Model Utilities

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  1. #91
    Alpha Member GlaphanKing is offline
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    Re: Model Utilities

    but its not. That particular editor died out a few years ago. The source was around but it was in 3.1. After some major updating to 4.0 I have revived it as the base of the editor.

    The current editor you see there loads XML files which, on their own are great and work well with xna, but not with this particular project. Rest assured that it will be released for all to enjoy. Its just a lil ways off right now. Make no mistake that most people do not code from scratch any more. Engines, source codes, and references are too abundant to not build from.

  2. #92
    Flyff Developer ShadowDragon is offline
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    Re: Model Utilities

    Quote Originally Posted by GlaphanKing View Post
    Make no mistake that most people do not code from scratch any more. Engines, source codes, and references are too abundant to not build from.
    I completely agree with this statement.

    I'm currently learning about C++ programming with DirectX, and from the 2 sources I've read from so far, both have said at one point "to not reinvent the wheel" (basically saying use stuff that's already made and build upon it).

    The 2 sources are DirectX Tutorial.com - Game Programming with DirectX and the book titled "Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach".

  3. #93
    Alpha Member GlaphanKing is offline
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    Re: Model Utilities

    Have successfully imported data into max from an o3d file. Wasn't as hard as I thought it would be. Now comes the real fun part. drawing the mesh on the screen. So far am figuring out the best way to do this. Suggestions are nice from those who have worked in MaxScript before, which I totally dispise as a scripting language btw.

  4. #94
    Alpha Member GlaphanKing is offline
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    Re: Model Utilities

    Making progress!

    Spoiler:



    Uploaded with ImageShack.us

  5. #95
    Flyff Developer ShadowDragon is offline
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    Re: Model Utilities

    After you work all this out, are you going to make a tool to automatically convert all the relevant models to the new formats?

  6. #96
    Alpha Member GlaphanKing is offline
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    Re: Model Utilities

    The importer is a maxscript. Once imported it can export to fbx or whatever you like. I could even write an export script if someone is willing to work on a format more suitable.

    Right now I'm figuring out how to make bones through scripting. Not very easy if you do it in max. scripting is a whole other ball game. I may use C++ and the sdk to make a plugin instead but I have to download C++ 2005/2008 as its needed for the max9 sdk. Tedious I know.

  7. #97
    Flyff Developer ShadowDragon is offline
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    Re: Model Utilities

    Well it was my understanding that one of your goals was to use a better format for the models. Is that still true?

  8. #98
    Alpha Member GlaphanKing is offline
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    Re: Model Utilities

    It is a long term goal yes.once the data is imported into max, you can make any format you want. So long as you keep to the basic model rules (bones, matrices, index buffers, etc) you can use any format you wish. I just have to think one up.

  9. #99
    Flyff Developer ShadowDragon is offline
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    Re: Model Utilities

    Ok, now that you've stated that, I'll clarify my previous question. Are you going to make a tool to batch convert models to the new format? (for example, a cmd line program that searches for all of them and converts them)

    I'm wondering because there are A LOT of models in flyff, and manually converting each would take a very long time.

    Note: I'm not requesting you to make one. Simply asking. I've been learning more about programming lately and, given some time to study the formats, might be able to do this myself. Not entirely sure though.
    Last edited by ShadowDragon; 24-11-11 at 11:24 AM.

  10. #100
    Apprentice Delium is offline
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    Re: Model Utilities

    i“m also working on a model converter, but mine is for Ogre3D Engine. in my opinion they have a very good file format.

    currently my converter support mesh with skeleton, todo is animation and LOD. here two images:




    when the converter is finished i will release the source so that other can learn from :)

  11. #101
    Alpha Member GlaphanKing is offline
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    Re: Model Utilities

    OK. guys, I'm going to let you test out my importer into Max. I believe it works with all versions from 9 on but I haven't tested. It was made in Max 2011 x64 but I don't think it makes a difference.

    Spoiler:





    Flyff Model Importer v0.01b

    Please report any bugs you get including any and all errors. Screens will be nice but not necessary.

    I've tested it on almost every mover, npc without error but it's still early.

    Anyone who tests the script and reports back with proof will receive credit as a tester.
    Last edited by GlaphanKing; 26-11-11 at 08:34 AM.

  12. #102
    Flyff Developer ShadowDragon is offline
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    Re: Model Utilities

    I guess I better start insalling my 3DS lol

  13. #103
    One word! Im Fawkin Pro! Xakzi is offline
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    Re: Model Utilities

    So, I have tested it, the o3d import works, thought the models is small, really small.. same size as it is ingame most likely..

    View L1HHYQ.png on ScreenSnapr

    Importing Bones does not work, tested with Aibatt, Hernek giant (picture above) and prankster
    this is the error I get.

    View zMOEy1.png on ScreenSnapr

    When that error appear, everything is unclickable.

    Oh, and I use Max 2010 x64

    Importing .Ani files does not seem to give anything either, no error, no changes..

    uhm, lets see, what bugs did I find..

    If you click on "o3d" or "Import all" and cancel I get this error
    View 0Kzjhe.png on ScreenSnapr
    and everything is yet again unclickable :p

    Hope it helps

  14. #104
    Valued Member DarkOrka is offline
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    Re: Model Utilities

    The export options dont seem to work and import all as well , but no errors are showing up for that , and the size of the models is about 1/10th of the original size that it should be
    Last edited by DarkOrka; 26-11-11 at 03:11 PM.

  15. #105
    Account Upgraded | Title Enabled! kolelolx is offline
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    Re: Model Utilities

    Very, very nice. Like others have said, bone importing doesn't work, and exporting doesn't seem to work either. I noticed you had the mesh import and the bone import separate, in the future you may want to just combine them. Also, I was a bit confused with the exporters. Is the "Export Original" function just to export the original file with no edits or...? Seems kind of pointless to me.

    Spoiler:


    I tested multiple models, and they all worked, but they do seem pretty small o; Not really a problem though.
    Attached Thumbnails Attached Thumbnails test.jpg  



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