Z64

Please login or register.

Login with username, password and session length
Advanced search  

News:

Check out and improve the wiki!

Pages: [1] 2 3

Author Topic: new model converter  (Read 9847 times)

spinout

  • Administrator
  • Sr. Member
  • *****
  • Posts: 309
    • View Profile
    • Email
« Last Edit: September 07, 2010, 01:52:47 AM by spinout »
Logged
biggrin.gif

Arcaith

  • Administrator
  • Full Member
  • *****
  • Posts: 152
  • Keeping it real. Or something.
    • MSN Messenger - henna.gaikokujin@gmail.com
    • View Profile
    • Email
Re: new model converter
« Reply #1 on: January 19, 2010, 08:46:44 AM »

Sweet. I'll have some new models imported and ready to show soon :D This supports all N64 tex sizes and png, right?
Logged
pantsu~

spinout

  • Administrator
  • Sr. Member
  • *****
  • Posts: 309
    • View Profile
    • Email
Re: new model converter
« Reply #2 on: January 19, 2010, 09:23:58 AM »

ones with a dimension greater than 32 are giving uv mapping errors, this'll be fixed soon though.
Logged
biggrin.gif

Zeth

  • Full Member
  • ***
  • Posts: 161
    • View Profile
Re: new model converter
« Reply #3 on: January 28, 2010, 06:50:40 PM »

spinout face :O
Where are you? No one see's you anymore
Btw the UV mapping errors happen with even 32 x 32 textures.
Logged

spinout

  • Administrator
  • Sr. Member
  • *****
  • Posts: 309
    • View Profile
    • Email
Re: new model converter
« Reply #4 on: January 30, 2010, 08:04:30 PM »

what kind of errors happen? From my tests, it's worked out pretty well.
Logged
biggrin.gif

Zeth

  • Full Member
  • ***
  • Posts: 161
    • View Profile
Re: new model converter
« Reply #5 on: February 02, 2010, 04:44:08 AM »

what kind of errors happen? From my tests, it's worked out pretty well.
Both Naxy and myself have been getting the just weird colouring problems happening. Or just texture glitching altogether.(My models have been exported with 3dsMax)





The maps seem to suffer from the green tint of doom. :<
Logged

Zeth

  • Full Member
  • ***
  • Posts: 161
    • View Profile
Re: new model converter
« Reply #6 on: February 16, 2010, 11:24:34 AM »

Logged

Arcaith

  • Administrator
  • Full Member
  • *****
  • Posts: 152
  • Keeping it real. Or something.
    • MSN Messenger - henna.gaikokujin@gmail.com
    • View Profile
    • Email
Re: new model converter
« Reply #7 on: February 19, 2010, 02:41:24 AM »

BUG REPORT

-The error with larger textures you know about already. Also causes errors with other tex dimensions such as 16x64.

-png files cause textures to be washed out/are too bright (either a problem with pypng or your code), have tested this against bmp textures, which do not suffer this problem.

-nocull and vtxcols commands are not working.



Also, set configuration so that external forum avatars can be bigger :P 120-150 pixels square would be nice :P
« Last Edit: February 19, 2010, 02:44:13 AM by Arcaith »
Logged
pantsu~

Wareya

  • Moderator
  • Full Member
  • *****
  • Posts: 117
    • View Profile
    • Email
Re: new model converter
« Reply #8 on: May 03, 2010, 03:23:01 AM »

I just found a usable model editor, and now I'm interested in modding again.

spinout

  • Administrator
  • Sr. Member
  • *****
  • Posts: 309
    • View Profile
    • Email
Re: new model converter
« Reply #9 on: August 15, 2010, 10:28:17 AM »

EDITEDITEDIT

http://spinout182.com/z64obj/release3.tar.gz

Reliance on collision_fixer.exe has been dropped. It was limited to 5000 faces.

Arcaith: Sorry for ignoring your report for so long :(. I cannot reproduce the png errors, I have tested 16x32 iirc png with alpha textures, working. I don't know quite what to say about the nocull and vtxcols thing, I need to work on wotf.py a little.
Logged
biggrin.gif

SirTopHat

  • Jr. Member
  • **
  • Posts: 96
    • View Profile
Re: new model converter
« Reply #10 on: August 15, 2010, 07:46:03 PM »

cool beans
>line 48: a integer
.
Logged
fgsfds

spinout

  • Administrator
  • Sr. Member
  • *****
  • Posts: 309
    • View Profile
    • Email
Re: new model converter
« Reply #11 on: August 15, 2010, 08:33:22 PM »

that's an old line
Logged
biggrin.gif

Jason777

  • Wiki Contributor
  • Full Member
  • ***
  • Posts: 116
    • View Profile
Re: new model converter
« Reply #12 on: August 20, 2010, 09:14:31 AM »

I get alot freezing issues when i import maps with the new converter, when i import the same map with the previous release i get no freezing whatsoever. Could it be taking away the dependance for the collision fixer caused this? I guess i'll stick with using release2 as i havn't got any maps exceding the 5000 face count limit yet
Logged

spinout

  • Administrator
  • Sr. Member
  • *****
  • Posts: 309
    • View Profile
    • Email
Re: new model converter
« Reply #13 on: August 21, 2010, 01:21:30 AM »

As I may have previously stated, I can't fix an issue I can't replicate. If you have a bug, give me the means to reproduce that bug and I would be happy to address the issue.
Logged
biggrin.gif

spinout

  • Administrator
  • Sr. Member
  • *****
  • Posts: 309
    • View Profile
    • Email
Re: new model converter
« Reply #14 on: August 23, 2010, 11:49:13 PM »

Logged
biggrin.gif
Pages: [1] 2 3