daemon, are you sure the program converts all models?
There seems to be quite a few files that are never converted.
http://i.imgur.com/zGwr965.png
1st one can be converted.
2nd cannot be converted even though the format looks the same.
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
(PC) Mega Man X8 WSX/WPG
-
- MEGAVETERAN
- Posts: 2647
- Joined: Tue Mar 24, 2015 8:12 pm
- Has thanked: 65 times
- Been thanked: 2871 times
Re: (PC) Mega Man X8 WSX/WPG
I DONT have the game. It worked on all files I had (people gave me). I have no other files.
Re: (PC) Mega Man X8 WSX/WPG
These are two files inside as examples.
Could you make a plugin for Noesis to open up the .dat files instead of a program that just converts it to obj? Or is that impossible?
BTW, if I wanted to make a .bat file that makes the program run on all files in a folder, what code do I write?
Could you make a plugin for Noesis to open up the .dat files instead of a program that just converts it to obj? Or is that impossible?
BTW, if I wanted to make a .bat file that makes the program run on all files in a folder, what code do I write?
You do not have the required permissions to view the files attached to this post.
-
- MEGAVETERAN
- Posts: 2647
- Joined: Tue Mar 24, 2015 8:12 pm
- Has thanked: 65 times
- Been thanked: 2871 times
Re: (PC) Mega Man X8 WSX/WPG
I can make a plugin, but I don't have time for this. Why don't you like OBJ?kinlyki wrote:These are two files inside as examples.
Could you make a plugin for Noesis to open up the .dat files instead of a program that just converts it to obj? Or is that impossible?
BTW, if I wanted to make a .bat file that makes the program run on all files in a folder, what code do I write?
As for these models, they are some weapons. This is a version of tool for them.
You do not have the required permissions to view the files attached to this post.
Re: (PC) Mega Man X8 WSX/WPG
I only asked for a plugin for Noesis because it would be easier to find which model I'm looking for before converting.
-
- MEGAVETERAN
- Posts: 2647
- Joined: Tue Mar 24, 2015 8:12 pm
- Has thanked: 65 times
- Been thanked: 2871 times
Re: (PC) Mega Man X8 WSX/WPG
ok. make batch, and then use noesis on OBJ files.
google how to make batch files
google how to make batch files
-
- VIP member
- Posts: 1330
- Joined: Wed Nov 05, 2008 12:16 pm
- Has thanked: 2710 times
- Been thanked: 884 times
Re: (PC) Mega Man X8 WSX/WPG
here you go this workskinlyki wrote:if I wanted to make a .bat file that makes the program run on all files in a folder, what code do I write?
Code: Select all
for %%G in (*.dat) do Megaman_x8_static %%G
you'll need to change that or make another bat file for Megaman_x8.exe i guess.
- zheneq
- advanced
- Posts: 43
- Joined: Fri Jul 17, 2015 6:09 am
- Location: Moscow, Russia
- Has thanked: 7 times
- Been thanked: 30 times
Re: (PC) Mega Man X8 WSX/WPG
I actually wrote a Noesis plugin for wsx/wpg a while ago. It's a bit of a mess but should be working fine.
https://github.com/Zheneq/Noesis-Plugins
https://github.com/Zheneq/Noesis-Plugins
My plugins for Noesis: https://github.com/Zheneq/Noesis-Plugins
Re: (PC) Mega Man X8 WSX/WPG
Isn't a .wsx file an archive with multiple models in it? how does that work?
- zheneq
- advanced
- Posts: 43
- Joined: Fri Jul 17, 2015 6:09 am
- Location: Moscow, Russia
- Has thanked: 7 times
- Been thanked: 30 times
Re: (PC) Mega Man X8 WSX/WPG
Noesis supports multimodel files. You can navigate to the model you need (press 3 skeletons button to go to the next one) and then 'Export from preview'.
My plugins for Noesis: https://github.com/Zheneq/Noesis-Plugins
-
- VVIP member
- Posts: 688
- Joined: Fri Jul 04, 2003 6:11 pm
- Has thanked: 33 times
- Been thanked: 16 times
Re: (PC) Mega Man X8 WSX/WPG
You say it is a bit of a mess, but it is pretty much complete and vastly superior to simply grabbing the geometry and making a static OBJ. I'd say this format was 100%, so both a congrats and thanks are in order. I mean, holy hell, you even have animations!
-
- MEGAVETERAN
- Posts: 2647
- Joined: Tue Mar 24, 2015 8:12 pm
- Has thanked: 65 times
- Been thanked: 2871 times
Re: (PC) Mega Man X8 WSX/WPG
To the time I got to this thread all your posts (with data) were already deleted, so I don't know what you needed and why.Darkfox wrote:You say it is a bit of a mess, but it is pretty much complete and vastly superior to simply grabbing the geometry and making a static OBJ.
I must say, you can't just "simply grab" the geometry in this game.
This is your thread and you must know it. Your question existed from 2011 and no one was able to build the geometry, everybody failed. Remember those " messy triangles? " The way they store the geometry is really weird. That's why I think he said that it's "a bit of a mess".
- zheneq
- advanced
- Posts: 43
- Joined: Fri Jul 17, 2015 6:09 am
- Location: Moscow, Russia
- Has thanked: 7 times
- Been thanked: 30 times
Re: (PC) Mega Man X8 WSX/WPG
No, I'm just saying that the code is a mess. I wanted to polish it up a little more before publishing... and forgot about it for several months. Well, maybe later I'll find time for that. =)
Messy triangles? There is nothing weird there, just some meshes are stored as plain triangles, and some as tri-strips. That's what's wrong with Axl's mesh above - tri-strip data is interpreted as plain tris.
Now I wonder why so many people need models from such an old game
Messy triangles? There is nothing weird there, just some meshes are stored as plain triangles, and some as tri-strips. That's what's wrong with Axl's mesh above - tri-strip data is interpreted as plain tris.
Now I wonder why so many people need models from such an old game
My plugins for Noesis: https://github.com/Zheneq/Noesis-Plugins
-
- MEGAVETERAN
- Posts: 2647
- Joined: Tue Mar 24, 2015 8:12 pm
- Has thanked: 65 times
- Been thanked: 2871 times
Re: (PC) Mega Man X8 WSX/WPG
If you're 3d-graphics specialist, maybe. But if you're just converting models for fun, like most people here, this is not an obvious thing. All games nowadays use face indices. Not tristrips. Also there are many ways of building a tri-strip.zheneq wrote:Messy triangles? There is nothing weird there
No. In that case he'd end up with a model with only a few faces, and many many holes. He definitely tried to build the tristrip, but failed. Its not an easy thing to do when you never seen it before.zheneq wrote:That's what's wrong with Axl's mesh above - tri-strip data is interpreted as plain tris.
- zheneq
- advanced
- Posts: 43
- Joined: Fri Jul 17, 2015 6:09 am
- Location: Moscow, Russia
- Has thanked: 7 times
- Been thanked: 30 times
Re: (PC) Mega Man X8 WSX/WPG
Yep, that's right. I thought the game didn't use tri-strips much. But since it doesn't use face indices, plain tris are too excessive.daemon1 wrote:No. In that case he'd end up with a model with only a few faces, and many many holes.
Well... Ok. I am no 3d specialist but I studied the basics of DirectX/OpenGL once upon a time. And I didn't know this thing was kind of outdated.daemon1 wrote:If you're 3d-graphics specialist, maybe. But if you're just converting models for fun, like most people here, this is not an obvious thing. All games nowadays use face indices. Not tristrips.
Really? I know only one.daemon1 wrote:Also there are many ways of building a tri-strip.
My plugins for Noesis: https://github.com/Zheneq/Noesis-Plugins