Howfie's WIP List
Re: Howfie's WIP List
???
Blender 2.6x include a LWO importer. Blender 2.6x Addons (not "plugin" ): http://wiki.blender.org/index.php/Dev:R ... .60/Addons
BTW: http://wiki.blender.org/index.php/Dev:R ... /Bug_Fixes
Blender 2.6x include a LWO importer. Blender 2.6x Addons (not "plugin" ): http://wiki.blender.org/index.php/Dev:R ... .60/Addons
BTW: http://wiki.blender.org/index.php/Dev:R ... /Bug_Fixes
Last edited by Anx on Wed Sep 05, 2012 2:43 am, edited 1 time in total.
- semory
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Re: Howfie's WIP List
yeah, i gave up on blender... it's LWO support is still total shit. i just have to make an lwo -> mesh exporter myself.
Re: Howfie's WIP List
C++ It sounds like a good start.
- iheartibuki
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Re: Howfie's WIP List
Am curious now as to what you're working on. Can you at least show us a pic of the model in-game?semory wrote:yeah, i gave up on blender... it's LWO support is still total shit. i just have to make an lwo -> mesh exporter myself.
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Re: Howfie's WIP List
i'm just trying to import some level geometry into xnalara. supposedly, the number of bones can be zero so the mesh format is just
0
number of meshes
mesh #1
mesh #2
etc.
main problem is that mesh format requires normals and tangents even if you don't use or need per-vertex normals or normal mapping. it's kind of a funky format.
0
number of meshes
mesh #1
mesh #2
etc.
main problem is that mesh format requires normals and tangents even if you don't use or need per-vertex normals or normal mapping. it's kind of a funky format.
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Re: Howfie's WIP List
That just whiffed past my head but that's ok, lol! I thought there was a render group that allowed you to load meshes even without materials?
- semory
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Re: Howfie's WIP List
lol in xnalara's source code, there is no mention of any render groups in the model loader. render groups i think are chosen based on the names of texture files xxx_diffuse.dds, xxx_bump etc. so i think if you just don't specify any textures, that render group you mentioned is chosen automatically. i think... am i right anx? close? but even if you have no textures, you must still have uv, normals, and tangents in the model. xnalara appears to have what is known in DirectX as a fixed input layout (not flexible).
btw, unused bones... are those what separate the skeleton into smaller parts? or is it just a way to make things look nicer in xnalara when you select bones to rotate?
btw, unused bones... are those what separate the skeleton into smaller parts? or is it just a way to make things look nicer in xnalara when you select bones to rotate?
- semory
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Re: Howfie's WIP List
i am also almost ready to test it out he he he heh ehe hee he. maybe another day or two .
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Re: Howfie's WIP List
It's the latter. Oftentimes you have bones that don't really do anything so they are hidden to make it easier on your eyes. A lot of porters also hide adjuster/control bones to make it simpler for most users to pose their characters. Sometimes it works, sometimes it doesn't. Fighting game characters, for the most part, need them because their main bones are often built around them. Their main purpose though is to make animation seamless, so you don't see any warping when your characters' meshes move. I personally prefer having the adjuster/control bones available to me because it allows you to make more natural looking poses.semory wrote:btw, unused bones... are those what separate the skeleton into smaller parts? or is it just a way to make things look nicer in xnalara when you select bones to rotate?
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Re: Howfie's WIP List
awesome.... almost ready for testing ha ha ha....
now at 2800 lines of code (been typing for days it seems lol)!
http://code.google.com/p/sticklove/sour ... alara.cpp/
now at 2800 lines of code (been typing for days it seems lol)!
http://code.google.com/p/sticklove/sour ... alara.cpp/