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Everything posted by Arcaith
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I don't know if it's your birthday in you own timezone yet, but it is here Happy Birthday man
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Just as a matter of interest, would you consider making an object to .obj decompiler that produces along with the obj and texture output a batch file for quick re-importing? It would make doing small alterations to existing objects a lot simpler.
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SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
It may not be exporting the model properly. I believe people have been having problems with it. I suggest trying Blender. -
SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
Hmm...are you using the Ruby script to do the export? -
SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
The side of the face that is white is the side the texture displays on, and the dark blue is the backside of the face. -
SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
Here's the collision type list. Check your face normals, they might be back to front. -
HELP! Importing the OZMAV dumps to Sketchup
Arcaith replied to john_smith_account's question in Q & A
To an extent, except it's frustrating in practice. It's far easier to split the model than it is to add the same material twice, since most material editors only support a fixed number of slots and you have to overwrite an existing slot to add a new material once they are all full. Also, in any given map, it's probable that a large number of materials will use the same settings, so having them in a single group cuts down the file size in terms of definitions for the combiners, I would have thought. edit: I suppose one could write a parser that defines by the mtl and add an option when importing to decide how for people who make models differently, but that's up to you guys. -
HELP! Importing the OZMAV dumps to Sketchup
Arcaith replied to john_smith_account's question in Q & A
Ah...what I mean is if you wanted to use the same material twice, but have a different blendmode for each instance of that material. -
HELP! Importing the OZMAV dumps to Sketchup
Arcaith replied to john_smith_account's question in Q & A
If you split by mtl though, it means you have to assign a different mtl entry per blendmode for the same material, should you want to do something like that. Simplifies collision dividing somewhat, too. -
There are programs that can be used to rip 3D data loaded into memory, although it's also possible he simply made the model himself and ripped the textures only.
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Naxy, perfectionist + lazy = slow modelling speeds XD Plus, I make mine up as I go. I don't usually have a complete plan beforehand.
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When you export an obj file, it should export a matching mtl file with it. Writing one from scratch is completely redundant.
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He used this program, though you'd need to convert any 3D you want to use to an .obj file first.
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SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
It should work with Blender created models since Blender exports obj in a standard format. -
Great to have you here man
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*insert my current facial expression here* So...it was looking really good. WHY.
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Thanks everyone :3
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Thanks man :3 It's 11:13PM here at the moment on the 8th; both you and Zeth have gotten it within the day where I am XD
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Thanks man I'm planning to imbibe later this weekend :3
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SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
How big is the map? What are the largest co-ordinates on any axis, and how many triangles and verticies does it have? Could be an out of range error. -
SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
Kargaroc, it should load. All maps have UV values. By 'doesn't load' what do you mean exactly? -
xdan, small optimization tip; the wall closest to the viewer on the bottom view; if you make the face a perfect rectangle and don't attach it directly to the crumbled parts of wall and ceiling, you'll drop the triangle count of that face to 6. Below shows what I mean.
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Welcome to the forums, and good luck with your project :3