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Tazpn-tool Model Export/Import help...total noob.


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#1
Andwing

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I'm having some problems with converting a MMH to FBX using Tazpn command line tools, and then simply reconverting the FBX (NOT loading it into MAX or anything) back to msh.XML  and mmh.xml and compiling the XML.  I've tried this on several weapons and armors, but while they show-up ingame/toolset fine, the texture is completely messed up.  The same thing hapens when I do load them into 3D-Max10.

I have a feeling it has something to do with the UV map, but I'm just learning and have been completely lost for the last couple of days here. 

Any help would be appriciated.  The campus bookstore has some great software deals going, so I thought I'd give modeling a try.

#2
Eshme

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Yes i believe tazpn's tools flip the UV map in the process.

#3
Andwing

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Stupid question, but how do you flip it back?

EDIT:

Just figured it out.  It was really complicated.  I had to open up the Tazpn .ini and flip the UV setting from 1 to 0. :whistle:

Sometimes I should take my own advice and RTFM...or something. 

Sholderpads are finally gone.  Joy!

Modifié par Andwing, 26 février 2010 - 11:55 .


#4
BioSpirit

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Andwing wrote...

the texture is completely messed up.  The same thing hapens when I do load them into 3D-Max10.


The same thing happened when I tried to use it. It's messing up the UV coordinates. Not all of them but some. It's not just a flipping problem so there is no way to fix it. I couldn't get the tazpn's tool to work so I wrote my own. It's only a exporter (blender -> Dragon Age) but of course I could upload it if it helps.

Exporting/Importing is really a simple matter just move the data from FBX to msh.xml there is no need for math or any other cryptic operations.  All mesh files has pretty much the same principle of operation evenif the data layout is little different.

#5
Andwing

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Still seems to be working fine for me, maybe just good luck? Near as I can tell switching the UV V-axis constants in the command tools .ini to 0 does the trick, (default is 1) as switching it back messes everything up again.  With those settings I can use the Tazpn tools to export to FBX, convert FBX to xml's,  and convert xml's to mmh/msh.  After that I can just dump the files into override and all is well in the toolset/in-game. 

So far I've scaled several weapons, removed shoulder-pads from leather armor, and shrunk the huge gothic shoulders on massive plate. Simple as point and click in Max.  UV Textures are just fine so far, including my little fixes for the areas that have been changed. I'm using 3DMax 2010 for what it's worth, just the trial, but plan on buying Monday. Don't know anything about Blender, or Max for that matter. 

Wish I could add more, but PWI is never a good thing.

Edited for clarification.
To get the UV to show up correctly in Max, I just flip the V axis in Max with the UVX modifer, and delete it before export.  I'm sure this isn't the best way to do things, but I've only been at this for a couple of days...it's a bit overwhelming right now.  Also,  I've noticed the exported FBX from MAX is always bigger than the imported one.  I'm sure that's not a good thing for performance reasons, but hopefully I'll figure it out soon.

Modifié par Andwing, 27 février 2010 - 01:27 .