13 09:14 PM (rev. 4 of 09-15-13 09:15 PM) Link | #32564
Name it the same thing as the obj name, in the same folder. Everything needs to be the same.
Using blah.obj for collision, save it as blah.kcl in the same folder.

____________________
"I hate playing musical chats" ~ Quote of the month

Marionumber1
Posted on 09-15-13 09:30 PM Link | #32565
Did you export the collision as SpikeBallCollision.kcl? You have to do that for it to work.

mibts
Posted on 09-15-13 09:37 PM Link | #32566
Posted by Marionumber1
Did you export the collision as SpikeBallCollision.kcl? You have to do that for it to work.

But don't the kcl, obj, and pa have to have the same name for the wii to treat it right?

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

NWPlayer123
Posted on 09-15-13 09:37 PM Link | #32567
That's why the script automatically renames it before packing...

____________________
"I hate playing musical chats" ~ Quote of the month

MK7tester
Posted on 09-16-13 01:26 AM Link | #32569
Finally got this thing to work! It imported my model SPOT-on, it's amazing, truly.

[image]

I know the image quality is TERRIBLE but I couldn't use my C Card.

mibts
Posted on 09-20-13 09:29 PM Link | #32777
You forgot about yaz0 compression.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

shibboleet
Posted on 09-20-13 09:34 PM Link | #32779
No he didn't. It compresses fine for me. Plus, it's put into the code to yaz0 compress the file.

____________________
a

Stygmax
Posted on 09-24-13 08:15 PM Link | #32953
Here's a rather idiotic inquisition: Where would I place the .obj file for it to be recognised by the script?
Status: It was really, really fun, guys - thanks for the ride!

NWPlayer123
Posted on 09-24-13 08:20 PM Link | #32954
In the same folder as the script. Everything should be in one place: where the script is. Even the KCL should be saved in there.

____________________
"I hate playing musical chats" ~ Quote of the month

Stygmax
Posted on 11-18-13 11:30 PM (rev. 2 of 11-18-13 11:38 PM) Link | #35110
I keep getting an error upon entering the filename of my .obj. This also occurs when using obj2bdl directly.

[image]
Status: It was really, really fun, guys - thanks for the ride!
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Main - Archived forums - SMG hacking tools development - Full Model Importer Hide post layouts | New reply

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