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Gothic 4 .bakedgeom
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Gothic 4 .bakedgeom
The contents of this post was deleted because of possible forum rules violation.
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Re: Gothic 4 .bakedgeom
And do they come with source. The format looks pretty straightforward but that's because I'm skipping over lots of stuff.
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Re: Gothic 4 .bakedgeom
Sorry, I was working with Two Worlds 2 files at the same time as the Arcania stuff and got mixed up with Szkaradek123's TW2 tools. I was working with too many meshes to keep them all straight. Karpati's 3D model Converter is the only tool that I know of that can convert Arcania .model files, but there is no skeletal mesh information, and the .bakedgeom static meshes are not supported. Excellent work, finale00!
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Re: Gothic 4 .bakedgeom
Upload the textures for these models.
Or at least, upload some models along with their textures.
After that, there's just one section I'm completely skipping but it looks like it gets the geometry out properly.
Or at least, upload some models along with their textures.
After that, there's just one section I'm completely skipping but it looks like it gets the geometry out properly.
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Re: Gothic 4 .bakedgeom
great work finale00,
also, there is any way to convert bones/weights along with the models?
also, there is any way to convert bones/weights along with the models?
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Re: Gothic 4 .bakedgeom
I'm assuming when it says "staticmesh" it means there are no bones.
I don't know what the other file is like.
I don't know what the other file is like.
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Re: Gothic 4 .bakedgeom
sorry, my mistake, if you can please take a look on the characters models toofinale00 wrote:I'm assuming when it says "staticmesh" it means there are no bones.
I don't know what the other file is like.
p.s.: if need i can make new theme.
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Re: Gothic 4 .bakedgeom
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Re: Gothic 4 .bakedgeom
Hmm so first, the skeletalmesh is fortunately a completely different format but OBJ versions are there so I'm guessing it's been done (I would like source for that so I don't have to look at it myself). The format is not hard but I don't understand bones ATM so I can only parse it, get the geometry out, and do nothing with the bones but leave it there in a method and hope that will be filled out in the future.
Second, the staticmesh.
http://db.tt/7qodb3eF
Noesis plugin. Will need Sanae3D package in sig (although I don't think I actually used anything from it this time besides initializing some variables that aren't used anyways). Only so that I don't have to remove a couple lines of code and re-write a couple lines of code myself.
There seems to be issues trying to apply a really large texture.
I don't really understand materials so not sure what normal and specular textures do, but added them to the materials. They don't seem to be loading up though (I think)
There are different vertex types for the bakedgeom. So far I've found two from the samples provided (32 and 36 bytes), but don't know if there are more. If there are more, noesis will either crash or give you an error. If it crashes send the model to me (or just figure out the vertType and add it yourself if it's faster)
If you look at the parse_mesh method, you'll notice I skipped 260 bytes.
I'm not sure if that applies to all models, nor do I know what it is.
I have also flipped the y/z axis (I think that's what the transformation does) in the parse_vertices method.
Second, the staticmesh.
http://db.tt/7qodb3eF
Noesis plugin. Will need Sanae3D package in sig (although I don't think I actually used anything from it this time besides initializing some variables that aren't used anyways). Only so that I don't have to remove a couple lines of code and re-write a couple lines of code myself.
There seems to be issues trying to apply a really large texture.
I don't really understand materials so not sure what normal and specular textures do, but added them to the materials. They don't seem to be loading up though (I think)
There are different vertex types for the bakedgeom. So far I've found two from the samples provided (32 and 36 bytes), but don't know if there are more. If there are more, noesis will either crash or give you an error. If it crashes send the model to me (or just figure out the vertType and add it yourself if it's faster)
If you look at the parse_mesh method, you'll notice I skipped 260 bytes.
I'm not sure if that applies to all models, nor do I know what it is.
I have also flipped the y/z axis (I think that's what the transformation does) in the parse_vertices method.
Last edited by finale00 on Mon Feb 20, 2012 4:39 am, edited 1 time in total.
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Re: Gothic 4 .bakedgeom
finale00, can you explain how to load py for arcania in noesis, every time I'm getting Sanae error, but i have Sanae.py in my "noesis\plugins\python" directory
thanks
thanks
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Re: Gothic 4 .bakedgeom
you need create a folder called Sanae3D into python path for make it work, gl
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Re: Gothic 4 .bakedgeom
thanks, it works nowCriticalError wrote:you need create a folder called Sanae3D into python path for make it work, gl
but without uv?
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Re: Gothic 4 .bakedgeom
Here try this one. I've removed the dependence on Sanae3D package.
Textures assumed to be stored in the same folder as the model.
http://db.tt/7qodb3eF
Textures assumed to be stored in the same folder as the model.
http://db.tt/7qodb3eF
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Re: Gothic 4 .bakedgeom
anyway i can't load uv, trying this objectsfinale00 wrote:Here try this one. I've removed the dependence on Sanae3D package.
Textures assumed to be stored in the same folder as the model.
http://db.tt/7qodb3eF