(06-02-2025, 05:10 PM)Boxy Wrote: I played around with this a little bit today. The data of the LFG files is written in readable text. If you open it in Notepad++ for example, you can take a look for yourself, and compare that against any obj, if you want to reformat it to make it an obj. Also since it says Maya ASCII export at the top, I tried changing the file extension to .ma and opening it in Maya, just to check. Who knows, maybe that would work for an earlier version of Maya. I tried Maya 2022, was worth a try.
Anyway here's an obj for Pablo attached as a test, just editing with Notepad++. Some screenshots too to show a little bit of process. The VTX-ARRAY section at the top, followed by all the rows of XYZ, is already in order. You just need the XYZ to be v instead for obj. The vertices screenshot shows what it is originally, vs what you want it to look like, below that. You can use replace in Notepad++ to quickly change all of it. Same for the next section for normals, and the next section after that for UVs. Down below the weights section, there's a section with INDICES written over and over, which is the last thing you need, to create all the faces. This is a little bit more confusing so I included an OpenOffice Calc (free software) spreadsheet that shows the thinking, step-by-step, to restructure it from the way they have it to the test obj I attached. They organized it in order of vertex, then normal, then UV, but you want it in the order of vertex, UV, normal. You can hopefully follow what's happening by clicking on a cell and reading the concatenate formula. Basically for a functioning obj I just changed it from 3 lines into 1, for each vertex/UV/normal set.
I've never played this game so wasn't sure about textures, but the UVs seem to be working at least, so you can experiment. I didn't go any deeper with textures or skeleton or weights, but maybe you can keep going and use it as a good example to learn more. I'm sure most of the textures I was using are the wrong ones, I just grabbed some from your texture dump. The UVs need to be flipped, or else you'll notice things are upside-down on the model. Anyway this won't have any holes and includes normals. Since it sounds like you were already doing a bit of manual work, this is something anyone can do if you put in a few minutes of work (maybe just google little questions along the way if you get stuck). You can probably reuse the Pablo spreadsheet in the zip for other characters, if it helps as a template.
One downside to the model all in one mesh is you'll have to manually select which parts you want for each material/texture, and separate it, but it's pretty easy. It looks like the material info is in the LFG file too, if you decide the time spent playing around with it is worth it (I did as much as I felt like doing and quit, haha). Anyway, good luck on your backyard people journey.
Hmm, I think you're on to something, Boxy, and that's a really good process! What programs do I need, and what are steps did you use to do something like that? Feel free to attach a README or text file with the steps of how you did it. And by the way, check this out. https://www.vg-resource.com/thread-43639.html Thanks for the tips by the way, Boxy.