| 07-28-2005, 12:48 PM | #211 |
Any progres on the tool?? |
| 07-29-2005, 09:40 AM | #212 |
Nope, no progress, been too busy modeling and animating, also I 'm helping out on a project that is called Might & Magic Tribute http://www.mmtribute.castlegobs.nl. I have enough with the japanese 3ds exported u posted, so it I don't need to do anything further, I can study the models already from the 3ds's I exported. |
| 08-05-2005, 06:46 PM | #213 |
Say Taylor_Mouse you wanted to write a prog to convert stuff to the x file sormat. I started coding a convertor for wmo but i can't seem to get the x file right!! Could you send me code or help on the x format, i have to write vertex, face and uv data, but it just wont get it!! Thanks. My email is [email protected] Please help me!! |
| 08-08-2005, 09:12 AM | #214 |
You do not need to export to x if you want another file format , the x file format was just for animated objects, cause the x fileformat supports meshdeformations and is readable in plain text. U can choose any format u like, as long it is readable in a program that converts to 3DS ; ). I'll see what I can find about keeping it simple in X format but if you have Max and a x file exporter you should make a single triangle and export it to X format, open it in notepad or wordpad and you can read it ; ) It is possible that you should read it bit by bit, cause there are hidden characters in this format. |
| 08-08-2005, 09:15 AM | #215 |
Here u can find all about the 3DS format ( it is a big one ) http://www.the-labs.com/Blender/3dsspec.html |
| 08-10-2005, 07:10 PM | #216 |
Here is the converter I made in C# for WMO's http://www.freewebs.com/wmotoolcsharp/index.htm It exports in x, the only bug I came across is at the UV, some get wired! Any help with improving it would be great! |
| 08-10-2005, 08:49 PM | #217 |
In what 3D program u open the x file, I tried 3DSMax, Unwrap 3D, but they don't open or show anything?? |
| 08-11-2005, 06:28 AM | #218 |
Yes I know the problem, I used Unwrap3d to see if i exported anything, but you must have a regional setting that has a "." insted of a "," for the numbers. Example: 23,4546 will not be a valid float for the directx api but 23.4546 is. An example of such a regional setting is English (U.S.). |
| 08-11-2005, 07:43 AM | #219 |
THIS IS SUPER, you should add a radiobuttons with the possebility to check "comma" or "point" as the decimal point, that gives a lot of people ( like me ) a lot less work then to modify it manually ; ). But since u were so kind to give us the source, I will try it ofcourse myself ; D, then I'll let u know if it works Great job by the way :D Better then I ever did ;) |
| 08-11-2005, 08:09 AM | #220 |
Thanks I don't think such a radio can be added since the code is like "StrWrit (Vertex[something]);" I'm not controlling the format of the float, the system is so I don't know how to do that ![]() |
| 08-11-2005, 10:54 AM | #221 |
Yes, I know, no problems, I already changed my regional settings to the correct format, being 12,123,123.000 so it exports just fine : ) I changed the layout a bit, I added a textfield so that it displays the selected file, the load button I changed the layout to 3 points ( like browse ) and the save I changed to Export. When u click the export I put the same filename in the SaveDialogue.FileName so u just have to change .wmo to .x ; ). Just makes life easier. Up to .m2 format ; ), since you already have the export. |
| 08-11-2005, 11:04 AM | #222 |
Ok, please send me the result and the source code so that i can upload them. I've started work on the m2 converter, but i don't know animations so I will need your help, so far I'm loading vertices and starting to write the x file export. |
| 08-11-2005, 12:06 PM | #223 |
Well, never mind the animetions for the moment, just the model is fine. Note, that the exporter ( from that chinese guy ) did not export all of them, like the chararacters, that was because there was no unified texture assigned to it, so leave out the texture names here as well. Cause they are mapped 1 on 1 in the textures.mpq anyways. The animations are a pain in the ass, the file will grow 4x bigger !! |
| 08-11-2005, 12:19 PM | #224 |
I was plannin to do the exporter with the following features: the mesh and uvs. Animations would be nice though, if I finish this exporter whit the above mentioned feats. I figure that today I would be able to finish it, if not tommorow morning. Please send the result of youre work and the modified source to [email protected] so that I can upload them on the site. Make sure you put your name in the source . |
| 08-11-2005, 12:39 PM | #225 |
VERY nice, btw, I just send you the ( small ) updated code from the wmo convertor ;) |
