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Re: Gothic 4 .bakedgeom

Posted: Mon Feb 20, 2012 5:48 am
by finale00
The normals also look kind of funny.
Upload the textures as well.

Re: Gothic 4 .bakedgeom

Posted: Mon Feb 20, 2012 5:56 am
by Tosyk
finale00 wrote:The normals also look kind of funny.
Upload the textures as well.
some of them, for barrels and boat

Re: Gothic 4 .bakedgeom

Posted: Mon Feb 20, 2012 6:15 am
by finale00
Seems to load fine for me.

Image

Re: Gothic 4 .bakedgeom

Posted: Mon Feb 20, 2012 6:21 am
by Tosyk
finale00 wrote:Seems to load fine for me.
for me too, but without UV, will be great if script can load texture coordinates too, 'cause i can't correct see any textures on the models

Re: Gothic 4 .bakedgeom

Posted: Mon Feb 20, 2012 6:28 am
by finale00
I wouldn't know what the issue might be.

Noesis seems to be loading the textures path as (on my computer)

Code: Select all

...\Arcania\\boat02_c'...Success.
Don't know if two forward-slashes might be causing a problem, though I'm not sure why there are two of them.

Re: Gothic 4 .bakedgeom

Posted: Mon Feb 20, 2012 6:37 am
by Tosyk
finale00 wrote:I wouldn't know what the issue might be
oh man, please try to understand, i don't have any problem with loading textures, but textures looks incorrect on the models, I think it's because uv is missing :(

Re: Gothic 4 .bakedgeom

Posted: Mon Feb 20, 2012 7:01 am
by finale00
There's a whole section of text that describes things like bump maps, granular colors, and lighting and stuff.
I don't know what to do with that, nor am I sure if it affects how the model looks.

Maybe the vertices are parsed wrong or I'm not assigning the correct values. Someone else will have to look into it cause there really aren't any unknowns in this format left.

Re: Gothic 4 .bakedgeom

Posted: Fri Aug 24, 2012 12:17 am
by Sammie
finale00 wrote:Maybe the vertices are parsed wrong or I'm not assigning the correct values. Someone else will have to look into it cause there really aren't any unknowns in this format left.
The UVs are halffloats.

Code: Select all

rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, 36, 12) // type 1
rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_HALFFLOAT, 32, 12) // type 9

Don't set rpgBindNormalBufferOfs

Re: Gothic 4 .bakedgeom

Posted: Fri Aug 24, 2012 9:51 am
by finale00
Damn half-floats lol

Re: Gothic 4 .bakedgeom

Posted: Fri Aug 24, 2012 10:01 am
by Tosyk
hope is back! [roll]

Re: Gothic 4 .bakedgeom

Posted: Sat Aug 25, 2012 3:44 pm
by ExPlOrER
What did you use to unpack the game?

Re: Gothic 4 .bakedgeom

Posted: Sat Sep 29, 2012 4:30 pm
by shakotay2
ExPlOrER wrote:What did you use to unpack the game?
John Doe's Datablock extractor.

Didn't test this one http://www.xentax.com/uploads/author/jo ... Blocks.zip - should be the same.

Very funny that someone is busy with this game.

Here's a mesh extractor for character and weapon models. Maybe it's helpful.

http://www.megafileupload.com/en/file/3 ... r-zip.html

It's in german but you only need 'the code'; for example '001' for
..\block421412\models\modular_characters\
head_generic_female_wilma.model

(You can ignore the accompanying tools; they were for converting the (weapon) objs to Gothic3 meshes (xcmsh) using my G3-ObjFaker.)

This is Ivy (with some hair/texture probs):

Image
http://www10.pic-upload.de/29.09.12/fwvl2u69o8ha.jpg

Re: Gothic 4 .bakedgeom

Posted: Wed Mar 20, 2013 12:46 pm
by shakotay2
Even if you don't like to play this game: its models are awful.
(So I got it for 6 € lately-)
ArcaniA_silver_lake_castle_.jpg
Image