ENO/ZNO/GNO/XNO Import Release - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: Archive (https://www.vg-resource.com/forum-65.html) +--- Forum: July 2014 Archive (https://www.vg-resource.com/forum-139.html) +---- Forum: The Resource (https://www.vg-resource.com/forum-85.html) +----- Forum: The Models Resource (https://www.vg-resource.com/forum-50.html) +------ Forum: Model Discussion (https://www.vg-resource.com/forum-54.html) +------ Thread: ENO/ZNO/GNO/XNO Import Release (/thread-23642.html) Pages:
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ENO/ZNO/GNO/XNO Import Release - ItsEasyActually - 08-18-2013 Been working on this for quite some time as some of you know and just kind of quit. So I've decided I'll just go ahead and release what I've done, maybe someone else can add in the rest of the stuff. Download (Random Talking Bush's updated version, 05/21/14): https://dl.dropboxusercontent.com/u/27874399/NOImporterUpdate.zip Download (older version): http://db.tt/97Z6qujv How this works: EDIT: Okay, I goofed. Anyone who read earlier, this is what you do instead. Run it through the Editor Window, not from the startup folder. Max doesn't load the custom functions into memory for some reason. So just run it through the MaxScript Editor and it'll import the models just fine. These scripts, except zno, import the bones but no weights. This is due to me having the hardest time trying to figure them out. The ENO script is probably the least easy to work with as bones don't import correctly constantly. Usually the rotations or something seem a little off. It also only supports Sonic Free Riders models as Sonic 4 Episode I ENO is different just enough to break the importer consistently. And to make a double note, there could be some issues with some models from some games. I couldn't iron out every single issue, so I apologize if this isn't perfect, but what is? I tried to make it as easy to use as possible, and as I asked in the listing on the dialog, please do give credit where it's do. Also, big thanks to mariokart64n who helped me out with learning MaxScript and to Kentalin for her original notes on the GNO format that got me started. RE: ENO/ZNO/GNO/XNO Import Release - Random Talking Bush - 08-18-2013 Works good for the things I've tried so far, except for the Extreme Gear from Free Riders. A few of the polygon groups import all chewed up. RE: ENO/ZNO/GNO/XNO Import Release - ItsEasyActually - 08-18-2013 (08-18-2013, 04:47 PM)Random Talking Bush Wrote: Works good for the things I've tried so far, except for the Extreme Gear from Free Riders. A few of the polygon groups import all chewed up. With all the boards I tested, nothing came out broken. I had another guy, PolygonJim, test them as well. So my only assumption is it's just hit and miss...which is no honest surprise...these formats are not the best things to work with. On another note, I think Unwiished rigs import wrong. I don't know why. Just a heads up to anyone importing them. RE: ENO/ZNO/GNO/XNO Import Release - Random Talking Bush - 08-18-2013 Continuing on, seems like Super Sonic and Storm both make the importer halt with an error like this: Code: -- Runtime error: Vertex index in face out of range: [221,456,223] And it also seems the ears don't have proper UV mapping on a bunch of 'em. Just things I'm noticing from using it. (EDIT: And Vector doesn't import at all, just turns into a giant pyramid of polygons.) RE: ENO/ZNO/GNO/XNO Import Release - ItsEasyActually - 08-18-2013 (08-18-2013, 07:06 PM)Random Talking Bush Wrote: Continuing on, seems like Super Sonic and Storm both make the importer halt with this error: I'm wondering if the versions in this were the wrong versions. They definitely shouldn't have been. Could be a total off or something. Oh well. It'll get updated shortly and reposted with fixes. EDIT: And can you give me examples of messed up texture ears. Also, Super Sonic never seemed to work. I could never figure out why he error'd. Same with Storm. They're erroring due to a face index, but I scoured their files and never could figure out why they crashed. I also received word there's errors with the GNO script and some Black Knight models. Currently going their revisions to find out which one supported them all since I know one of them worked properly with SatBK. RE: ENO/ZNO/GNO/XNO Import Release - Random Talking Bush - 08-18-2013 (08-18-2013, 07:08 PM)ItsEasyActually Wrote: EDIT: And can you give me examples of messed up texture ears. Also, Super Sonic never seemed to work. I could never figure out why he error'd. Same with Storm. They're erroring due to a face index, but I scoured their files and never could figure out why they crashed. Even with the right texture applied, it still shows up incorrectly, because the UV mapping is "flat". It's way at the bottom instead of being mapped in the right spot. Rouge and Silver also have the same problem, so the script must be reading the values for the UV mapping incorrectly for them. RE: ENO/ZNO/GNO/XNO Import Release - Omnitrix - 08-23-2013 Thank you very much!! RE: ENO/ZNO/GNO/XNO Import Release - 3DSawnikku - 12-11-2013 I would like to know how did you unpack Sonic Free Riders RTB. Im having some trouble here. RE: ENO/ZNO/GNO/XNO Import Release - Turbo Thunderbolt - 12-13-2013 Just out of curiosity, will you be updating the script any time soon ItsEasyActually? RE: ENO/ZNO/GNO/XNO Import Release - Doronetty - 12-13-2013 Hyperb news! MEGA GIGA TERA THANKS!!! RE: ENO/ZNO/GNO/XNO Import Release - Omnitrix - 03-27-2014 Hey dude, wanna ask you. Is there something to import models with bones? RE: ENO/ZNO/GNO/XNO Import Release - Random Talking Bush - 03-29-2014 (03-27-2014, 11:43 AM)Omnitrix Wrote: Hey dude, wanna ask you. Is there something to import models with bones? I'm working on it, thanks to my new knowledge of reading model formats. Additionally, I have fixed the problems importing the Iblis Golem (pictured above, highlighting the chest rigging) from Sonic '06 as well as both Storm and Super Sonic from Free Riders (they didn't import because you missed filling in a vertex format type for those, ItsEasyActually!), fixed the UV mapping problems with Shadow and several others from Free Riders (it was reading the UV mapping for "Type 0x70" as full-floats instead of half-floats like everything else was, and from the wrong location), and I'm currently working on preparing the rigging information for ENO/Free Riders, XNO/Sonic '06 and ZNO/Sonic 4 formats. I don't have any GNO files, so I can't work finishing up that model format yet. If someone could send me some, that would be appreciated. But yeah, once it's all done, I'll upload a revamped version of the script in this topic. RE: ENO/ZNO/GNO/XNO Import Release - TGE - 04-02-2014 (03-29-2014, 06:37 PM)Random Talking Bush Wrote: I don't have any GNO files, so I can't work finishing up that model format yet. If someone could send me some, that would be appreciated...http://puu.sh/7TTNM.zip There ya go RE: ENO/ZNO/GNO/XNO Import Release - Random Talking Bush - 05-15-2014 Might as well upload what I've got now: https://dl.dropboxusercontent.com/u/27874399/NOImporterUpdate.zip (UPDATED 05/21/2014) There are two scripts included. The one with "_Debug" at the end will print messages to the console, but will import models much more slowly. What this newer script does:
What still needs to be done:
If there happens to be a specific problem with a model you're after, let me know and I'll try to adapt the script to work with it. RE: ENO/ZNO/GNO/XNO Import Release - Omnitrix - 05-16-2014 (05-15-2014, 06:52 PM)Random Talking Bush Wrote: Might as well upload what I've got now: Thank you so much! |