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SoA Model Converter
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The Amigo



Joined: 08 Jun 2006
Posts: 96

PostPosted: Sun Jun 11, 2006 3:15 am    Post subject: Reply with quote

Hmm... This makes me want to start a SoA Gmod comic.
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Kyyp



Joined: 07 Aug 2005
Posts: 1008

PostPosted: Sun Jun 11, 2006 4:52 am    Post subject: Reply with quote

Good luck getting those into gmod.
You will have to ragdoll them yourself, which I hear is a difficult process even for those who already know how.
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LumensAquilae
I get by with a little help from my friends


Joined: 24 Mar 2005
Posts: 798

PostPosted: Sun Jun 11, 2006 5:37 am    Post subject: Reply with quote

That looks like Milkshape.


Send me that Fina file. It looks really close to the one I made. Smile
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Kryslin



Joined: 02 Aug 2005
Posts: 241

PostPosted: Mon Jun 12, 2006 12:27 am    Post subject: Reply with quote

Yes, it is milkshape. Nice little 3D editor, not like the XSI Mod Tool, which is a beast...I think my copy might be broken, though, but Softimage is a little... imposing.

File's away, have fun and enjoy...

Steve
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LumensAquilae
I get by with a little help from my friends


Joined: 24 Mar 2005
Posts: 798

PostPosted: Mon Jun 12, 2006 2:07 am    Post subject: Reply with quote

Awesome, thanks a ton! I made a Fina model based off of wireframe screenshots trying to get parts of the mesh close to the original, and I am glad to say that I got a number of the parts spot on.

Anyway, from looking at the file, it imports by default with the faces facing the wrong direction. You can select all and then Reverse Vertex Order (Ctrl+Shift+F) to get the model looking almost correct. Still, there seems to be a random few faces that are facing the wrong direction, shown below as black. There is also no UV map information, but I think that is a limitation of the ASCII format.



Regardless of the small glitches, this is awesome work that you're doing and if there is anything I can do to help, let me know as I'd be happy to.
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Kryslin



Joined: 02 Aug 2005
Posts: 241

PostPosted: Mon Jun 12, 2006 6:10 am    Post subject: Reply with quote

The issue of face normals is the 1st issue on my fix list. It's a little computing intensive, but all the math is simple enough - the vertices for the models have normal data (and UV data as well). Take the average of the 3 vertex normals, normalize it, and compare it to a computed normal. If the 2 don't match, flip and check again.

Needless to say, I had "Render Backfaces" turned on when I did the screen shots... Smile

It won't be too much work to include them into the .obj file the program generates (the .obj format supports both vertice normals and UV coordinates). I'll start including them in the .obj export (the format allows for it, and it works neatly. Shouldn't be anywhere near the difficulty of getting accurate geometry out of the file...

Hmm, after thinking about it for a bit, it might be a bit harder than I thought. Might have to alter the way things get processed a bit...

Steve
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Galcian01



Joined: 14 Jun 2006
Posts: 11

PostPosted: Wed Jun 14, 2006 1:37 am    Post subject: Reply with quote

Hey, I haven't been to this forum in about 3 yrs haha. But i used to be galcian 01. apparently the forum has changed A LOT but im glad to be back


Anyway Im currently going to school fo computer animation and If i could be of any help I am great at Modelling and texturing in Maya.

If you guys can find a way to convert the files. ill model or texture anything you want for ya.
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Kryslin



Joined: 02 Aug 2005
Posts: 241

PostPosted: Wed Jun 14, 2006 6:08 am    Post subject: Reply with quote

Welcome back.

As you can see, I'm working on getting the models out of the MLD files that Sega uses, and storing them as wavefront .obj models. Eventually, I'd like to export the model, default texture set and all, to a widely usable format - .obj or perhaps the old 3ds binary format.

Steve
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Galcian01



Joined: 14 Jun 2006
Posts: 11

PostPosted: Wed Jun 14, 2006 10:27 pm    Post subject: Reply with quote

well im not a coder. so i couldnt help with the converstions. or hunt for the files...

but if you ever get them to .Obj or 3ds binary i may be able to make the models way better.

Maya Ascii or Maya Binary would be amazing.
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Kyyp



Joined: 07 Aug 2005
Posts: 1008

PostPosted: Thu Jun 15, 2006 1:27 am    Post subject: Reply with quote

Got any examples of your apparently incredible work?
We have a few really good modelers here already (Sam for example).
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LumensAquilae
I get by with a little help from my friends


Joined: 24 Mar 2005
Posts: 798

PostPosted: Thu Jun 15, 2006 3:14 am    Post subject: Reply with quote

o god i hope this works

edit : hoorj
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Kryslin



Joined: 02 Aug 2005
Posts: 241

PostPosted: Thu Jun 15, 2006 6:05 am    Post subject: Reply with quote

Galcian01 wrote:
well im not a coder. so i couldnt help with the converstions. or hunt for the files...

but if you ever get them to .Obj or 3ds binary i may be able to make the models way better.

Maya Ascii or Maya Binary would be amazing.


Yay, the topic move worked! Smile Thanks!

Models are already being exported in Wavefront's .obj format.

I'm aiming for the old 3ds binary format. Hmm, I'll have to look into the Maya ascii format as well. ASCII exporters are easy enough to code. (Edit : Maya's ASCII format is a little more involved than I care to get into it. I'll stick with Wavefront's .obj format for now).

Of course, I still have the triangle issue to resolve, first. For that, I need to read & export normals, and that's causing me headaches right now. Smile

Steve
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Galcian01



Joined: 14 Jun 2006
Posts: 11

PostPosted: Fri Jun 16, 2006 2:47 pm    Post subject: Reply with quote

Kyyp wrote:
Got any examples of your apparently incredible work?
We have a few really good modelers here already (Sam for example).


http://img.photobucket.com/albums/v51/Reniur/10128_lg_SL1Final.jpg

http://img.photobucket.com/albums/v51/Reniur/Final2.jpg


Im more of a shader and lighter but i can model quite ok too.
i didn't say it was incredible btw. i just said itd be a pleasure to help
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Kryslin



Joined: 02 Aug 2005
Posts: 241

PostPosted: Fri Jun 16, 2006 5:14 pm    Post subject: Reply with quote

You're a better modeler than I am. Smile See the "Delphinus for HL2" for what mediocrity I'm capable of.

Ok, Face orientation problem fixed. Surprisingly, I used a variation on the flat shaded lighting model to solve the problem. Smile Soon, I'll be exporting normal data to the .obj file as well. I'm also going to change how the translated data is stored while the coversion is running, so the converter opens, converts, and exports all in one pass. (Right now, it's a 2 part process - Open & Process, then export).



Milkshape doesn't generate it's surface normals until the reverse vertex direction command is issued, but doing it twice gives you a complete model. I suspect that's because there is no imported mesh normals, not a problem in Milkshape.

I believe all the triangle strips have UV data present in them. I need to get a few more bits of information, and I'll start exporting UV Coords as well. I also need to see what flags control cull/no cull behavior, since Fina's veil should be visible from front and back...

Steve
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LumensAquilae
I get by with a little help from my friends


Joined: 24 Mar 2005
Posts: 798

PostPosted: Fri Jun 16, 2006 5:30 pm    Post subject: Reply with quote

Awesome progress, as usual.
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Galcian01



Joined: 14 Jun 2006
Posts: 11

PostPosted: Fri Jun 16, 2006 8:22 pm    Post subject: Reply with quote

HEY i found a program that converts seamlessly every 3d file type imaginable. Its like a GIANT crazy file conversion utility.

http://www.righthemisphere.com/products/dexp/

check out the standard edition data sheet to see the file formats it does.
theres a pdf of it on the right side its the first on in the box.


trouble is its 150$ ....but if you guys know any good torrent sites or anything...We can probably find it some other way...
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Kyyp



Joined: 07 Aug 2005
Posts: 1008

PostPosted: Fri Jun 16, 2006 9:10 pm    Post subject: Reply with quote

Yeah, Deep Exploration is a really nice program.
I used it to get the Viper and Raider from .xsi format into .obj format so that I could send them to Sam so he could make them into the right type of file for use in Tribes2 WIGO.


Also, Woo!
This is lookin' really nice. No, not really nice. It is completely awesome. There is no other word for it.
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poweremerald



Joined: 09 Apr 2006
Posts: 113
Location: Only in your mind...only in your mind...

PostPosted: Sat Jun 17, 2006 8:37 pm    Post subject: This difies all my morals, safey precautions, and ethical... Reply with quote

Takes risk

Look at http://thepiratebay.org/ for your file...
the best program to use for this is is bitlord, get it at:
http://www.bitlord.com/

[edit]
I am sorry for the faulty link previously, I misspelt the first one.
I have now changed it 'cos it lead to a porno-tv site instead...and no I didn't know about it or the site. sorry once again.

_________________
If you're reading this, you should be wondering why.


Last edited by poweremerald on Sun Jun 18, 2006 9:26 pm; edited 2 times in total
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diablo2121



Joined: 31 Mar 2005
Posts: 103

PostPosted: Sun Jun 18, 2006 12:54 am    Post subject: Reply with quote

At least have the right sense to link to the right site.
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Kryslin



Joined: 02 Aug 2005
Posts: 241

PostPosted: Sun Jun 18, 2006 2:35 am    Post subject: Reply with quote

It appears that MS3D has a practical size limit on the size of an .obj file it can parse. Fina, with normals and UVcoords, comes in at a whopping 280K! Ok, I need to clean the output file up a great deal...

Still, some playing around with UVUnwrap has yielded some pleasing results. Now, if we can work on making the model a little less sharp edged...

Oooh, someone's looking to get in trouble... (As am I, considering the DMCA, Re: Reverse Engineering, etc..., but with different people).

Steve
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