Zealot Tormunds





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Member Back to Top Post by Zealot Tormunds on



Regarding the imports, with the current state of the tool we can already put some models in the game, but there's two main issues. The first one is rigging. The tool can change the bone index and weight in any of the vertices, which makes rigging possible, sort of, but it also means no custom skeletons or anything like that, and all the rigging has to be done manually inside the tool. For low poly models, this is not an issue. That's the reason why these models won't be specially hard to rig, so I'd say this is a good way to test the whole import feature. However, models with more vertices will be harder, since we have to change the bones manually.



The second issue is also related to high poly models. The tool lags like HELL when opening some meshes (+50000 vertices). I think this is because I'm using a 3D engine (Unity) instead of creating my own with OpenGL. The performance will be really bad in some meshes. That kinda limits us a lot in what we can or can't import. Eventually, we'll solve these issues, but I'm afraid these problems will be there in the first builds



Anyway, my post might've been way too off-topic, so all I have to say is that I love this idea. Keep it up! That's an awesome idea and I can't wait to see it in the game!Regarding the imports, with the current state of the tool we can already put some models in the game, but there's two main issues. The first one is rigging. The tool can change the bone index and weight in any of the vertices, which makes rigging possible, sort of, but it also means no custom skeletons or anything like that, and all the rigging has to be done manually inside the tool. For low poly models, this is not an issue. That's the reason why these models won't be specially hard to rig, so I'd say this is a good way to test the whole import feature. However, models with more vertices will be harder, since we have to change the bones manually.The second issue is also related to high poly models. The tool lags like HELL when opening some meshes (+50000 vertices). I think this is because I'm using a 3D engine (Unity) instead of creating my own with OpenGL. The performance will be really bad in some meshes. That kinda limits us a lot in what we can or can't import. Eventually, we'll solve these issues, but I'm afraid these problems will be there in the first buildsAnyway, my post might've been way too off-topic, so all I have to say is that I love this idea. Keep it up!

xandrew2007x



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Member Back to Top Post by xandrew2007x on Zealot Tormunds said:



Regarding the imports, with the current state of the tool we can already put some models in the game, but there's two main issues. The first one is rigging. The tool can change the bone index and weight in any of the vertices, which makes rigging possible, sort of, but it also means no custom skeletons or anything like that, and all the rigging has to be done manually inside the tool. For low poly models, this is not an issue. That's the reason why these models won't be specially hard to rig, so I'd say this is a good way to test the whole import feature. However, models with more vertices will be harder, since we have to change the bones manually.



The second issue is also related to high poly models. The tool lags like HELL when opening some meshes (+50000 vertices). I think this is because I'm using a 3D engine (Unity) instead of creating my own with OpenGL. The performance will be really bad in some meshes. That kinda limits us a lot in what we can or can't import. Eventually, we'll solve these issues, but I'm afraid these problems will be there in the first builds



Anyway, my post might've been way too off-topic, so all I have to say is that I love this idea. Keep it up! That's an awesome idea and I can't wait to see it in the game!Regarding the imports, with the current state of the tool we can already put some models in the game, but there's two main issues. The first one is rigging. The tool can change the bone index and weight in any of the vertices, which makes rigging possible, sort of, but it also means no custom skeletons or anything like that, and all the rigging has to be done manually inside the tool. For low poly models, this is not an issue. That's the reason why these models won't be specially hard to rig, so I'd say this is a good way to test the whole import feature. However, models with more vertices will be harder, since we have to change the bones manually.The second issue is also related to high poly models. The tool lags like HELL when opening some meshes (+50000 vertices). I think this is because I'm using a 3D engine (Unity) instead of creating my own with OpenGL. The performance will be really bad in some meshes. That kinda limits us a lot in what we can or can't import. Eventually, we'll solve these issues, but I'm afraid these problems will be there in the first buildsAnyway, my post might've been way too off-topic, so all I have to say is that I love this idea. Keep it up!

@zealot, check twitter, also they are adding them this in 11 days! @zealot, check twitter, also they are adding them this in 11 days!

ZOMBIΞALI

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Member Back to Top Post by ZOMBIΞALI on Zealot Tormunds said:



Regarding the imports, with the current state of the tool we can already put some models in the game, but there's two main issues. The first one is rigging. The tool can change the bone index and weight in any of the vertices, which makes rigging possible, sort of, but it also means no custom skeletons or anything like that, and all the rigging has to be done manually inside the tool. For low poly models, this is not an issue. That's the reason why these models won't be specially hard to rig, so I'd say this is a good way to test the whole import feature. However, models with more vertices will be harder, since we have to change the bones manually.



The second issue is also related to high poly models. The tool lags like HELL when opening some meshes (+50000 vertices). I think this is because I'm using a 3D engine (Unity) instead of creating my own with OpenGL. The performance will be really bad in some meshes. That kinda limits us a lot in what we can or can't import. Eventually, we'll solve these issues, but I'm afraid these problems will be there in the first builds



Anyway, my post might've been way too off-topic, so all I have to say is that I love this idea. Keep it up! That's an awesome idea and I can't wait to see it in the game!Regarding the imports, with the current state of the tool we can already put some models in the game, but there's two main issues. The first one is rigging. The tool can change the bone index and weight in any of the vertices, which makes rigging possible, sort of, but it also means no custom skeletons or anything like that, and all the rigging has to be done manually inside the tool. For low poly models, this is not an issue. That's the reason why these models won't be specially hard to rig, so I'd say this is a good way to test the whole import feature. However, models with more vertices will be harder, since we have to change the bones manually.The second issue is also related to high poly models. The tool lags like HELL when opening some meshes (+50000 vertices). I think this is because I'm using a 3D engine (Unity) instead of creating my own with OpenGL. The performance will be really bad in some meshes. That kinda limits us a lot in what we can or can't import. Eventually, we'll solve these issues, but I'm afraid these problems will be there in the first buildsAnyway, my post might've been way too off-topic, so all I have to say is that I love this idea. Keep it up!

Hopefully those problems can be fixed 👍🏻 And yeah maybe those models are a good way to test your tool. Not the most demanding haha. Hopefully those problems can be fixed 👍🏻 And yeah maybe those models are a good way to test your tool. Not the most demanding haha.

FluffyQuack

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Member Back to Top Post by FluffyQuack on Zealot Tormunds said:



Regarding the imports, with the current state of the tool we can already put some models in the game, but there's two main issues. The first one is rigging. The tool can change the bone index and weight in any of the vertices, which makes rigging possible, sort of, but it also means no custom skeletons or anything like that, and all the rigging has to be done manually inside the tool. For low poly models, this is not an issue. That's the reason why these models won't be specially hard to rig, so I'd say this is a good way to test the whole import feature. However, models with more vertices will be harder, since we have to change the bones manually.



The second issue is also related to high poly models. The tool lags like HELL when opening some meshes (+50000 vertices). I think this is because I'm using a 3D engine (Unity) instead of creating my own with OpenGL. The performance will be really bad in some meshes. That kinda limits us a lot in what we can or can't import. Eventually, we'll solve these issues, but I'm afraid these problems will be there in the first builds



Anyway, my post might've been way too off-topic, so all I have to say is that I love this idea. Keep it up! That's an awesome idea and I can't wait to see it in the game!Regarding the imports, with the current state of the tool we can already put some models in the game, but there's two main issues. The first one is rigging. The tool can change the bone index and weight in any of the vertices, which makes rigging possible, sort of, but it also means no custom skeletons or anything like that, and all the rigging has to be done manually inside the tool. For low poly models, this is not an issue. That's the reason why these models won't be specially hard to rig, so I'd say this is a good way to test the whole import feature. However, models with more vertices will be harder, since we have to change the bones manually.The second issue is also related to high poly models. The tool lags like HELL when opening some meshes (+50000 vertices). I think this is because I'm using a 3D engine (Unity) instead of creating my own with OpenGL. The performance will be really bad in some meshes. That kinda limits us a lot in what we can or can't import. Eventually, we'll solve these issues, but I'm afraid these problems will be there in the first buildsAnyway, my post might've been way too off-topic, so all I have to say is that I love this idea. Keep it up!



On a side note, do you know how the mesh format stores vertex normals? I think I remember that being a problem people never figured out with some later MT Framework games (though I don't know how much time people actually spent on looking into it). Would it be doable to make a tool which converts models from one format to another? I think FBX is a commonly supported format, so then people could use 3DS Max, Blender, or whatever to do the rigging.On a side note, do you know how the mesh format stores vertex normals? I think I remember that being a problem people never figured out with some later MT Framework games (though I don't know how much time people actually spent on looking into it).

Zealot Tormunds





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Member Back to Top Post by Zealot Tormunds on FluffyQuack said: Zealot Tormunds said:



Regarding the imports, with the current state of the tool we can already put some models in the game, but there's two main issues. The first one is rigging. The tool can change the bone index and weight in any of the vertices, which makes rigging possible, sort of, but it also means no custom skeletons or anything like that, and all the rigging has to be done manually inside the tool. For low poly models, this is not an issue. That's the reason why these models won't be specially hard to rig, so I'd say this is a good way to test the whole import feature. However, models with more vertices will be harder, since we have to change the bones manually.



The second issue is also related to high poly models. The tool lags like HELL when opening some meshes (+50000 vertices). I think this is because I'm using a 3D engine (Unity) instead of creating my own with OpenGL. The performance will be really bad in some meshes. That kinda limits us a lot in what we can or can't import. Eventually, we'll solve these issues, but I'm afraid these problems will be there in the first builds



Anyway, my post might've been way too off-topic, so all I have to say is that I love this idea. Keep it up! That's an awesome idea and I can't wait to see it in the game!Regarding the imports, with the current state of the tool we can already put some models in the game, but there's two main issues. The first one is rigging. The tool can change the bone index and weight in any of the vertices, which makes rigging possible, sort of, but it also means no custom skeletons or anything like that, and all the rigging has to be done manually inside the tool. For low poly models, this is not an issue. That's the reason why these models won't be specially hard to rig, so I'd say this is a good way to test the whole import feature. However, models with more vertices will be harder, since we have to change the bones manually.The second issue is also related to high poly models. The tool lags like HELL when opening some meshes (+50000 vertices). I think this is because I'm using a 3D engine (Unity) instead of creating my own with OpenGL. The performance will be really bad in some meshes. That kinda limits us a lot in what we can or can't import. Eventually, we'll solve these issues, but I'm afraid these problems will be there in the first buildsAnyway, my post might've been way too off-topic, so all I have to say is that I love this idea. Keep it up!



On a side note, do you know how the mesh format stores vertex normals? I think I remember that being a problem people never figured out with some later MT Framework games (though I don't know how much time people actually spent on looking into it). Would it be doable to make a tool which converts models from one format to another? I think FBX is a commonly supported format, so then people could use 3DS Max, Blender, or whatever to do the rigging.On a side note, do you know how the mesh format stores vertex normals? I think I remember that being a problem people never figured out with some later MT Framework games (though I don't know how much time people actually spent on looking into it). Ye, fbx is a great format. The tool currently has an .obj importer and exporter, I made it some time ago but it needs some tweaking, its performance is not the best. I can't use an existing one either because most of them have an outdated way of importing the UV mapping, so my only option is continue tweaking the one I made. However, having a fbx converter would make things way better. I'll check if there exists any kind of tool I can use. Thanks for the suggestion!



Regarding the normals, I'm having some trouble with that as well. I'm guessing they're saved in half-float right after the vertex and texture section, but honestly that'd be kinda weird. I've never seen a game save the normals in half-float, usually they're just normal floating coords. There's no other option though, there isn't any other section in the .mesh files with normal floats aside from the vertex section, so ye, pretty sure it's half-floats, just like the UV mapping. There's some extra gibberish after the UVs so that must be the normals.

