[Tool] .xmf/.xac <-> .dae converter
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
-
- Posts: 153
- Joined: Wed, 11. Dec 13, 19:47
-
- Posts: 193
- Joined: Fri, 22. Nov 13, 21:09
-
- Posts: 3464
- Joined: Fri, 28. Oct 05, 16:31
@ LordSneazy,
I know you PMed me but I thought I might as well post here as you are asking questions. I was going to link to to my doc as it will help you out with the problems you are having. I haven't personally done anything since I got the BSG in the game.
Far to much is not known about the model importing side of things to really get far (unless that's changed in the last month or two, and like a lot of others have been really hoping that Egosoft would release the mod tools that were hinted at, or at least the knowledge to allow people to create the tools. Before such a time I really cant see much being made
I know you PMed me but I thought I might as well post here as you are asking questions. I was going to link to to my doc as it will help you out with the problems you are having. I haven't personally done anything since I got the BSG in the game.
Far to much is not known about the model importing side of things to really get far (unless that's changed in the last month or two, and like a lot of others have been really hoping that Egosoft would release the mod tools that were hinted at, or at least the knowledge to allow people to create the tools. Before such a time I really cant see much being made
-
- Posts: 153
- Joined: Wed, 11. Dec 13, 19:47
-
- Posts: 153
- Joined: Wed, 11. Dec 13, 19:47
-
- Posts: 153
- Joined: Wed, 11. Dec 13, 19:47
Okay, I eliminated all of the Egosoft models from my blender document and just let my models remain. I exported to a .DAE file, and then used the Exporter which for once actually did something. It created a XML file and a folder for the data files. However, the folder for the data files was completely empty.
Does anyone know what I've done wrong to cause the program work up to the point of creating the XMF files?
Also, is it a requirement that I create the collision layer for the exporter to function correctly?
Does anyone know what I've done wrong to cause the program work up to the point of creating the XMF files?
Also, is it a requirement that I create the collision layer for the exporter to function correctly?
-
- Posts: 15
- Joined: Sun, 12. Jan 14, 23:05
Sounds like something is wrong with the names or hierachy of the objects in your scene.
As far as I know the exporter will work without a collision mesh.
Hopefully this will be of some help.
http://i.imgur.com/VZZoCra.jpg
{Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked - Terre}
As far as I know the exporter will work without a collision mesh.
Hopefully this will be of some help.
http://i.imgur.com/VZZoCra.jpg
{Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked - Terre}
-
- EGOSOFT
- Posts: 3375
- Joined: Mon, 26. Mar 12, 14:57
-
- Posts: 198
- Joined: Sat, 4. Oct 14, 13:07
Hi there. Xac conversión is working?
I've managed to convert yisha body to dae,success.
Import dae into blender, success. Without touching absolutly anything:
export again to dae from blender, success.
Conversion dae -->xac, success.
Bring results into game, success.
Final result, weird mesh, vertex discontrol.
Any changes must do in blender? names, like in xmf?, unlink world?
(Danger: I'm a newbie modder in all this things)
Thanks
I've managed to convert yisha body to dae,success.
Import dae into blender, success. Without touching absolutly anything:
export again to dae from blender, success.
Conversion dae -->xac, success.
Bring results into game, success.
Final result, weird mesh, vertex discontrol.
Any changes must do in blender? names, like in xmf?, unlink world?
(Danger: I'm a newbie modder in all this things)
Thanks
-
- Posts: 234
- Joined: Mon, 29. Dec 03, 15:22
i have run into a similar problem.
I have a ship model I am working with (the one killerog was working on earlier). I have done some modifications to it and I have started working on getting it in game as a Size L or Size XL ship (using size L right now).
The problem I have is that when i import the model and get it in game it has the wrong orientation. forward in game is straight down on the model, up in game is the front of the ship, and so on. No matter how i rotate the model in the 3d software (with or without rotating the nodes the mesh gets connected to) the imported data always show up with the same orientation and I can not change it. It also does not change between exporting the model set to z-up or y-up. I have not tried things in blender yet but i suspect that I will get the same result.
I have a ship model I am working with (the one killerog was working on earlier). I have done some modifications to it and I have started working on getting it in game as a Size L or Size XL ship (using size L right now).
The problem I have is that when i import the model and get it in game it has the wrong orientation. forward in game is straight down on the model, up in game is the front of the ship, and so on. No matter how i rotate the model in the 3d software (with or without rotating the nodes the mesh gets connected to) the imported data always show up with the same orientation and I can not change it. It also does not change between exporting the model set to z-up or y-up. I have not tried things in blender yet but i suspect that I will get the same result.
-
- Posts: 198
- Joined: Sat, 4. Oct 14, 13:07
The problem is on blender export itself, I think.
I convert yisha's xac body to dae. Then import to blender. Without touching nothing, export to dae. Then I start again fresh blender and import the dae file previous exported. And then the armature appears lying on floor and very very small. I've tryed different dae export options, without success.
Any help?
Thanks
Edit: The first import to blender after xac<-->dae conversion, appears to be absolutly correct
I convert yisha's xac body to dae. Then import to blender. Without touching nothing, export to dae. Then I start again fresh blender and import the dae file previous exported. And then the armature appears lying on floor and very very small. I've tryed different dae export options, without success.
Any help?
Thanks
Edit: The first import to blender after xac<-->dae conversion, appears to be absolutly correct
-
- Posts: 234
- Joined: Mon, 29. Dec 03, 15:22
-
- Posts: 5079
- Joined: Fri, 30. Dec 05, 17:47
-
- Posts: 3464
- Joined: Fri, 28. Oct 05, 16:31
-
- Posts: 234
- Joined: Mon, 29. Dec 03, 15:22
one thing i have found is that the standard dae export from max has different information in it as opposed to the game (namely is exports a translation matrix instead or a translation vector and rotation vector).
there is a open source dae exporter you can get that is apparently the spiritual successor to the one killerog found in some of the model files but it no longer has all the option it once had like exporting with Y-up coordinate system as well as always adding in a root node for a light source.
Needless to say, using both blender or 3ds Max, I have tried to rotate the mesh of the galactica model (i can get it in game but it is oriented wrong) and every time i export and convert it to game format, it comes out with the exact same rotation where the bottom of the model is "forward" in game.
there is a open source dae exporter you can get that is apparently the spiritual successor to the one killerog found in some of the model files but it no longer has all the option it once had like exporting with Y-up coordinate system as well as always adding in a root node for a light source.
Needless to say, using both blender or 3ds Max, I have tried to rotate the mesh of the galactica model (i can get it in game but it is oriented wrong) and every time i export and convert it to game format, it comes out with the exact same rotation where the bottom of the model is "forward" in game.