Kuribo64
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10-14-24 06:45 PM
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Main - Archived forums - SMG hacking tools development - obj2bdl - Convert Wavefront OBJ to BDL Hide post layouts | New reply

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NWPlayer123
Posted on 08-25-13 06:32 AM Link | #30748
On line 35287 starting it all with f 1/40 2/41 21/2
All of Glem's models have been doing this as of a while ago when we were working on sky high and riddle ruins stuff, and fnar's models have done it too.

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

blank
Posted on 08-25-13 06:39 AM Link | #30749
The line it crashes on is line 36048 which reads "f 339 345 346".

Marionumber1
Posted on 08-25-13 02:36 PM Link | #30753
It's a problem where for some reason, no texture coordinates are defined for some faces. I solve that by catching the exception that comes up, and filling in 0 for the texture coordinates.

FnarGod
Posted on 08-25-13 04:28 PM Link | #30756
Remember to triangulate all your faces, and texture them all.

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(layout nuked; unclosed style tag)

blank
Posted on 08-27-13 05:20 PM Link | #31003
Posted by Marionumber1
It's a problem where for some reason, no texture coordinates are defined for some faces. I solve that by catching the exception that comes up, and filling in 0 for the texture coordinates.


That is a possibility, but I don't really like that solution. There is two reasons why a face would not have texture coordinates: Either the creator forgot to texture it, in which case using some default texture coordinates would result in the converted model looking different from what was intended and would have to be recreated anyways, so the program might as well give an error. Or the face was somehow introduced by the modeling software, in which case it would be better to just skip the face.

What might help is better error reporting. The errors messages at the moment are pretty useless to the normal user.

Marionumber1
Posted on 08-27-13 07:10 PM Link | #31020
I've used that workaround on a few models (the Escher planet, Mario's house) and nothing seems to have been wrong with them. I do agree, though, that it's better to prevent the problem from happening.

mibts
Posted on 09-06-13 07:51 PM Link | #31987
This tool is awesome! However, can someone please fix it so it can work with pytex1 and bmdview2?

____________________
Current hack: Excerpt from Super Mario 256

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

Marionumber1
Posted on 09-07-13 01:44 AM Link | #32010
Which model are you having trouble with using PyTEX1? There errors with PyTEX1 that cause it to not work on all BDLs. If you give me the model, I can apply the texture manually.

blank
Posted on 09-07-13 11:23 AM Link | #32027
It's not a matter of fixing obj2bdl so it works with bmdview2, but a matter of fixing bmdview2 so it works with obj2bdl. All it requires is the addition of two lines of code, but somebody has compile and distribute it.

mibts
Posted on 09-07-13 01:19 PM Link | #32035
In the discoveries page, someone said to patch the translucent texture into the .bdl using pytex1.
Here is the model:
https://kuribo64.net/get.php?id=2ZU0AvfNaeqUHkau
Look for BeeMushroomSection under the Bee Mushroom folder. There is a shallow water texture that needs 50% translucency.

____________________
Current hack: Excerpt from Super Mario 256

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

blank
Posted on 09-24-13 08:01 AM Link | #32933
Version 0.4 of obj2bdl has been released. Vertex colors are now supported and you no longer have to texture your model. See the first post for more information and the download link.

Marionumber1
Posted on 09-24-13 10:59 AM Link | #32935
If you try to use obj2bdl 0.4 to import an OBJ that wasn't exported with your Blender exporter, will it still work or fail? Also, what happens if you use an earlier version of obj2bdl to import a model that was exported with your Blender exporter?

blank
Posted on 09-24-13 11:24 AM Link | #32939
You can use any normal Wavefront OBJ file with the new version. I also think earlier versions can handle models exported with the Blender exporter, but I haven't tested.

Jesse
Posted on 12-03-13 04:15 PM Link | #35608
yeah so I saw that it don't "convert" the alpha on alpha textures. is there a way to make it so?

NWPlayer123
Posted on 12-03-13 04:17 PM Link | #35609
You have to do it manually using szs explorer from chadderz' ctools, making the png into a bti, and then splicing it in with MN1's pytex1. It's complicated, which is the derp part. Should work as-is, but when there's no reason to improve existing tools, nothing better happens.

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

blank
Posted on 12-03-13 08:44 PM Link | #35626
The alpha channel is already included. But alpha is not the same as transparency. Transparency is handled in the materials and as there is no way for you to edit materials there is no way to achieve transparency.

Jesse
Posted on 12-03-13 09:37 PM Link | #35627
so I can make like water? and will there be ever transparency possible with obj2bdl?

Jesse
Posted on 12-08-13 05:42 PM Link | #35826
does somebody know if you can export textures from both sides with the extended obj exporter of blender?

skyl
Posted on 12-08-13 06:31 PM Link | #35829
Do you mean with textures on both sides of a face?


____________________
Can you burn a Luigi board?

Jesse
Posted on 12-08-13 08:57 PM Link | #35836
Posted by planetaryplayer
Do you mean with textures on both sides of a face?


yes

I have another problem with converting with obj2bdl. I have the download the latest version and I used the extended obj exporter for blender.


[image]

I hope there is a solution for this
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Main - Archived forums - SMG hacking tools development - obj2bdl - Convert Wavefront OBJ to BDL Hide post layouts | New reply

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