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Thread: Synide p3dm2lxo

  1. #1
    Hi,

    Due to errors discovered by Fox '09 I have done a quick recode of these 2 converters. p3dm2lwo.exe v1.0.1.0 and lwo2p3dm.exe v1.0.0.8.

    Note: I added handling of 'sharp edges' to both of these converters. To define the sharp edges in the .lwo you must make an 'edge selection set' called '#sharpedges#'. Also note that if you are using modo to open the .lwo I discovered a small 'bug' in Lux's .lwo importation whereby the 'last' edge defined in the file is left out of the selection set. They've been informed.

    Hopefully these redone converters are operating better now but please let me know if they are not.

    Link temporarily removed due to crap release.

    Cheers, Sy.
    Last edited by Synide; Nov 29 2010 at 04:56.
    Hibernating (indefinitely/permanently/intermittently)... may respond to , possibly.

  2. #2
    does it keep material id's and mapping?

  3. #3

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    Quote Originally Posted by (rstratton @ Jan. 18 2008,11:04)
    does it keep material id's and mapping?
    yes

  4. #4
    Thanks for the new tool Synide

    I've converted the us_soldier_sniper_p3dm.p3d file but I don't see the .mdd point cache file. Am I doing something wrong or doesn't the anim exist in that file?

  5. #5
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    Synide
    that's a pity you got just one pair of hands and only 24 h in a day to do all this stuff ))
    great work, though i never used Modo - installing it now to try this out

    Can you give some short explanation what new possibilities we have now with modo ?
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  6. #6
    Quote Originally Posted by (surpher @ Jan. 18 2008,13:48)
    Am I doing something wrong or doesn't the anim exist in that file?
    I think the default soldier anims are in .rpt files outside of models, since that are common for all soldiers and have to be config-defined.

  7. #7

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    Quote Originally Posted by (surpher @ Jan. 19 2008,01:48)
    Thanks for the new tool Synide

    I've converted the us_soldier_sniper_p3dm.p3d file but I don't see the .mdd point cache file. Am I doing something wrong or doesn't the anim exist in that file?
    hi,

    nah... take any BIS character model...

    1. go through each LOD and Ctrl-A, 'merge near 0.001', F5, Ctrl-D them all. (Make a macro to do it...) (Select All, Merge Near, Recalc Normals, Deselect)

    2. apply a rtm animation to it from the anims.pbo...

    3. scroll through the Animation Phases - you don't need to preview in Buldozer - to make sure the anim looks correct. Btw, you should be using one of the P3DM's from either 'bodies_v1.rar' from rksl (or armaassualt.info) because the selection names have been altered to the correct case to match the rtm files.

    3. save the character p3dm... you'll notice it's a lot bigger now that it's got an rtm stuffed in it...

    4. run the p3dm2lxo... you should get an .lwo & a .mdd (but only 'cause it found '#Animation#' chunks in the p3dm)

    cool?


    PS. there are 'other' modelling tools that also read LWO format and mdd point cache files... namely Blender. I don't know anything about Blender - I downloaded and installed yesterday - god they really need an interface designer on board... urrggh.

    @bdfy... Well, once i get the reverse process working 'lwo2p3dm'... you'll have pretty much all the power and versatility of modo to create your models... only thing modo doesn't really do well atm is animation... but that will come. To me, modo is a beautiful piece of software compared to Max & Maya.




  8. #8
    Ooh nice, I'm a LW user so this might come in handy
    Fire And Smoke for ArmA2: JTD_FireAndSmoke v0.2

    For better future effects addons, please vote for this ticket.

  9. #9
    Quote Originally Posted by (Synide @ Jan. 18 2008,15:11)
    hi,

    nah... take any BIS character model...

    1. go through each LOD and Ctrl-A, 'merge near 0.0001', F5, Ctrl-D them all. (Make a macro to do it...) (Select All, Merge Near, Recalc Normals, Deselect)

    2. apply a rtm animation to it from the anims.pbo...

    3. scroll through the Animation Phases - you don't need to preview in Buldozer - to make sure the anim looks correct. Btw, you should be using one of the P3DM's from either 'bodies_v1.rar' from rksl (or armaassualt.info) because the selection names have been altered to the correct case to match the rtm files.

    3. save the character p3dm... you'll notice it's a lot bigger now that it's got an rtm stuffed in it...

    4. run the p3dm2lxo... you should get an .lwo & a .mdd (but only 'cause it found '#Animation#' chunks in the p3dm)

    cool?
    Cool Thanks

    I did try loading the file into LW and it gave me this error.



    Saving the file in modo then opening in LW cured the problem.

  10. #10

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    Quote Originally Posted by (surpher @ Jan. 19 2008,04:46)
    Quote Originally Posted by (Synide @ Jan. 18 2008,15:11)
    hi,

    nah... take any BIS character model...

    1. go through each LOD and Ctrl-A, 'merge near 0.0001', F5, Ctrl-D them all. (Make a macro to do it...) (Select All, Merge Near, Recalc Normals, Deselect)

    2. apply a rtm animation to it from the anims.pbo...

    3. scroll through the Animation Phases - you don't need to preview in Buldozer - to make sure the anim looks correct. Btw, you should be using one of the P3DM's from either 'bodies_v1.rar' from rksl (or armaassualt.info) because the selection names have been altered to the correct case to match the rtm files.

    3. save the character p3dm... you'll notice it's a lot bigger now that it's got an rtm stuffed in it...

    4. run the p3dm2lxo... you should get an .lwo & a .mdd (but only 'cause it found '#Animation#' chunks in the p3dm)

    cool?
    Cool Thanks

    I did try loading the file into LW and it gave me this error.



    Saving the file in modo then opening in LW cured the problem.
    oh dear, i don't have LW so couldn't check that, oh well, nevermind... probably it's having trouble with the VMAD normals chunk.... as long as it works with modo, that's all i'm interested in...

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