... to mdl

Posted By: Reconnoiter

... to mdl - 04/19/15 10:56

Hi there,

I am looking for a simple program that can convert a model to mdl and that I can upload with a game. I want to look into modding capabilities of my games.

Either obj, 3ds, fbx formats. If it can do two of those or all three that is nice but not necessarily. Anim support is also not mandatory but would be a nice bonus. Mainly it needs to be really simple. I found some stuff on this forum, mainly this one -> http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=76106 , but that one does not work for me (I followed the readme instructions and tested the .obj with MED import to see if the file was bad, which wasn't the case).

Thanks for taking the time

ps: can MED be shipped / uploaded with a game like WED can? (I have pro)
Posted By: sivan

Re: ... to mdl - 04/19/15 11:17

I think MED cannot be shared in your package but you can post a link to download 3dgs free, where MED is included.
by the way Fragmotion can do it mostly fine with animations, it is free for a month and if you type in a weekly christian prayer text you can use it for free (50USD if you buy it).
(Milkshape and UltimateUnwrap3D also can do it but users should buy them...)

I'm not sure but ent_create might work with .obj, at least it works with .x (not perfectly). From the manual:

Quote:
The following file formats are supported: wmb (map entities), hmp (terrain), mdl, x, obj (models), tga, pcx, bmp, dds (sprites). Note that some formats have restrictions, f.i. the obj format requires loading the skin through ent_setskin, and the compressed dds format offers no access to single pixels of the bitmap. A cache with hash function is used for storing the file when it was already loaded before; for this, file names must not exceed 30 characters.
Posted By: Reconnoiter

Re: ... to mdl - 04/19/15 14:38

Quote:
I'm not sure but ent_create might work with .obj, at least it works with .x (not perfectly). From the manual:
, this would be even better! I get a bad file format error though with the ent_create line (the .obj file is in the same folder):

Code:
ent_create("block.obj", nullvector, NULL);


The obj file is exported through Blender (latest version) and can be imported without problems in MED.
Posted By: Quad

Re: ... to mdl - 04/20/15 13:13

Hey Reconnoiter i wrote this a couple of months ago. give this a try and tell me if it works out for you.

https://dl.dropboxusercontent.com/u/169068451/fbx2mdl/fbx2mdl-07.09.14.rar

this could be turned in to an engine plugin.

Note that it also imports the normal maps as the second skin, if it was properly set up in blender/max/maya etc.

Supports groups but no animation/skeleton support yet.
Posted By: Reconnoiter

Re: ... to mdl - 04/20/15 19:41

Yes it seems to be working great for both low- and high poly laugh , well done! The only 'problem' I could found was that a material is mandatory (otherwise it gives an error).

Quote:
this could be turned in to an engine plugin.
, that would be very handy
Posted By: Quad

Re: ... to mdl - 04/21/15 17:18

What exactly do you mean by "material is mandatory"?

Does it not import untextured models, or is there another way of assigning textures to models that the converter does not understand.
Posted By: Reconnoiter

Re: ... to mdl - 04/21/15 20:05

It seems like the first one, with Blender atleast. Today I also tried your program with an exported model as .fbx in google sketchup, which worked except it rotated the model (as in tilt or roll [in comparison to MED import which has the right angle]).

ps: anyone noticed that sketchup models have an open mesh? Even when I import it in MED., edit, seems to be only the case for .fbx exports not .obj (importing it as .obj shows a closed mesh in the mesh tester)
Posted By: Quad

Re: ... to mdl - 04/23/15 17:21

can you please upload the blender file and related files(textures etc. if any.)

i think fbx has some sort of indicator for which axis is up axis, which my importer does not check and assumes Y is up.

Skecthup fbx could be because of the sketchup's fbx exporter.
Posted By: Reconnoiter

Re: ... to mdl - 04/23/15 19:41

I will upload the Blender file a bit later, but to about sketchup, it has an option that swaps yz coordinates so I think your right about that. About Sketchup fbx in general, it has an open mesh even while importing in MED, so that's Sketchup's fault, not your program's wink .
Posted By: Reconnoiter

Re: ... to mdl - 04/25/15 11:33

@Quad,
Quote:
can you please upload the blender file and related files(textures etc. if any.)
, just create a new file (/standard cube) in Blender -> export to fbx. Than try to convert the fbx to mdl with your program.
Posted By: Quad

Re: ... to mdl - 04/27/15 15:03

I see the bug, i will fix it when i get back home.

Updated, it was not about materials, it was about UVs.
Also updated to fbx sdk 2016.0
here:
https://dl.dropboxusercontent.com/u/169068451/fbx2mdl/fbx2mdl-27.04.15.rar
Posted By: Quad

Re: ... to mdl - 04/28/15 14:37

fixed some other bugs, same link.
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