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... to mdl #450603
04/19/15 10:56
04/19/15 10:56
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline OP
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Reconnoiter  Offline OP
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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)

Last edited by Reconnoiter; 04/19/15 11:01.
Re: ... to mdl [Re: Reconnoiter] #450604
04/19/15 11:17
04/19/15 11:17
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
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.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: ... to mdl [Re: sivan] #450609
04/19/15 14:38
04/19/15 14:38
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline OP
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Reconnoiter  Offline OP
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Netherlands
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.

Re: ... to mdl [Re: Reconnoiter] #450674
04/20/15 13:13
04/20/15 13:13
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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.


3333333333
Re: ... to mdl [Re: Quad] #450690
04/20/15 19:41
04/20/15 19:41
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline OP
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Reconnoiter  Offline OP
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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

Last edited by Reconnoiter; 04/20/15 19:41.
Re: ... to mdl [Re: Reconnoiter] #450734
04/21/15 17:18
04/21/15 17:18
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Posts: 5,210
İstanbul, Turkey
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.


3333333333
Re: ... to mdl [Re: Quad] #450743
04/21/15 20:05
04/21/15 20:05
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline OP
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Reconnoiter  Offline OP
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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)

Last edited by Reconnoiter; 04/21/15 20:08.
Re: ... to mdl [Re: Reconnoiter] #450846
04/23/15 17:21
04/23/15 17:21
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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.


3333333333
Re: ... to mdl [Re: Quad] #450852
04/23/15 19:41
04/23/15 19:41
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline OP
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Reconnoiter  Offline OP
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Posts: 1,823
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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 .

Re: ... to mdl [Re: Reconnoiter] #450946
04/25/15 11:33
04/25/15 11:33
Joined: Dec 2011
Posts: 1,823
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Reconnoiter Offline OP
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Reconnoiter  Offline OP
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Joined: Dec 2011
Posts: 1,823
Netherlands
@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.

Last edited by Reconnoiter; 04/25/15 11:33.
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