Model Utilities

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Glaphan's Tools

Glaphan's Tools

In accordance with my Model Utilities thread, I'm doing a series of tools that will or may hopefully aide people in cranking out maps and various other things along the way. I'm shutting down the model utilities and focusing on this thread. The previous thread development will continue here. I will ask they be merged as well.

The tools are as follows:

Model Plugin for 3ds Max 9+:
Early Beta version 0.05b - Testing ONLY! - Use At Own Risk


Bone Viewer Download Available: View the bones of any mob, npc, or player. Useful for checking bones, rotations, positioning in the event you make a new mover and want to see the bones are set properly and their parents are correct.
GlaphanKing - Model Utilities - RaGEZONE Forums

GUI Editor: A very useful tool that will hopefully make Daisy obsolete. You will be able to edit, create and export any gui used in the game from npc dialog windows to the player status windows. I know Daisy is very buggy, so I want to try and make something a little more stable.
Pic not available yet.

Model Viewer: One of the main focuses of the Tools project is this one. With this you can view, rotate, scale any model in game. Whether its movers or objects, it will make viewing models easier than it would loading up in game and looking for them. I hope to be able to show animations, as well as the collision boxes for them.
Pic not available yet.

Landscape Editor: For now this is merely a tool to export height maps and import them back into the lnd file. Still working out the bugs but you can view all the maps, except Madrigal. Eventually it will turn into a world editor once all the other projects are completed. But for now at least you can create basic landscapes for use in Beast.



Updates:
12-19-11 : Added Codeplex link for open source development.
11-18-11 : Uploaded video of world editor early look.
11-25-11 : Uploaded max script of early beta importer for testing.
11-30-11 : Uploaded and updated max script with working mesh and bone import. Ani, export buttons are disabled for less confusion
 
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So this will extract the animations/bones from existing flyff models? o.o That isn't much help to someone (almost everyone) that doesn't have an animations&physique/skinning supported ase exporter.
Unless that isn't what this does? o.o Its still neat though c:
 
No. This is going to be a customized importer/exporter utility. This is just a start of it. The format will follow the ase eventually. As soon as I get my hands on the Autodesk SDK I will look into getting fbx exported and loading it in the game.

I'm looking into the source now seeing how the model format operates when it loads. Like I said before the programmers did a horrible job at naming things. I would like to (in the future) get a better physics engine integrated. That way the motions do not look as stiff as they do now.
 
I don't know why everyone believes that. There are plenty of engines out there ready to go and not hard to integrate. Havoc engine, Torque Engine, Irrlicht Engine, Source, Unreal, etc. Some of those are not physics engines but still easy to do.

I have my own plans for this tool when the time comes so I hope at least someone can have use for it and I'm sure they will.

Oh, and I downloaded the FBX SDK. google it and you can too. Its legal.
 
Wow can't wait for this, been waiting for something along these lines for a while xD
 
Random question: The dragon source is any good, glaphan?

Its good for a starting point but other than that no. Ignore the ass-hats as they contribute absolute zero to the conversation as usual. Kiki created the source out of Maplestory clone, got bored and released it which almost no one took notice. This was back way back before I became a mod, and before caali files ever surfaced. The Rhisis and I were aware of such flaws. They were supposed to rewrite much of the code. There was no boost in it so it can suffer from random mem leaks and such. I never intended for the code to be used as a production server at all. Really it was what I could do with it. It was an emulator and all that.

So no. Use it for education and really nothing more. Its useless since the source was released and no use for emulators.

Oh, and Mootie or whatever you call yourself nowadays, I did write this in 3 minutes. took 1 minute to do the form. I was just being modest. :thumbup1:
 
To be honest, I'm new to this scene.
I just saw this post and got interested, so I started working on a same project.



I'm curious and afraid to see more of your progress!
 
Very interesting. I hope to show more soon. I'm working on getting a stable .obj conversion (mesh only) done before I work on a script for blender or max.

How far are you? I see you have 3 tabs going.

I want to expand the bone extractor further such as displaying position, rotation, etc. Hopefully then I can get it ready for biped or bvh for the player skeleton. as for the rest of them, I might combine the bones with the animation and import it straight to blender or max. haven't decided yet.
 
So far i got the bone names, parents and positions.
The 2nd tab has an exporter for the o3d file format.
You can convert o3d meshes to obj and back again.
But sometimes it crashs for some reason.
The 3rd tab is blank.

I could post more screenshots or a video later.
 
I figured out the ASE format. wasn't hard. compared to the model format used in flyff its nearly 90% the same with some differences like inverted index buffers, some intentional blank bytes, etc.

I've been studying the oblivion format on how they do their models. They hav one skeleton file and multiple mesh and animation files. the animation files simply tell the bones how to roatate and translate which makes a lot of sense. they did it almost the same in flyff but it has its moments where you go "why did they do that?". lol
 
Small update: Wrote a raw data dumper for any o3d file. A lot of what I am seeing suggest that you need the 3 files in conjunction with one another.

The o3d file is base: it holds mesh data, uv texturing (if any), and the skeleton (poorly named unless its the player).

Obviously the .chr is the bone structure which sounds redundant because the o3d already has the base skeleton inside. Go figure.

The .ani file has the bones and animation data inside it to tell the o3d how to move the mesh.

I will be posting some sample files so you can see how it works. Duotone, and Popilli (think thats his name) were very close with the format. Wish they would have updated the converter when the source came out. Its ok though, it still helped me keep on track deciphering the formats.

I used to have the xor key for the name decryption, but I lost it so I skipped that part. Seems fine as long as you skip the right amount of character spaces.
 
making some changes to the RAW dumper. Also added some more tools to it such as a GUI editor.

I may add in a Obj2O3D/O3D2Obj converter based on what I have written as well.

Oh I also found out something interesting that the old converter had issues with. The reason, it was hard to import certain objects like Bubble, certain NPCs and world objects is because they had more than one Geometry Object. The one NPC had a bag, a hat and the body. So when you loaded it you only saw the bag or hat. I have corrected this error in loading ALL objects so I hope that gives people some new hope for conversions.
 
making some changes to the RAW dumper. Also added some more tools to it such as a GUI editor.

I may add in a Obj2O3D/O3D2Obj converter based on what I have written as well.

Oh I also found out something interesting that the old converter had issues with. The reason, it was hard to import certain objects like Bubble, certain NPCs and world objects is because they had more than one Geometry Object. The one NPC had a bag, a hat and the body. So when you loaded it you only saw the bag or hat. I have corrected this error in loading ALL objects so I hope that gives people some new hope for conversions.

by GUI editor do you mean like daisy but working on v18 res?
 
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