Have been trying to fix my llama mod. The issue I have atm are the nav lights. I would expect the export/import to be lossless, but this is what I get:
mesher llama.bfxm llama.obj boc
mesher llama.obj llama.bfxm obc
Or am I using it incorrectly?
mesher woes
Moderator: pyramid
Re: mesher woes
Had to add BLEND 1 to the material to fix the blending issue.
I think mesher should write this parameter even if it is not supported by vanilla obj format. This way it would a least give a hint at what might be missing.
I think mesher should write this parameter even if it is not supported by vanilla obj format. This way it would a least give a hint at what might be missing.
-
- Elite
- Posts: 7243
- Joined: Mon Apr 18, 2005 2:40 pm
- Location: LS87, Buenos Aires, República Argentina
Re: mesher woes
Um... I thought it did...log0 wrote:Had to add BLEND 1 to the material to fix the blending issue.
I think mesher should write this parameter even if it is not supported by vanilla obj format. This way it would a least give a hint at what might be missing.
-
- Elite Venturer
- Posts: 753
- Joined: Sat Apr 15, 2006 2:40 am
- Location: chthonic safety
Re: mesher woes
I have a question: what exactly .bfxm have that .obj doesn't? And, while we're at it, OGRE's .mesh format. Because not seeing what really goes on is a nuisance, and even using import/export modeler plugins instead of wrestling with mesher in addition to everything else would be a step up.
That's when mesher doesn't just segfault on attempt to convert anything like it does for me right now.
That's when mesher doesn't just segfault on attempt to convert anything like it does for me right now.
"Two Eyes Good, Eleven Eyes Better." -Michele Carter
-
- Elite
- Posts: 7243
- Joined: Mon Apr 18, 2005 2:40 pm
- Location: LS87, Buenos Aires, República Argentina
Re: mesher woes
LODs, animations... I believe that's it.TBeholder wrote:I have a question: what exactly .bfxm have that .obj doesn't?
Materials. Sadly, OGRE's mesh format references materials by id, in a way that's really inconvenient. I wonder if they changed that. VS references "techniques", not materials, which means each mesh or unit can override variables like color, textures, and stuff like that. It's really useful to not have to write hundreds of material scripts, the way Ogre requires you to.TBeholder wrote:And, while we're at it, OGRE's .mesh format.
As for the format itself, it also references LODs and stuff like that by the ID they receive as Ogre meshes, which is also quite tied to Ogre and the way it's used in the game. It's not a standalone format we can easily reuse.
Now Collada... that might be worth a look.
If mesher segfaults converting something, you attach the files that make it crash to a bug report, and we fix it :pTBeholder wrote:That's when mesher doesn't just segfault on attempt to convert anything like it does for me right now.
-
- Elite
- Posts: 1363
- Joined: Sat Aug 04, 2007 3:42 pm
Re: mesher woes
Collada is the emerging de facto standard of the universe. Definitely worth a look.klauss wrote: Now Collada... that might be worth a look.
-
- The Shepherd
- Posts: 5841
- Joined: Fri May 13, 2005 8:37 pm
- Location: Ottawa
- Contact:
Re: mesher woes
Collada also supports animations.
Enjoy the Choice
Enjoy the Choice
my box::HP Envy i5-6400 @2Q70GHzx4 8 Gb ram/1 Tb(Win10 64)/3 Tb Mint 19.2/GTX745 4Gb acer S243HL K222HQL
Q8200/Asus P5QDLX/8 Gb ram/WD 2Tb 2-500 G HD/GF GT640 2Gb Mint 17.3 64 bit Win 10 32 bit acer and Lenovo ideapad 320-15ARB Win 10/Mint 19.2
Q8200/Asus P5QDLX/8 Gb ram/WD 2Tb 2-500 G HD/GF GT640 2Gb Mint 17.3 64 bit Win 10 32 bit acer and Lenovo ideapad 320-15ARB Win 10/Mint 19.2
-
- Elite Venturer
- Posts: 753
- Joined: Sat Apr 15, 2006 2:40 am
- Location: chthonic safety
Re: mesher woes
<exports two selected objects from Wings> <loads the file in GLC_Player> Hmm, OBJ seems to support several named meshes just fine.klauss wrote:LODs, animations... I believe that's it.
As to animations, if you mean textures, all necessary parameters are written in .ani, thus for .mtl file purpose it would be just another (if non-conventional) image file format, isn't it?
It barfed from anything, but re-compiling fixed this. Also, it segfaults on absent input files instead of simply complaining.klauss wrote:If mesher segfaults converting something, you attach the files that make it crash to a bug reportTBeholder wrote:That's when mesher doesn't just segfault on attempt to convert anything like it does for me right now.
Back to the subject, there seems to be no documentation (--help is a joke, because e.g. how to use "-addy" argument?).
"Two Eyes Good, Eleven Eyes Better." -Michele Carter
-
- Elite
- Posts: 7243
- Joined: Mon Apr 18, 2005 2:40 pm
- Location: LS87, Buenos Aires, República Argentina
Re: mesher woes
I didn't know about .ani. Note, however, that named meshes is not LODs. bfxm can have many mesh elements per file, that's what those named meshes are. LODs are sets of named meshes, along with metadata to specify when do they kick in.TBeholder wrote:<exports two selected objects from Wings> <loads the file in GLC_Player> Hmm, OBJ seems to support several named meshes just fine.klauss wrote:LODs, animations... I believe that's it.
As to animations, if you mean textures, all necessary parameters are written in .ani, thus for .mtl file purpose it would be just another (if non-conventional) image file format, isn't it?
Absent input files. Huh... gotta try it out.TBeholder wrote:It barfed from anything, but re-compiling fixed this. Also, it segfaults on absent input files instead of simply complaining.klauss wrote:If mesher segfaults converting something, you attach the files that make it crash to a bug reportTBeholder wrote:That's when mesher doesn't just segfault on attempt to convert anything like it does for me right now.
Yes, help is so horribly broken. I should fix that.TBeholder wrote:Back to the subject, there seems to be no documentation (--help is a joke, because e.g. how to use "-addy" argument?).