Kuribo64
Views: 23,027,273 Home | Forums | Uploader | Wiki | Object databases | IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search
11-11-24 07:43 AM
Guest:

0 users reading obj2bdl - Convert Wavefront OBJ to BDL | 1 bot

Main - Archived forums - SMG hacking tools development - obj2bdl - Convert Wavefront OBJ to BDL Hide post layouts | New reply

Pages: 1 2 3 4
NWPlayer123
Posted on 12-08-13 09:41 PM (rev. 2 of 12-08-13 09:41 PM) Link | #35840
Oh, derp. Programs like this don't have much functionality, if a folder has a space in it it will fuck up. Hence
>C:\Documents
when it's really
>C:\Documents and Settings
I'd move it to a place where there are no spaces in any folder name.

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

shibboleet
Posted on 12-08-13 10:22 PM Link | #35844
...doesn't Python33 not work with obj2bdl? That's what I got told.

____________________
a

Jesse
Posted on 12-08-13 10:33 PM Link | #35845
now you say that it all make sense. I have fixed the problem and the bdl seems to be maked, but when I look in whitehole I see nothing. I tested it with:

- obj exporter extension blender
- obj exporter blender
- obj exporter sketchup

and none of these work anymore, after the update. so it seems I have to chance python. does somebody then know where I can get a better version?

shibboleet
Posted on 12-08-13 10:35 PM Link | #35846
Remember that Whitehole can't render vertex colors.

____________________
a

NWPlayer123
Posted on 12-08-13 10:46 PM Link | #35847
Posted by Luigi
Remember that Whitehole can't render vertex colors.

This is true. You'll have to import the obj using both 0.4 and 0.3 and use the 0.3 version for whitehole, and 0.4 for in-game.

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

SuperMario64DS
Posted on 12-09-13 02:12 AM Link | #35856
Posted by NWPlayer123
Posted by Luigi
Remember that Whitehole can't render vertex colors.

This is true. You'll have to import the obj using both 0.4 and 0.3 and use the 0.3 version for whitehole, and 0.4 for in-game.


Why was I unaware that Blank released this update? That day happened to be my birthday as well. Certainly news for me, so I have several questions regarding the quotes above.

I get several impressions from the aforementioned quotes, so I'd like to know which is true. Are you implying that Whitehole can't render any vertex colours (I'm aware this is not the case, but MrRean's quote seemed to imply otherwise?), or just vertex colours from these models made with Blank's importer? And with that, NWP seems to imply that Whitehole can't display v0.4 models at all, you must separately import your model using v0.3 in order to view them in Whitehole, and use the actual v0.4 models in game. Is this correct?

Posted by jjesss064
does somebody know if you can export textures from both sides with the extended obj exporter of blender?


Also, this called Culling. Culling decides which side of the geometry the texture displays on (In that material/sub-material). The side that is "culled" would be the side that the texture is not displayed on (With the other side being the one that the texture is displayed on). The default setting would be the one that "culls inside", inside being the back of the face. "Cull outside" more or less flips the face, "cull all" makes the material entirely invisible (Utterly useless), and "cull none" produces the effect the your desire, both sides are visible.

Unfortunately, OBJ doesn't support culling, and in effect, neither would blank's importer. Technically, it would be possible to implement that (As he did with the vertex colouring). This can still be done manually, it should be no more than a simple edit to the material (BMDView exports material settings, but only for the MAT3 section. You'd have to figure it out for yourself what that means in MDL3).

Several people around here understand the ins and outs of both material sections, you'd likely be better off asking them for specific strings. Thank-you, thank-you. I love writing speeches. *applause*

NWPlayer123
Posted on 12-09-13 02:14 AM (rev. 3 of 12-09-13 02:15 AM) Link | #35857

Posted by SuperMario64DS
Posted by NWPlayer123
Posted by Luigi
Remember that Whitehole can't render vertex colors.

This is true. You'll have to import the obj using both 0.4 and 0.3 and use the 0.3 version for whitehole, and 0.4 for in-game.


Why was I unaware that Blank released this update? That day happened to be my birthday as well. Certainly news for me, so I have several questions regarding the quotes above.

I get several impressions from the aforementioned quotes, so I'd like to know which is true. Are you implying that Whitehole can't render any vertex colours (I'm aware this is not the case, but MrRean's quote seemed to imply otherwise?), or just vertex colours from these models made with Blank's importer? And with that, NWP seems to imply that Whitehole can't display v0.4 models at all, you must separately import your model using v0.3 in order to view them in Whitehole, and use the actual v0.4 models in game. Is this correct?

Posted by jjesss064
does somebody know if you can export textures from both sides with the extended obj exporter of blender?


Also, this called Culling. Culling decides which side of the geometry the texture displays on (In that material/sub-material). The side that is "culled" would be the side that the texture is not displayed on (With the other side being the one that the texture is displayed on). The default setting would be the one that "culls inside", inside being the back of the face. "Cull outside" more or less flips the face, "cull all" makes the material entirely invisible (Utterly useless), and "cull none" produces the effect the your desire, both sides are visible.

Unfortunately, OBJ doesn't support culling, and in effect, neither would blank's importer. Technically, it would be possible to implement that (As he did with the vertex colouring). This can still be done manually, it should be no more than a simple edit to the material (BMDView exports material settings, but only for the MAT3 section. You'd have to figure it out for yourself what that means in MDL3).

Several people around here understand the ins and outs of both material sections, you'd likely be better off asking them for specific strings. Thank-you, thank-you. I love writing speeches. *applause*
Uh, 1) It's just models imported using this because of the way blank handles the materials.
2) Sketchup does allow double sided faces, and it works just fine when imported. He was asking if Blender had the same feature, which it should.

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

blank
Posted on 12-09-13 06:08 AM Link | #35862
Posted by Luigi
...doesn't Python33 not work with obj2bdl? That's what I got told.

That is definitely wrong.

Posted by NWPlayer123
Posted by SuperMario64DS
Posted by NWPlayer123
Posted by Luigi
Remember that Whitehole can't render vertex colors.

This is true. You'll have to import the obj using both 0.4 and 0.3 and use the 0.3 version for whitehole, and 0.4 for in-game.


Why was I unaware that Blank released this update? That day happened to be my birthday as well. Certainly news for me, so I have several questions regarding the quotes above.

I get several impressions from the aforementioned quotes, so I'd like to know which is true. Are you implying that Whitehole can't render any vertex colours (I'm aware this is not the case, but MrRean's quote seemed to imply otherwise?), or just vertex colours from these models made with Blank's importer? And with that, NWP seems to imply that Whitehole can't display v0.4 models at all, you must separately import your model using v0.3 in order to view them in Whitehole, and use the actual v0.4 models in game. Is this correct?

Uh, 1) It's just models imported using this because of the way blank handles the materials.

So saying that Whitehole doesn't handle vertex colors is incorrect, right? Anyway, I looked at the source code of Whitehole and as far as I can tell Whitehole only supports RGBA colors and not RGB colors, which could be causing the problem.

As for having textures on both sides of a face that is not possible at the moment.

Jesse
Posted on 12-09-13 07:59 AM Link | #35864
so at the end whitehole doesn't support 0.4 models but 0.3, I can however use 0.4 in the game.
the v0.3 is however gone for me cause I can't download it somewhere and I overwrited the 0.3 with 0.4. I don't know how to make two versions in the same map without overwriting each other or chancing the files name

shibboleet
Posted on 12-09-13 08:06 PM Link | #35877
I'll look into RBG colors tonight then to see what I can do.

____________________
a

yoshideep
Posted on 04-18-14 07:00 PM Link | #40398
i have the same problem jjesss064 had,but i dont understand what NWPlayer123 said!
can you please tell me what in detail i have to do?

NWPlayer123
Posted on 04-18-14 09:35 PM Link | #40404
I would just follow my shiny new updated tutorial, it has a download to both. v0.3 is at the very last section, if you have any questions I would just post there.

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

blank
Posted on 12-02-14 01:52 PM Link | #52149
I've released a new version which should fix the problem with JPG textures on Windows. As I don't have a Windows computer I can't actually test if it works, so if somebody else could test that would be nice.

Download: https://kuribo64.net/get.php?id=WTIHxhDguVLTi5J2

KoopaTroopaMan
Posted on 12-02-14 02:31 PM (rev. 2 of 12-02-14 02:40 PM) Link | #52150
Windows is an operative system, not a computer.

Anyway, thank you so much! It worked! Thanks for doing it just for me. :3

blank
Posted on 12-02-14 04:26 PM Link | #52157
Posted by Rainbow Mario
Windows is an operative system, not a computer.


And a Windows computer is a computer upon which the Windows operating system is installed.

KoopaTroopaMan
Posted on 12-02-14 07:44 PM (rev. 2 of 12-04-14 07:21 PM) Link | #52166
Oh sorry I forgot. People sometimes call operating systems for computers sometimes and I thought you did it.

Anyway, if you have transparent textures on your model they doesn't work and become white instead, when you convert with obj2bdl (all versions).

blank
Posted on 12-04-14 07:43 PM Link | #52224
Transparency isn't supported.

KoopaTroopaMan
Posted on 02-01-15 04:41 PM Link | #55677
Sorry to bump, but are you going to make an EXE for 0.5?

shibboleet
Posted on 02-01-15 05:37 PM Link | #55686
v0.5 doesn't work anyways, uh...for some reason I get this:

C:\Python34\dist>obj2bdl.exe lol.obj lol.bdl
Traceback (most recent call last):
File "C:\Python34\lib\site-packages\cx_Freeze\initscripts\Console.py", line 27
, in <module>
exec(code, m.__dict__)
File "obj2bdl.py", line 8, in <module>
File "c:\python\32-bit\3.4\lib\importlib\_bootstrap.py", line 2237, in _find_a
nd_load
File "c:\python\32-bit\3.4\lib\importlib\_bootstrap.py", line 2226, in _find_a
nd_load_unlocked
File "c:\python\32-bit\3.4\lib\importlib\_bootstrap.py", line 1191, in _load_u
nlocked
File "c:\python\32-bit\3.4\lib\importlib\_bootstrap.py", line 1161, in _load_b
ackward_compatible
File "j3d\__init__.py", line 7, in <module>
File "j3d\__init__.py", line 10, in Header
NameError: name 'uint32' is not defined


____________________
a

KoopaTroopaMan
Posted on 02-01-15 05:39 PM Link | #55687
It works fine for me.
Pages: 1 2 3 4

Main - Archived forums - SMG hacking tools development - obj2bdl - Convert Wavefront OBJ to BDL Hide post layouts | New reply

Page rendered in 0.026 seconds. (2048KB of memory used)
MySQL - queries: 27, rows: 233/233, time: 0.008 seconds.
[powered by Acmlm] Acmlmboard 2.064 (2018-07-20)
© 2005-2008 Acmlm, Xkeeper, blackhole89 et al.