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mesher woes

Posted: Fri Dec 21, 2012 1:26 pm
by log0
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
Image

Or am I using it incorrectly?

Re: mesher woes

Posted: Fri Dec 21, 2012 5:41 pm
by log0
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.

Re: mesher woes

Posted: Fri Dec 21, 2012 6:52 pm
by klauss
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.
Um... I thought it did...

Re: mesher woes

Posted: Tue Apr 23, 2013 11:12 am
by TBeholder
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.

Re: mesher woes

Posted: Tue Apr 23, 2013 3:38 pm
by klauss
TBeholder wrote:I have a question: what exactly .bfxm have that .obj doesn't?
LODs, animations... I believe that's it.
TBeholder wrote:And, while we're at it, OGRE's .mesh format.
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.
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.
TBeholder wrote:That's when mesher doesn't just segfault on attempt to convert anything like it does for me right now.
If mesher segfaults converting something, you attach the files that make it crash to a bug report, and we fix it :p

Re: mesher woes

Posted: Tue Apr 23, 2013 6:59 pm
by Deus Siddis
klauss wrote: Now Collada... that might be worth a look.
Collada is the emerging de facto standard of the universe. Definitely worth a look.

Re: mesher woes

Posted: Tue Apr 23, 2013 9:09 pm
by loki1950
Collada also supports animations.

Enjoy the Choice :)

Re: mesher woes

Posted: Thu Apr 25, 2013 2:56 pm
by TBeholder
klauss wrote:LODs, animations... I believe that's it.
<exports two selected objects from Wings> <loads the file in GLC_Player> Hmm, OBJ seems to support several named meshes just fine.
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?
klauss wrote:
TBeholder wrote:That's when mesher doesn't just segfault on attempt to convert anything like it does for me right now.
If mesher segfaults converting something, you attach the files that make it crash to a bug report
It barfed from anything, but re-compiling fixed this. Also, it segfaults on absent input files instead of simply complaining.

Back to the subject, there seems to be no documentation (--help is a joke, because e.g. how to use "-addy" argument?).

Re: mesher woes

Posted: Thu Apr 25, 2013 6:06 pm
by klauss
TBeholder wrote:
klauss wrote:LODs, animations... I believe that's it.
<exports two selected objects from Wings> <loads the file in GLC_Player> Hmm, OBJ seems to support several named meshes just fine.
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?
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:
klauss wrote:
TBeholder wrote:That's when mesher doesn't just segfault on attempt to convert anything like it does for me right now.
If mesher segfaults converting something, you attach the files that make it crash to a bug report
It barfed from anything, but re-compiling fixed this. Also, it segfaults on absent input files instead of simply complaining.
Absent input files. Huh... gotta try it out.
TBeholder wrote:Back to the subject, there seems to be no documentation (--help is a joke, because e.g. how to use "-addy" argument?).
Yes, help is so horribly broken. I should fix that.