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Posted: Tue Feb 27, 2007 10:53 am
by squipple
Thanks for the insight, PlayerX. Being in the 3D/software industry for going on 20 years, you're preaching to the choir. You don't need to tell me how much development costs. I deal with it daily.
As far as offering $20 and the developer thinking it's something to balk at, thats exactly what he's requesting for the program, and exactly what you paid for it.
You keep replying to me like I'm disagreeing, but I agree with everything you're saying.
I also know that being able to see what textures are on your model quickly and easily would seem to me that it was in the scope of the program. If I'm converting a model, I want to know what textures to bring with it. Scrolling through objects may not be in the scope, that was just a request.
I try to thank the developer for doing something, and I get a 3-paragraph ramblefest that had originally been a request to talk over PM. Your misunderstanding of this situation is getting excessive.

Anyway, back on topic...

KZ_3D, with the new terrain loader, I've tried loading in several terrains. All of them load in and look much like this:

Image

I'll send you the ter file for felucia as I did with the models. It's realtively small.

Posted: Tue Feb 27, 2007 11:28 am
by KZ_3D
I tested this loader module with 20 .ter files I did find in this package :
http://starwarsbattlefront.filefront.co ... ools;34987

What package contains your .ter file ?

Unfortunately I did not find the grid size (between points) value in the .ter file format doc, I used the 1 value in my program.

I can't open your .ter file with ZeroEdit to check out without program crash.

Posted: Tue Feb 27, 2007 1:45 pm
by PlayerX
squipple wrote:Scrolling through objects may not be in the scope, that was just a request. I try to thank the developer for doing something, and I get a 3-paragraph ramblefest that had originally been a request to talk over PM. Your misunderstanding of this situation is getting excessive.
I believe there was misunderstanding, but not on my part (if I "rambled" it is because obviously in seeing you so quick to spotlight Zoltan's "free" work implied you did not understand my points when I tried to be subtle). Recheck the way your request was offered to Zoltan and you'll understand my points more clearly and why I am emphatic about how such requests are made to shareware authors. Nonetheless, I agree that it's time to return to the topic at hand. I agree to disagree (but I do nonetheless still think your suggestions were good ones -- if Zoltan does want to add more advanced viewing functionality to his product, it'd be good to have them, but obviously my viewpoint continues to be that it'd be more logical to have them in the registered version).

Posted: Tue Feb 27, 2007 2:51 pm
by Rekubot
I have a new problem with importing models into XSI (doh!). I've had this problem for a few days but I've held reporting it off in case it suddenly decided to fix itself. So what I'm going to do is describe how I try and get one of Pandemic's models into XSI (none of them work).

1) Open up the 3D Object Converter. Load the model, put it into texture mode to check if the texture works (it does), then save it as a Wavefront OBJ file.

2) Close 3D Object Converter.

3) Open up XSI. Go to File --> Import --> Obj File. (Ace, the OBJ exporter you use doesn't seem to work for some reason; I can use the export OBJ function but the import OBJ function just doesn't show up.)

4) When the import window pops up, I hit the three little dots next to Filename and the typing area.

5) I browse to my OBJ file and double click on it, then I click OK.

6) An error occurs in red at the bottom of the screen:

Code: Select all

Wrong number of arguments or invalid property assignment: 'ObjImport' - [line 544 in C:\Softimage\XSI_5.0\Application\DSScripts\importexport.vbs]
Needless to say, the object file doesn't load up.

Now it's possible - and indeed, probable - that the entire thing is XSI's fault, and not the 3D Object Converter's. However, is anyone else experiencing this problem? I seem to be out of luck when it comes to importing OBJ files. Thanks!

OBJ importer

Posted: Tue Feb 27, 2007 6:07 pm
by AceMastermind
Rekubot wrote:the OBJ exporter you use doesn't seem to work for some reason; I can use the export OBJ function but the import OBJ function just doesn't show up.
That is odd indeed, i got those same errors when trying to import with the default obj importer, that's why i searched for a better one.
The importer that i suggested to use works great for me, perhaps you could try reinstalling it.
Go to C:\Softimage\XSI_5.11_Foundation\Addons and check to see if wavefrontconvwin32v32.xsiaddon is in there.

This is a pic showing how it looks when installed properly and which one to use(circled in orange).
Hidden/Spoiler:
Image

Posted: Wed Feb 28, 2007 4:59 am
by KZ_3D
Squipple,

I downloaded and installed this package, but I did find difference between BF 1 and BF2 .ter files:
http://starwarsbattlefront.filefront.co ... s_PC;57352

I note I wrote this loader module based on the unofficial and uncompleted file format doc.

You can resize your loaded object easy using the (3D O. C.) Tools/Geometry transformation function.

- Turn off the Keep proportions checkbox
- Scale factor X: 10
- Scale factor Y: 10
- Scale factor Z: 1
- Click on the Apply button

Posted: Wed Feb 28, 2007 7:29 am
by KZ_3D
Squipple,

What is about the texture mapped terrains ?

The .ter file does not contain the UV Vertices, but my latest program automatically calculates these values.

Posted: Thu Mar 01, 2007 1:06 am
by squipple
KZ_3D -

I noticed that scaling the terrain file does reduce the 'spikes' in the terrain, but from what I can see it is not interpreting the terrain properly. Although, the terrain color is coming in, so that's a bonus. :)

Here's a screenshot of a scaled-down geonosis terrain:

Image

And here's what the geonosis terrain actually looks like in Pandemic's ZeroEditor:

Image

It's unfortunate if the documentation doesn't give you enough information to be able to read terrains in properly. I can see maybe someone wanting to convert a terrain to some other program, but terrains are usually pretty specific to a map and I wouldn't think very re-useable. Had someone requested that .ter files be able to be converted?

Posted: Thu Mar 01, 2007 1:26 am
by KZ_3D
I think you tested it with the BF2 .ter files.

I don't know what is the difference (internally) between the BF1 and BF2 .ter files, but my program 'likes' better the BF1 .ter files.

Posted: Thu Mar 01, 2007 1:33 am
by squipple
Yes, it was a BF2 ter file. The BF1 files do read in much nicer.

Posted: Sun Mar 04, 2007 4:00 pm
by Dragonum
i update my version to 3.99 today, but now i cant open the exported obj files in xsi.

Posted: Mon Mar 05, 2007 3:45 pm
by KZ_3D
I did not change the Wavefront's .obj/mtl exporter module.

Please read the AceMastermind's post on Feb 27, 2007 - 05:07 PM !

Posted: Tue Mar 06, 2007 1:41 am
by PlayerX
Just to make sure that everyone realizes, the discount period is now over and the code is no longer valid. At Zoltan's request, I've edited my original announcement to remove the code as he wished. I hope everyone who intended to, got a chance to register during the month of February and show their support.

Posted: Sat Mar 10, 2007 8:46 pm
by -_-
I'm having the exact same problem as Rekubot. There's a OBJ Export function, but no OBJ Import.

-- Solved. Turns out it was because I was using an older version of XSI.