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GhostMaster3000
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Posted on 08-20-08 01:46:00 AM (last edited by GhostMaster3000 at 08-19-08 11:40 PM) Link
Post your custom models in this thread (.obj format please) with a download link and image of the model. This is so when VL-tone releases the model importer, we can share models with each other to download

For a .3ds to .obj converter (yay ), google max2obj6

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VL-Tone
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Posted on 08-20-08 02:02:35 AM Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
That's a nice suggestion, but the model importer is not exactly finished yet, and I can't tell you precisely when it will be released.

Another problem is that there will be restrictions and specifications regarding the .obj files you'll be able to import, and the actual specifications aren't all determined yet.

That being said, I would love to get some example .obj files from a variety of sources, exported from your favorite 3d program, since different programs can export .obj files with some slight differences. That would help me greatly in preventing potential problems before the release, instead of after, and defining the restrictions and specs.

I'm just not sure if it's appropriate to make a thread about this? I'll see what the mods think about it.

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Posted on 08-20-08 02:29:02 AM Link
Originally posted by VL-Tone
I'm just not sure if it's appropriate to make a thread about this? I'll see what the mods think about it.

You are a mod The moderation options for this forum should still work.

But if you can find a use out of posted .obj files for testing, then I see no reason to close this (yet) since you can hopefully get a good sample.

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Rachel Mae

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Posted on 08-20-08 02:29:21 AM (last edited by BMF54123 at 08-19-08 11:30 PM) Link
Originally posted by VL-Tone
That being said, I would love to get some example .obj files from a variety of sources, exported from your favorite 3d program, since different programs can export .obj files with some slight differences. That would help me greatly in preventing potential problems before the release, instead of after, and defining the restrictions and specs.
I'll leave this open for that reason alone.

[edit]
die Xk

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Posted on 08-20-08 05:42:03 AM Link

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Metal_Man88
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I'll be watching this topic now, so don't be spamming it up...

*Leans on railing of nearby 5 story building with gun aimed at topic*

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VL-Tone
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Posted on 08-23-08 01:04:06 AM Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by Xkeeper
Originally posted by VL-Tone
I'm just not sure if it's appropriate to make a thread about this? I'll see what the mods think about it.

You are a mod The moderation options for this forum should still work.

But if you can find a use out of posted .obj files for testing, then I see no reason to close this (yet) since you can hopefully get a good sample.


Yeah I knew that I still had some moderation "powers" left, but since I don't moderate much since a little while, I didn't want to impose a decision on you guys.

So anyway, if anyone wants to post some simple .obj models exported from their 3d program, go ahead... it doesn't even need to be level worthy!

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Posted on 08-25-08 03:26:42 AM (last edited by Blaster at 08-25-08 03:03 AM) Link
Originally posted by VL-Tone
That being said, I would love to get some example .obj files from a variety of sources, exported from your favorite 3d program, since different programs can export .obj files with some slight differences. That would help me greatly in preventing potential problems before the release, instead of after, and defining the restrictions and specs.

Here is a cube model I exported from some 3d programs. Two of the models (exported from Anim8or and Blender) don't have textures because the programs import feature would not import any materials, except for Anim8or, which I could import materials by importing from 3ds format but then exporting means I would lose textures (even with the plugin for .mtl files). If you want, I can retexture the cube in Blender, export it and update the download.

Here is the link (updated):
http://www.mediafire.com/download.php?nlaaynbjxaa

Edit: And I can make something more complicated than a cube if you want.
VL-Tone
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Posted on 08-25-08 04:45:14 AM (last edited by VL-Tone at 08-25-08 01:46 AM) Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Thank you, that will be very useful.

As I predicted, there are some relatively important differences in the way each program export .obj files.

3DS Max puts the group command (g) just before the faces, but the two others seem (as well as my own modelers) put the group commands before the vertices. Also Blender uses the "o" command instead of "g" to name the group.

3DS Max does something pretty stupid in the .mtl file, it uses the full path of the .png texture file, meaning that it could only work on your computer. I guess I could extract just the filename and assume that it's in the same directory as the .mtl file. Another weird thing, the texture file it refers to is a .png, while the texture file you provided is a .bmp? (With the same name aside from the extension)

Anim8tor seems to produce a lot of duplicate vertices. 32 vertices for a cube, when it should've used only 8.

Blender vertices are 10x smaller than in the two other files.

Anyway, you can see the kind of things I'll have to take into account when working on the importer.

If anyone else have examples from other programs, don't hesitate to post them!

Edit: Blaster, maybe some examples with more than one object in the scene could be useful. Keep it low-polygon though.


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Posted on 08-25-08 05:06:42 AM Link
Here's a package containing a 200 x 200 cm cube in several formats.

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Posted on 08-25-08 05:32:21 AM (last edited by Blaster at 08-25-08 03:03 AM) Link
Originally posted by VL-Tone
Anim8tor seems to produce a lot of duplicate vertices. 32 vertices for a cube, when it should've used only 8.


I think this might be a problem with Anim8or, because when I imported a 3ds cube then exported to obj the obj file had 32 vertices, but when I imported from an obj cube and then exported to obj the obj file it exported only had 8 vertices.

Edit: Here are models containing two cubes each exported from different 3d programs. They are untextured: http://www.mediafire.com/download.php?olm0rjzizef

Originally posted by VL-Tone
Another weird thing, the texture file it refers to is a .png, while the texture file you provided is a .bmp? (With the same name aside from the extension)

Whoops, hang on, I will update the first set of models. (Done, check my previous post)

Deleted User
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Posted on 11-09-08 06:22:29 AM Link
cool
Custom models
but where can I this Importing in Mario64

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[Posted by Mario64]
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Posted on 11-09-08 06:27:06 AM (last edited by Blaster at 11-09-08 03:29 AM) Link
Originally posted by Mario64
cool
Custom models
but where can I this Importing in Mario64

You can't import models into Mario 64 yet unless you import a model manually into the rom by editing the code.
Deleted User
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Posted on 11-09-08 06:55:38 AM Link
Originally posted by Blaster
Originally posted by Mario64
cool
Custom models
but where can I this Importing in Mario64

You can't import models into Mario 64 yet unless you import a model manually into the rom by editing the code.


wheres can I the code editing

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[Posted by Mario64]
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Posted on 11-09-08 07:14:32 AM Link
Originally posted by Mario64
Originally posted by Blaster
Originally posted by Mario64
cool
Custom models
but where can I this Importing in Mario64

You can't import models into Mario 64 yet unless you import a model manually into the rom by editing the code.


wheres can I the code editing

Read this on editing flatworld:
http://homepage.mac.com/qubedstudios/FlatWorldBattleFieldHexData.txt

Mario 64 hacking doc:
http://homepage.mac.com/qubedstudios/Mario64_HackingDoc1.5.txt

Some helpful information in this topic on editing flatworld:
http://jul.rustedlogic.net/thread.php?id=1880&page=0

Messiaen made a post in this topic with more information about flatworld:
http://jul.rustedlogic.net/thread.php?id=596

I don't know how to edit other levels.
BigBrain
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Posted on 11-09-08 08:09:13 AM Link
Originally posted by VL-Tone

Anim8tor seems to produce a lot of duplicate vertices. 32 vertices for a cube, when it should've used only 8.



That could be related to "smoothing groups" (don't know if that's the correct english translation). There need to be stored 32 vertices (and especially 32 NORMAL vectors used by lighting) in order to make the cube look sharp, as otherwise every 2 faces would have the same color at one edge (and thus one can not recognize the edge).

If Anim8tor has something like a "create cube" command (like every 3d modeller actually has), it will probably adjust the smoothing groups just in such a way that you get 32 vertices. If you want to make it export only 8 vertices one has to make sure that all vertices belong to the same smoothing group.

Well, at least that would be a reasonable explanation why the number of vertices is "wrong".


Anyways, keep up the good work VL-Tone, I hope you'll finish the object importer soon!
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Posted on 07-22-10 12:36:40 AM Link
Where are all the models in this thread? I can't find them.
Lyskar
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Posted on 07-22-10 02:46:04 AM Link
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Metal_Man88's Post
*Sigh* This thread is two years old and useless.

Don't revive any more godawful old threads or you'll join them in the garbage bin.

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