Page 50 of 74
Re: [WIP] Grimrock Model Tookit
Posted: Tue Nov 27, 2012 3:35 am
by JohnWordsworth
Have been a bit distracted these last couple of weeks (not only with other Grimrock things, but clearing out our house ready for a move across the seas to Canada!). However, I do have a preliminary FBX exporter working that I will distribute very soon (hopefully the next 2-3 days). It's a command line tool ATM but ai willembed it as a DLL in the GMT when it works (so it will be seamlessly integrated). It works for about 50% of the rigged models (and all the static models of course), but I can't figure out why the others don't work yet!
Re: [WIP] Grimrock Model Tookit
Posted: Tue Nov 27, 2012 3:47 am
by Neikun
Welcome to my country!
If you're moving close to me, I'd love to buy you lunch!
Re: [WIP] Grimrock Model Tookit
Posted: Tue Nov 27, 2012 3:53 am
by JohnWordsworth
Ayyy - Awesome! We're moving to Vancouver for 12 months with the provision of staying (or at least trying to, depending on the paperwork) if we like it! Moving in Jan

. Very exciting.
Re: [WIP] Grimrock Model Tookit
Posted: Tue Nov 27, 2012 4:03 am
by Neikun
Well after I move, we'll be on opposite sides of Canada, but nonetheless, welcome.
I like it here. Just wish our Prime Minister wasn't an evil bastard.
But that's what happens when you have a majority left wing nation with four big left wing parties and only one right wing party-- the minority rules the country.
Re: [WIP] Grimrock Model Tookit
Posted: Tue Nov 27, 2012 2:33 pm
by Moutrave
Neikun wrote:Welcome to my country!
If you're moving close to me, I'd love to buy you lunch!
Me too ! But well Vancouver is kind of 3000 miles away from MTL so...welcome anyway ! Got friends in Vancouver, looks quite pretty (especially the moutains and islands all around :p need visiting). Have fun there !
Re: [WIP] Grimrock Model Tookit
Posted: Thu Nov 29, 2012 6:33 am
by Ziroc
I'm working on some textures for the EOB Mod, as well as my own Undermountain Mod (A kind of conversion of the Neverwinter Nights mod I ran for.. well, 10 years since its still up! (Its called Escape From Undermountain" under the role playing tab if anyone wanted to see the EOB Teleporter in action, and my own 3D models and such.
I hope I can transfer over the weapons from 3ds max to Grimrock, because I still saved the 3ds copy after I exported the mesh to the NWN1 mdl format.
I even made Drizzt's two weapons. with high res textures.. (I WANTED to go higher on the polys, but to keep the frame-rate good, NWN1 weapons had to be within a set parameter...
Here are some screenshots of the swords:
http://www.ironworksforum.com/efu/scree ... fu_127.jpg
http://www.ironworksforum.com/efu/scree ... fu_166.jpg
Even made a working triggering STARGATE for NWN as an 'Easter egg' secret area.

People loved it.. the inner ring actually did move, and the water effect etc...
Here it is:
http://www.ironworksforum.com/efu/scree ... fu_202.jpg
http://www.ironworksforum.com/efu/scree ... fu_270.jpg
I'm working on the new textures and models, but I have a fractured bone in my wrist, and limits my work-time.. sucks BIGTIME. I can work for around 5 hours then it
feels like an ice pick stabbing through my right hand. ugh.. its called a 'scaphoid' bone. anyway, its not gonna stop me getting this work done!
Ziroc
www.ironworksforum.com
Maybe add it for a sci-fi mod eh?
Re: [WIP] Grimrock Model Tookit
Posted: Thu Nov 29, 2012 8:35 am
by Isaac
Ziroc wrote:I hope I can transfer over the weapons from 3ds max to Grimrock, because I still saved the 3ds copy after I exported the mesh to the NWN1 mdl format.

Static models are no problem; they should import well with the GMT. I've already added weapon models using it.
Re: [WIP] Grimrock Model Tookit
Posted: Fri Nov 30, 2012 1:21 am
by JohnWordsworth
This is actually a response to Phitt from his Mine Tileset thread, but to ensure GMT discussion remains here...
Spent a couple of hours on GrimFBX today, and I've figured out the fringe cases that don't work. Where the mesh appears before the bone nodes - the animation doesn't load in Milkshape 3D. It occurs to me this might be a problem with Milkshape though, and not me - so I will upload a test version of the command line tool this weekend

. Static conversion of FBX -> Model works too, bones will hopefully be reading for initial testing at the weekend too! It will be buggy to start with - especially as I don't have 3DS Max or anything that handles FBX properly. Lol
Re: [WIP] Grimrock Model Tookit
Posted: Fri Nov 30, 2012 3:56 am
by Isaac
JohnWordsworth wrote:especially as I don't have 3DS Max or anything that handles FBX properly. Lol
Here is something that looks interesting; I haven't tried it myself yet.
http://udn.epicgames.com/Three/Developm ... kTime.html
Edit:
But I'm about to.
http://images.autodesk.com/adsk/files/f ... me_win.exe
** HEY! Autodesk offers an FBX converter that supports Collada and 3ds. I don't know if it's useful for what we need, but I'm going to look at it.
http://images.autodesk.com/adsk/files/f ... er_win.exe
http://images.autodesk.com/adsk/files/f ... in_x64.exe
Re: [WIP] Grimrock Model Tookit
Posted: Sun Dec 02, 2012 2:09 pm
by JohnWordsworth
Grimrock Model Toolkit Release 0.4.5.0
The latest release simply adds 2 more features:
1. An additional tab on the right hand panel which allows you to load temporary materials in (from DDS/JPG/PNG files) and create/override a material with the provided name. Useful for testing materials on models etc.
2. Upgraded Assimp-Net to 3.0, which will hopefully make asset import more reliable.
@Isaac: Nice! I knew about the converter, but not the ability to render using Quicktime. That's pretty cool.

I've definitely got FBX Mesh import/export working now, it's just questionable about the bone structures - those are the bits that are hard to test (as you can't see bone weights without having an animation). Still, I'm going to release v0.01 of GrimFBX later today for testing, while I work on the animation support (as I say, bone indices/weights should work now - but not the actual animation files yet).