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Heroes of Might and Magic 6
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Re: Heroes of Might and Magic 6
Seeing as how they don't seem to be in rad either, yes please.Karpati wrote:Demonsangel,
If you would you like, I can share the way how can I get the correct bone positions...
Edit: I only now realised you're the creator of 3d Object Converter.
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Re: Heroes of Might and Magic 6
Script updated for Emissive materials.
Todo:
fix bones
animations
normals
revert back to pre- rapi.imm code
Todo:
fix bones
animations
normals
revert back to pre- rapi.imm code
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Re: Heroes of Might and Magic 6
Hmm, seeing your imm code makes me want to go try it out again, since you got it work and all lol
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Re: Heroes of Might and Magic 6
It might just be me but it seems as if the imm code is 10-20 times slower than the rapi.rpgBind .finale00 wrote:Hmm, seeing your imm code makes me want to go try it out again, since you got it work and all lol
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Re: Heroes of Might and Magic 6
Having to construct the buffers by taking the existing buffers and making it per-vert might also take up some time.
I'd prefer some C++ code take in some per-face buffers and convert it to per-vertex buffers though if they don't already exist!
But, 10-20x lol I didn't think python overhead would be that big.
I'd prefer some C++ code take in some per-face buffers and convert it to per-vertex buffers though if they don't already exist!
But, 10-20x lol I didn't think python overhead would be that big.
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Re: Heroes of Might and Magic 6
Yeah, but the only reason I was doing it was because, when I was messing with the emissive materials, I swapped from bindUV2 to immLMUV and I rewrote my script during that time so I rewrote it completely to imm.
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Re: Heroes of Might and Magic 6
Oh I just realized you were using the new imm API that was added recently.
Gotta try that out lol
EDIT: oh, it looks like there's no bindLMUV function...
I think if you re-factored the create_model function you might be able to get more out of it. The triple for-loop would likely bog you down.
Gotta try that out lol
EDIT: oh, it looks like there's no bindLMUV function...
I think if you re-factored the create_model function you might be able to get more out of it. The triple for-loop would likely bog you down.
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Re: Heroes of Might and Magic 6
Use "rpgBindUV2Buffer" for LMUV.finale00 wrote:Oh I just realized you were using the new imm API that was added recently.
Gotta try that out lol
EDIT: oh, it looks like there's no bindLMUV function...
I think if you re-factored the create_model function you might be able to get more out of it. The triple for-loop would likely bog you down.
Those loops will vanish when I go back to the old method.
Re: Heroes of Might and Magic 6
The updated script generates an error in Noesis. I tried to open the same Sarah that the previous version of the script opened normally.
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Re: Heroes of Might and Magic 6
I returned to my home now.Demonsangel wrote:Seeing as how they don't seem to be in rad either, yes please.
Edit: I only now realised you're the creator of 3d Object Converter.
The missing information:
10 bytes (unknown)
3x4 floats (X,Y,Z positions)
3x4 floats (scale factors ?; usually about 1.0; I don't use these values)
4x4 floats (Quarternion X,Y,Z,W values)
25 bytes (unknown)
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Re: Heroes of Might and Magic 6
What error? The script runs fine for me.Antonkf wrote:The updated script generates an error in Noesis. I tried to open the same Sarah that the previous version of the script opened normally.
Make sure your Noesis is up to date, there was a minor bugfix which was needed for the emissive materials.
@Karpati, ty I'll try it that way.
Re: Heroes of Might and Magic 6
Looks cool! Thanks for the explanation. With updated Noesis works fine
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Re: Heroes of Might and Magic 6
How are you parenting your bones?Karpati wrote:I returned to my home now.Demonsangel wrote:Seeing as how they don't seem to be in rad either, yes please.
Edit: I only now realised you're the creator of 3d Object Converter.
The missing information:
10 bytes (unknown)
3x4 floats (X,Y,Z positions)
3x4 floats (scale factors ?; usually about 1.0; I don't use these values)
4x4 floats (Quarternion X,Y,Z,W values)
25 bytes (unknown)
You are using the data which I first thought to be bonedata (I'm assuming this because of the extra 25 unknown bytes) but I couldn't find any parenting data for them and using these as absolute offsets didn't work either.
Atleast with the data I was using before I achieved something that looked like an armature.
I assume with 3x4 floats you mean 3 floats (length 4 bytes)
This is with first 3 floats = x,y,z
ignore next 3 floats
4 floats = noeQuat(x,y,z,w)
no parenting, absolute offsets
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Re: Heroes of Might and Magic 6
You have right, when I wrote these lines I was tired.
The correct datas are the followings:
10 bytes (unknown)
3x4 bytes floats (X,Y,Z positions)
3x4 bytes floats (scale factors ?; usually about 1.0; I don't use these values)
4x4 bytes floats (Quarternion X,Y,Z,W values)
25 bytes (unknown)
I did not find the parent information yet.
I used the following procedure to get the bone position:
- I did put the X,Y,Z positions to Matrix_1
- I 'converted' the Quarternion X,Y,Z,W values to Matrix_2
- Bone matrix=MatrixMultiply(Matrix_1,Matrix_2)
- I ripped the X,Y,Z positions from the Bone matrix and multiplied these values by '-1'
The correct datas are the followings:
10 bytes (unknown)
3x4 bytes floats (X,Y,Z positions)
3x4 bytes floats (scale factors ?; usually about 1.0; I don't use these values)
4x4 bytes floats (Quarternion X,Y,Z,W values)
25 bytes (unknown)
I did not find the parent information yet.
I used the following procedure to get the bone position:
- I did put the X,Y,Z positions to Matrix_1
- I 'converted' the Quarternion X,Y,Z,W values to Matrix_2
- Bone matrix=MatrixMultiply(Matrix_1,Matrix_2)
- I ripped the X,Y,Z positions from the Bone matrix and multiplied these values by '-1'