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04-26-24 11:52 AM |
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Main - Posts by blank |
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Normal user Level: 26 Posts: 81/129 EXP: 96187 Next: 6088 Since: 07-08-12 Last post: 3342 days ago Last view: 2315 days ago |
By texture file names I meant the names of the image files used for textures. You have to include the entire file name, including extension (such as .png for PNG files). |
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Normal user Level: 26 Posts: 82/129 EXP: 96187 Next: 6088 Since: 07-08-12 Last post: 3342 days ago Last view: 2315 days ago |
Models has to be textured (not just colored). Where the textures have to be depend on the model, but usually they have to be in the same folder as the OBJ file or in a sub-folder. |
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Normal user Level: 26 Posts: 83/129 EXP: 96187 Next: 6088 Since: 07-08-12 Last post: 3342 days ago Last view: 2315 days ago |
Posted by I pwned U! Did you completely miss the part about spaces in file names? |
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Normal user Level: 26 Posts: 84/129 EXP: 96187 Next: 6088 Since: 07-08-12 Last post: 3342 days ago Last view: 2315 days ago |
Posted by blank |
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Normal user Level: 26 Posts: 85/129 EXP: 96187 Next: 6088 Since: 07-08-12 Last post: 3342 days ago Last view: 2315 days ago |
Unfortunately 3DS files doesn't support vertex colors either. For some reason there is no simple 3D model format that supports vertex colors (except for PLY files, but they only support one mesh per file). So to support vertex colors you would have to use a file format such as COLLADA, which would be a lot of work. |
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Normal user Level: 26 Posts: 86/129 EXP: 96187 Next: 6088 Since: 07-08-12 Last post: 3342 days ago Last view: 2315 days ago |
Arcanine, the fix you made does not work and in fact completely breaks the program. Also, what is a line material?
The exception is caused by faces that do not have texture coordinates, which shouldn't be a problem as the README states that the entire model has to be uv-textured. |
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Normal user Level: 26 Posts: 87/129 EXP: 96187 Next: 6088 Since: 07-08-12 Last post: 3342 days ago Last view: 2315 days ago |
Vertices of the from 2/3 works for me. If you think you have an example where it doesn't, try uploading it and I'll take a look at it. |
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Normal user Level: 26 Posts: 88/129 EXP: 96187 Next: 6088 Since: 07-08-12 Last post: 3342 days ago Last view: 2315 days ago |
The line it crashes on is line 36048 which reads "f 339 345 346". |
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Normal user Level: 26 Posts: 89/129 EXP: 96187 Next: 6088 Since: 07-08-12 Last post: 3342 days ago Last view: 2315 days ago |
Posted by Marionumber1 That module might make it a bit easier, but writing a COLLADA importer would still be a lot of work. And since there is no actual SMG hacking going on, I'm not motivated to spend time on a project of such size. |
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Normal user Level: 26 Posts: 90/129 EXP: 96187 Next: 6088 Since: 07-08-12 Last post: 3342 days ago Last view: 2315 days ago |
Posted by Marionumber1 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. |
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Normal user Level: 26 Posts: 91/129 EXP: 96187 Next: 6088 Since: 07-08-12 Last post: 3342 days ago Last view: 2315 days ago |
Posted by SuperMario64DS It is possible that we have a sort of chicken and egg situation. If that is the case I guess SMG hacking is dead and there is not really anything to do about it. But if you look at the first custom Mario Kart Wii tracks they look like crap. When MKW hacking first started out, the tools wasn't advanced enough to make tracks that didn't look like crap. But there were still people who made custom tracks, because they passionate about custom tracks. You can easily make custom SMG levels of a lot higher quality than the original custom MKW tracks with the tools available at the moment, yet no levels are being made. I think this is because there is simply are no capable people who is really passionate about custom SMG levels. If that is the case, then a better model converter wouldn't really make any difference. Posted by SuperMario64DS As I've already told you, almost all of the BDL file format is documented in the source code of bmdview2, except for the MDL3 section, which lacks a written documentation, but anybody interested can just ask me. |
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Normal user Level: 26 Posts: 92/129 EXP: 96187 Next: 6088 Since: 07-08-12 Last post: 3342 days ago Last view: 2315 days ago |
If I have understood you correctly, you are basically saying that are interested in making new levels but don't because it is hard and time consuming. At the same time you are asking me to create a model editor, a considerably harder and more time consuming task. I fail to see why I'm the only one who have to put an effort.
If you truly care about SMG hacking, make a level. If SMG hacking dies it is as much your fault as it is mine. |
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Normal user Level: 26 Posts: 93/129 EXP: 96187 Next: 6088 Since: 07-08-12 Last post: 3342 days ago Last view: 2315 days ago |
There is definitely ways to get vertex colors without going all the way and make a COLLADA importer. One way I have considered is to modify the OBJ exporter of blender to include vertex colors in the exported file, which would be a fairly simple modification. Then changing obj2bdl to include vertex colors wouldn't be hard at all.
But vertex colors wouldn't really change much. Everything you can achieve with vertex colors you can also achieve with textures alone. You can bake lighting into textures just as well as you can bake lighting into vertex colors. The only problem with the texture approach is the files size, but as far as I know nobody have actually had levels crash due to model file size. |
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Normal user Level: 26 Posts: 94/129 EXP: 96187 Next: 6088 Since: 07-08-12 Last post: 3342 days ago Last view: 2315 days ago |
Well that changes things a bit. I might try and see if I can implement my idea then.
On a related note: It would be really helpful if people actually tells me stuff like this. You can't just expect me to magically know. |
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Normal user Level: 26 Posts: 95/129 EXP: 96187 Next: 6088 Since: 07-08-12 Last post: 3342 days ago Last view: 2315 days ago |
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. |
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Normal user Level: 26 Posts: 96/129 EXP: 96187 Next: 6088 Since: 07-08-12 Last post: 3342 days ago Last view: 2315 days ago |
A MDL 0 to BDL converter is something I have considered, and it would definitely be easier to make than a DAE to BDL converter. The reason that I haven't gone in that direction is that it would still be more complicated than a OBJ to BDL converter and I don't think it's worth the effort at the moment. |
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Normal user Level: 26 Posts: 97/129 EXP: 96187 Next: 6088 Since: 07-08-12 Last post: 3342 days ago Last view: 2315 days ago |
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. |
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Normal user Level: 26 Posts: 98/129 EXP: 96187 Next: 6088 Since: 07-08-12 Last post: 3342 days ago Last view: 2315 days ago |
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. |
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Normal user Level: 26 Posts: 99/129 EXP: 96187 Next: 6088 Since: 07-08-12 Last post: 3342 days ago Last view: 2315 days ago |
You should take a look at the LBL1 and the source code to msbconv. That should give you a good idea of what the FEN1 section is about. |
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Normal user Level: 26 Posts: 100/129 EXP: 96187 Next: 6088 Since: 07-08-12 Last post: 3342 days ago Last view: 2315 days ago |
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. |
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