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A custom 3d asset: is this possible yet?

Posted: Sun Sep 16, 2012 11:21 pm
by Isaac
When I define cube shaped FBX model as the base of a cloned object ~which is all the 'custom models' page says to do (I think), I get a file not found error for a .model file of the same name. (And this crashes the editor too, when I attempt to place the object).
IE. referencing test_Cube.fbx causes a file not found error for test_Cube.model

Is the model file required (obviously is :D ), and how do I create one? Does this have to wait for a 3rd party export script?

** As an experiment, I copied a valid model file to the asset location and renamed it (just to see if the editor would find the .model file); it did not. This is what I put in Object.lua... does this have a mistake?

(My FBX mesh is in a folder in the mod directory '\mod_assets\models\wall_sets\dungeon\' )

Code: Select all

-- This file has been generated by Dungeon Editor beta-1.2.7

-- TODO: place your custom dungeon object definitions here

cloneObject{
	name = "Test Cube Door",
	baseObject = "dungeon_door_metal",
	model = "mod_assets/models/wall_sets/dungeon/test_Cube.fbx"
}

Re: A custom 3d asset: is this possible yet?

Posted: Mon Sep 17, 2012 12:33 am
by Tomm
I find this pipeline kind of messy.. I wish we could just import an .fbx file inside the editor just like in UDK :/

Re: A custom 3d asset: is this possible yet?

Posted: Mon Sep 17, 2012 3:13 am
by Isaac
Tomm wrote:I find this pipeline kind of messy.. I wish we could just import an .fbx file inside the editor just like in UDK :/
I do not fully understand the process yet, but [if possible], it would be very good have the editor import the user .FBX file, and auto-generate the .model file ~perhaps with some user input if needed.

** At any rate, what I've mentioned does crash the editor [CTD]; but with intelligent error reporting.

Re: A custom 3d asset: is this possible yet?

Posted: Mon Sep 17, 2012 3:43 am
by Bek
You will need a custom exporter for your modelling application to export a .model file that fits the structure shown here http://www.grimrock.net/modding/model-a ... e-formats/

I too was hoping it would just use native .obj or .fbx but here we are. Programmers, you're our only hope :D