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« Reply #210 on: October 19, 2012, 03:42:25 AM » |
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Sure. I even went and highlighted the error section, as I had accidentally imported a different .obj first. And I'm certain Blender doesn't really like line strips, as they just import as a group of unconnected vertices. What I'm suggesting as a workaround, since Brawl does use UV data for even this kind of geometry, is to take the lines that Brawl already uses as edges to standard geometry, and have it write the .obj to have faces (yes, you can have 4-sided faces with .obj) added between where Brawl puts those lines. In theory, it could work, but I don't know if it would in practice.
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« Reply #212 on: October 21, 2012, 04:17:04 AM » |
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Okay, stupid question time then...
Is there any kind of geometry I can change the Alloy's stomach section to in order to get it to show as 'standard' mesh data?
Reason I ask is because I'm still trying to get at the UV data for that part of the mesh. I can't imagine that there wouldn't be anything that would actually keep the information and apply it when there's face data given to it.
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« Last Edit: October 21, 2012, 05:30:22 AM by Tiberious »
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« Reply #213 on: October 21, 2012, 08:36:11 AM » |
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eh...
sorry for the let-down, but the UV support in UMC is kinda choppy... I still don't know how to properly structure materials, textures, shaders, and material extension data... (I'm not calling them nodes anymore as that's purely defined by blender as a standard for sharing data between materials) ^even though what BJ calls "Shaders" use the same exact data defined in what Blender calls "Material Nodes"
there actually is no exact term that I know of for material extension data... so I'll just call it that...
anyways, once I support materials properly, I'll then be able to extend the UV data support for it.
there is currently more than 3 pages worth of functions for describing Texture data in OpenGL, and Nobody wants to tell me of a good structure for supporting all of it. (reguarding to the advanced OpenGL programmers I'm in contact with) >:O
here's my current structure: Material [ [[Ambient],[Diffuse],[Specular],Alpha], [Texture Structures], [Shader Data], Material Extension ID ]
but if you say the data is reguarding line strips... I'm not exatly sure how textures would work with that, since there wouldn't be any face data.
mind sending me a pic of what you can get imported :/ (it'll help me out with UMC's results)
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« Reply #214 on: October 21, 2012, 09:28:09 AM » |
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There's nothing at all in the only import that works (to Wings3D).
When I'm talking about importing as 'unconnected vertices', that's the result BrawlBox gives when exporting that object.
I'd figured you would be learning from what it's doing for converting Brawl's format.
When I try importing the .obj UMC3 spits out into Blender, I get the error shown in the image in a previous post.
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« Last Edit: October 21, 2012, 09:29:02 AM by Tiberious »
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« Reply #216 on: October 24, 2012, 11:41:01 AM » |
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The .obj is here. Kinda torn on your working on MDL0 import/export. There's already tools for doing this that get bone and weighting data, as well as regular .obj exports. Feels like you'd be reinventing the wheel here.
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« Reply #217 on: October 31, 2012, 05:15:43 PM » |
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well, I've fixed the OBJ script...
the error:
^blender's OBJ script doesn't support 2D verts
blender24:
blender26:
get the script here: http://gist.github.com/3990555
as for UMC, I've been working on GUI features, and finally got something working. I had to completely scrap GUI.py and redo the method handlers and widgets to do it:
^selectionboxes now work
I'm still trying to get a decent font method... (I want to use TTF files for fonts)
I could easily use a static font, but I'd have to define everything including the characters (I don't want to define 128 characters by hand)
as for re-inventing the wheel, my program supports it's filetypes by it's scripts. if you want UMC to support another format, simply write a script for it.
I mean... it isn't called "Universal" for nothing XD
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« Last Edit: December 01, 2019, 04:39:15 AM by DarkPikachu »
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« Reply #218 on: November 04, 2012, 10:47:38 AM » |
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Yep, that did fix it.
Now, the question becomes... is there a way to make it (either by adding the faces manually or via the exporter) create the faces between those lines so that the UV data can be displayed in Blender?
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« Reply #219 on: December 05, 2012, 02:44:09 PM » |
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« Reply #220 on: December 11, 2012, 12:15:45 PM » |
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I'm going to create a new thread that relates directly to UMC so I can clear up space on here for other programs I plan to work on...
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« Reply #221 on: December 31, 2012, 06:02:19 PM » |
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REL module template for HexEdit coming soon. (once I can upload it)
currently displays as much as brbx.
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« Reply #224 on: April 27, 2013, 05:09:42 PM » |
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« Last Edit: April 27, 2013, 05:32:21 PM by DarkPika »
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