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SoA Model Converter
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Kryslin



Joined: 02 Aug 2005
Posts: 241

PostPosted: Mon Jun 19, 2006 5:14 am    Post subject: Reply with quote

Now who could this pretty silvite be...?



Ok, now I'm showing off. I'm exporting Normal and UV data properly now. All I had to do was assign the appropriate texture image, and everything falls into place. Milkshape doesn't have problems with alpha textures, but it does with 2 sided...

I think I could probably get textures to export with the model, too... but it's been a long day.

Steve
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Kyyp



Joined: 07 Aug 2005
Posts: 1008

PostPosted: Mon Jun 19, 2006 5:29 am    Post subject: Reply with quote

You win.
You win at everything.
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LumensAquilae
I get by with a little help from my friends


Joined: 24 Mar 2005
Posts: 798

PostPosted: Mon Jun 19, 2006 5:36 am    Post subject: Reply with quote

If this was SA you'd have a big custom title by now.
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Kassad
QUOTE, BUY, PRINT!


Joined: 24 Mar 2005
Posts: 371
Location: Land of the Frogs

PostPosted: Mon Jun 19, 2006 8:15 am    Post subject: Reply with quote

Fina! <3

This is truly fantastic. Very Happy
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Spazz
S T E E L


Joined: 24 Mar 2005
Posts: 1265
Location: Chucktown, SC

PostPosted: Mon Jun 19, 2006 12:39 pm    Post subject: Reply with quote

You are absolutely amazing!
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diablo2121



Joined: 31 Mar 2005
Posts: 103

PostPosted: Mon Jun 19, 2006 1:18 pm    Post subject: Reply with quote

It's like watching a child grow from a mere set of vertices to a hot 3d model of Fina.
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ADnova



Joined: 31 Mar 2005
Posts: 92

PostPosted: Mon Jun 19, 2006 1:51 pm    Post subject: Reply with quote

Wow...the progress you've made is incredible. I mean, a fully-lit and textured model? Shocked
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ftr



Joined: 30 Mar 2005
Posts: 597

PostPosted: Mon Jun 19, 2006 4:31 pm    Post subject: Reply with quote

This is worthy of much applause Very Happy
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Galcian01



Joined: 14 Jun 2006
Posts: 11

PostPosted: Mon Jun 19, 2006 5:27 pm    Post subject: Reply with quote

congrats!

now lets make it better.
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Kryslin



Joined: 02 Aug 2005
Posts: 241

PostPosted: Mon Jun 19, 2006 5:54 pm    Post subject: Reply with quote

Better? I'll take suggestions. Right now, getting everything to work correctly has been my goal. By correctly, I mean outputting a model file that Milkshape can read, and can convert to other formats for use. I'd liek to figure out why Wavefront import doesn't work in my copy of XSI mod tool...

Wavefront .OBJ export now works correctly, and is cleaned up significantly. The Fina model with Normals and UVs is the same size as the original triangle only model. Yes, there was much duplicated information in there. Since the OBJ format appears to be widely used (or widely importable), I'll stick with it, though the re-organization of the model data in the program may make binary 3ds a possibility.

There are still a couple of issues; Right now, this works mainly on the models in the BCHARA folder, and surprisingly, the player models for PSO. There are additional difficulties with the MLD files in the FIELD directories, since they contain more than one model. It's a matter of finding the right start address in the file, and writing them out one by one...

Right now, my aim is to get the vertex mangling that occurs in some of the other single model files tracked down and corrected. Then, I move on to the multiple model files. Then, I bug ADNova for his texture exporting code, and export textures with models, no having to assign them via Milkshape or XSI or Ultimate Unwrap, which is why Fina looks so nice...

Bone placement and animation, that's going to have to be external, since the Dreamcast doesn't used bone based animation in it's models, but matrix based IK chains.

Steve
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Fenix



Joined: 30 Apr 2006
Posts: 29
Location: Destination

PostPosted: Wed Jun 21, 2006 1:33 am    Post subject: Reply with quote

Shocked
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Starshine_Monarch



Joined: 17 Jun 2006
Posts: 22

PostPosted: Wed Jun 21, 2006 10:12 am    Post subject: Reply with quote

Kryslin wrote:
Now who could this pretty silvite be...?



Ok, now I'm showing off. I'm exporting Normal and UV data properly now. All I had to do was assign the appropriate texture image, and everything falls into place. Milkshape doesn't have problems with alpha textures, but it does with 2 sided...

I think I could probably get textures to export with the model, too... but it's been a long day.

Steve


Sweeeeet.


...Now make it move.
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Kassad
QUOTE, BUY, PRINT!


Joined: 24 Mar 2005
Posts: 371
Location: Land of the Frogs

PostPosted: Wed Jun 21, 2006 10:34 pm    Post subject: Reply with quote

Kryslin wrote:

Bone placement and animation, that's going to have to be external, since the Dreamcast doesn't used bone based animation in it's models, but matrix based IK chains.


Kryslin will be much too busy extracting all those models to do that. Besides, there are others here who can animate models. He wouldn't have posted this thread otherwise.


Last edited by Kassad on Thu Jun 22, 2006 8:20 pm; edited 2 times in total
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Kryslin



Joined: 02 Aug 2005
Posts: 241

PostPosted: Thu Jun 22, 2006 5:54 am    Post subject: Reply with quote

Kassad wrote:
Kryslin wrote:

Bone placement and animation, that's going to have to be external, since the Dreamcast doesn't used bone based animation in it's models, but matrix based IK chains.


Kryslin will be much too busy extracting all those models to do that. Besides, there are others here who can animate models. He wouldn't have posted this thread otherwise.


Actually, Kryslin is bug stomping right now, using the Extra Large Hobnail Boots of Code Debugging. While I tend to write code that does exactly what I want it to do, sometimes it does something unexpected. In a brief sampling of models, only 5 of them decode properly, without any mangled geometry (Fina, Aika, Moegi, a Centipede trapped in ice, and the turtle thing from Yafutoma).

Also, I will probably be adding texture export in the next major rebuild, as ADNova has graciously coded a DLL Class Library that encapsulates PVR extraction from an MLD file. Smile Then, I can build an actual material file to go with the object file...

Steve
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Kassad
QUOTE, BUY, PRINT!


Joined: 24 Mar 2005
Posts: 371
Location: Land of the Frogs

PostPosted: Thu Jun 22, 2006 8:21 pm    Post subject: Reply with quote

The joys of programming... But you got three cute girls first, that's got to be a good sign for the future. Smile
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Kryslin



Joined: 02 Aug 2005
Posts: 241

PostPosted: Tue Jul 18, 2006 5:26 pm    Post subject: Reply with quote

The wait is getting shorter...



This is a RAcaseal, from PSO. PSO uses the same model format as SOA. It was one of my test models that was being mangled, and I think I squashed that bug good.

So that makes 3 cute girls, 1 lecherous guy, 1 honorable prince, Cupil, and a 'bot. that work.

Steve
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Rodgun



Joined: 11 Jun 2006
Posts: 82
Location: Honduras, Latin America

PostPosted: Tue Jul 18, 2006 5:31 pm    Post subject: Reply with quote

Kryslin wrote:
The wait is getting shorter...



This is a RAcaseal, from PSO. PSO uses the same model format as SOA. It was one of my test models that was being mangled, and I think I squashed that bug good.

So that makes 3 cute girls, 1 lecherous guy, 1 honorable prince, Cupil, and a 'bot. that work.

Steve


WOW Exclamation Exclamation Cool
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Fenix



Joined: 30 Apr 2006
Posts: 29
Location: Destination

PostPosted: Tue Jul 18, 2006 8:42 pm    Post subject: Reply with quote

Holy crap
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Kryslin



Joined: 02 Aug 2005
Posts: 241

PostPosted: Wed Jul 19, 2006 5:43 am    Post subject: Reply with quote

Fenix wrote:
Holy crap


Now, to bring this back to Skies of Arcadia...


Belle, Tika-Tika, Izmael, Khazim, and Lawrence!

There's an interesting quirk to these models, that I think is related to the obj format. I suspect a nice save in another format will cure the problem. Smile

Steve
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Fenix



Joined: 30 Apr 2006
Posts: 29
Location: Destination

PostPosted: Fri Jul 21, 2006 10:51 am    Post subject: Reply with quote

Ah Khazim... there's something about him dual wielding bazookas which amused me so.
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