10-03-2015, 08:26 AM
It would help if someone uploaded some files to look at, speculation doesn't get us anywhere ;p
Donkey Kong Country Tropical Freeze study
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10-03-2015, 08:26 AM
It would help if someone uploaded some files to look at, speculation doesn't get us anywhere ;p
10-03-2015, 09:43 AM
I have files. I'll send them over.
10-03-2015, 04:31 PM
I'll have you know I'm working on a converter.
http://puu.sh/kxpB2.png Thanked by: Kold-Virus
10-03-2015, 05:11 PM
odamn... ur fast... majorly fast
10-03-2015, 05:48 PM
Holy crap. Thank you, TGE! Best of luck!
10-03-2015, 08:45 PM
http://puu.sh/kxDXq.png
I'll need to test it a bit more before I can get a release done, but it's coming along well. Thanked by: Kold-Virus
10-03-2015, 09:03 PM
(This post was last modified: 10-03-2015, 09:13 PM by Kold-Virus.)
I only have three words for you, my friend.
No. Friggin'. and Way. Ask and thou shalt receive, they say. Boy I've never until now known the truth of that statement.
10-03-2015, 09:43 PM
(10-03-2015, 08:45 PM)TGE Wrote: http://puu.sh/kxDXq.png Damn it, that's amazing work, but Blender users always get left in the dust...
10-03-2015, 10:04 PM
Well, I hate to be "that guy", but maybe it's time to make the change?
And @TGE, will this be a batch script, drag-and-drop or a simple Maxscript?
10-03-2015, 10:34 PM
(10-03-2015, 09:43 PM)Irastris Wrote:(10-03-2015, 08:45 PM)TGE Wrote: http://puu.sh/kxDXq.png Blender has a overly complicated scripting engine
10-03-2015, 10:54 PM
10-03-2015, 10:56 PM
Okay, so no .SKEL implementation for now?
Well, I'm in no position to complain. You've got UV's.
10-04-2015, 12:30 AM
heh.. if you want any stage files to test out aswell TGE, i can give ya the overworld files
Here's the CMDL/SMDL/WMDL to obj converter.
I'd add support for skel but there's no way to match skeletons to the files currently. It does not generate mtl files as there are no texture assignments, however it does keep the material names. I tried looking into the texture files without much luck. The data's formatted like GTX data is, however texconvert crashes on converting it. It supports uvs, but sadly not normals. The normals are encoded into 64 bits and I don't know how they did it exactly. I did try some things but I didn't have a lot of luck doing so. Source code is included, it's not perfect but it's functional and that's what matters most in this case . Thanked by:
10-04-2015, 01:41 PM
(This post was last modified: 10-04-2015, 01:47 PM by Kold-Virus.)
Sounds great. Thanks, man!
EDIT: Okay. Now we have models. With UV and mesh name data. Now we need texture and skeleton support, and then we can release these on TMR. |
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