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RE: 3D Object Converter 3.9 - BF support
Posted: Tue Feb 20, 2007 11:04 am
by squipple
Nice fred! It'll be great to get people a free way of converting their models.
RE: 3D Object Converter 3.9 - BF support
Posted: Tue Feb 20, 2007 11:39 am
by RC-1290
This tool seems a bit like unwrap 3d.. well in the amount of import/export options!!
Posted: Tue Feb 20, 2007 3:21 pm
by squipple
How does the program deal with shdowvolumes, collision meshes, and hardpoints? I know that when you export to obj via ZE all the stuff gets merged into one mesh and it can get quite time consuming to try to separate them again depending on the object.
I've used deep exploration as well, with mixed results. I've found the most relibale thing for tranferring models (between softwares at least) is fbx. Going to and from modding tools or a game is another story.
Posted: Tue Feb 20, 2007 9:23 pm
by minilogoguy18
i know the 3ds format has a limit to the length of the name and if they have a name thats fairly close but has like some kinda suffix at the end like superstardestroyer and superstardestroyer_lowrez the name only gets like superstardes and if theres 2 they get merged, well thats at least my theories from experience.
ive also been reading .xsi files in notepad and if you know a good amount about XSI you can actually understand a .xsi file in notepad and edit it to your liking, perhaps we can open other formats in notepad and edit them so that their code follows .xsi code and change the extension to .xsi and boom, you got a new .xsi file from another format, as long as the file is written in ASCII code, binary cant be read by a human, just looks like gibberish.
EDIT: oh yeah, for anyone using the program it would be best to export to to the directX .x format since after reading up on the dotXSI code that .x files are what the dotXSI code was based on and is very similar, as long as the .x file is written correctly then you should have the best file output result.
Posted: Wed Feb 21, 2007 12:07 am
by minilogoguy18
fred would you happen to know though where i could find some tuts and resources on creating exporter addons like if i had the code to another games model format and wanted to export using XSI and i needed to build a new plugin? im really wanting to use XSI for more games since i cant stand using 3ds max.
Posted: Wed Feb 21, 2007 5:02 am
by wazmol
mini' if you did happen to find out how to create addons for other games maybe you coud create pandemic export for the XSImodtools?
Just a Thought...
-Waz
Posted: Wed Feb 21, 2007 5:08 am
by Penguin
Illegal and not possible without the source code
Posted: Wed Feb 21, 2007 8:46 am
by Qdin
ARE you sure about that..?
I'm not sure I've read anywhere that it's illegal to make your own plug-ins for Mod Tools. I know they already made one, but it was never allowed to be released.
Posted: Wed Feb 21, 2007 11:55 am
by wazmol
i agree with Q' on that, is it really illegal? i never heard it was?
Posted: Wed Feb 21, 2007 12:23 pm
by ROCKET
Also, I noticed the program supports file formats like IGES, STEP, and Neutral. Maybe that means I could start creating SWBF2 models in a mainstream CAD program like Pro/Engineer or Unigraphics? That would be great!
Posted: Wed Feb 21, 2007 1:25 pm
by minilogoguy18
first of all, you cannot get the SDK for mod tools to compile plugins, only softimage can create plugins for mod tools, also, it would be bad for them to make a plugin for a game company on a free program because then they would lose alot of money since they wouldnt have to purchase the program.
Posted: Wed Feb 21, 2007 4:15 pm
by Qdin
I see.
Fair enough then.
That's settled. interesting, nonetheless.
Posted: Thu Feb 22, 2007 1:56 am
by Penguin
I was thinking adding the exporter in to the program, not a plug-in, silly me
Posted: Thu Feb 22, 2007 2:32 am
by minilogoguy18
theyve gotta realize though that common game modders who are young kids arent gonna buy a $500 program, they should just release the mod tools exporter, theres gotta be some way to get them to release it.
Posted: Thu Feb 22, 2007 11:12 am
by Qdin
Yeah, considering it's now 2 years since the first game got out, isn't it in about time we get it..?

Posted: Thu Feb 22, 2007 6:12 pm
by Galactic_Marine
Yeah...but is there anyone at Avid whom we can contact or talk to about this issue?
Posted: Thu Feb 22, 2007 7:46 pm
by minilogoguy18
youd need to contact Avid computer graphics, XSI is just the name of the program...
Posted: Sat Mar 10, 2007 5:37 pm
by PR-0927
Sorry for the bump, but it looks like version 4.0 is out.
- PR-0927/Majin Revan
Posted: Sat Mar 10, 2007 7:09 pm
by Qdin
I won't update yet, because I'm not sure if all the problems is fixed. A few glitces was summarized and sent to Zoltan by Dragonum, so hopefully it's all fixed
And no, I'd appreciate people from posting odd things wuch as "So what does this 4.0 do" or "awesome! *omg*" and such - you get the idea

I kinda expect Zoltan to tell himself as he's the one behind it

Posted: Fri Mar 23, 2007 6:39 pm
by Saturn_V
My understanding of Modtool plugins was always that Softimage would have to add the plugin and release a re-compile of the software.