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Re: W3D Blender [message #479249 is a reply to message #467704] |
Mon, 11 February 2013 13:57 |
yesfish
Messages: 16 Registered: May 2012
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Sorry I haven't been on here for a while.
Last summer my forever sketchy sleep problems became chronic. I live in the UK, healthcare is free, but it is SLOW. 4 months waiting time for a doctor to tell me that "yep, you're tired" kind of slow. With very limited waking energy to spare, life has had to come first.
So I'm thinking, if everything goes okay, in a few months I might have some time to work on it again, with an improved plan:
1) Separate the w3d interpreter part into an xml<->w3d python module that you could use in 3ds max or blender, etc. which should fix a bunch of issues and make it a general purpose tool for all modders wanting to do stuff.
2) figure out the many issues with Blender and the w3d format and get the damn thing exporting workable models.
"The sleeper must awaken!"
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Re: W3D Blender [message #479250 is a reply to message #479249] |
Mon, 11 February 2013 15:00 |
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Mauler
Messages: 448 Registered: May 2003 Location: Alberta, Canada
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Thanks for the reply, and take care of yourself first! I really look forward to hopefully work with newer versions of max for W3D
I have also talked to Abjab, he said he will release his latest W3D tools to myself with intent for hopefully create a new set of w3d tools for latest max versions. Not sure when that will happen, but soon
[Updated on: Mon, 11 February 2013 15:02] Report message to a moderator
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Re: W3D Blender [message #480186 is a reply to message #479250] |
Wed, 27 March 2013 20:00 |
Abjab
Messages: 12 Registered: August 2010
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In case anyone still interested, here's my latest w3d tools (2006) where I left them.
unzip to your 3dsmax or gmax base folder.
tested on max 5 only.
feel free to modify or use part(s) of my script for your own work
EDIT:
Might not be the latest, found this script from 2007
just overwrite (max)/scripts/startup/Abjab's-W3D-Importer.ms with Abjab's-W3D-Importer.ms (2nd link).
EDIT:
or download: Abjab's-W3D-Tools-Latest.zip (third link)
I don't have max or gmax on my pc so can't try'em out, no clue if they even work as is.
[Updated on: Thu, 28 March 2013 16:54] Report message to a moderator
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Re: W3D Blender [message #480251 is a reply to message #467704] |
Mon, 01 April 2013 18:32 |
Abjab
Messages: 12 Registered: August 2010
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Oh boy, I just installed gmax...
This version ain't completed, won't import as is, plus few other things missing like buttons for texture browser and hierarchy builder.
I'll make a "quick" fix for this and will update the link above when done.
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Re: W3D Blender [message #480676 is a reply to message #467704] |
Wed, 08 May 2013 18:08 |
yesfish
Messages: 16 Registered: May 2012
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Here is a working prototype of the xml<->w3d python module I mentioned in the last post. The purpose of being a standard library and reference for the format...
https://github.com/huwpascoe/w3d/blob/master/w3d_elem.py
Currently can only w3d->XML files. The code is much nicer than what I was doing last year but I know the format well now.
Every chunk is defined in a simple array and read with a small set of functions. Once it's done you'll be able to both use it to read-write w3d files (if you have a python project) or use it as a reference for the format.
So neat and clear!
{
'name' : 'mesh_user_text',
'code' : 0x0000000C,
'attrib' : [['', 'string']]
},
{
'name' : 'vertex_influences',
'code' : 0x0000000E,
'subname' : 'id',
'subattrib' : [['', 'uint16'], ['_padding', 'uint8', 6]]
},
{
'name' : 'mesh_header3',
'code' : 0x0000001F,
'attrib' : [
['Version', 'version'],
['Attributes', 'uint32'],
['MeshName', 'name'],
['ContainerName', 'name'],
['NumTris', 'uint32'],
['NumVertices', 'uint32'],
['NumMaterials', 'uint32'],
['NumDamageStages', 'uint32'],
['SortLevel', 'sint32'],
['PrelitVersion', 'version'],
['FutureCounts', 'uint32'],
['VertexChannels', 'uint32'],
['FaceChannels', 'uint32'],
['Min', 'vector3'],
['Max', 'vector3'],
['SphCenter', 'vector3'],
['SphRadius', 'float32']
]
},
Still todo:
enter and/or figure out remaining unimplemented chunks (52 left to go)
verify that I correctly guessed the format of the vaguely commented chunks
check data formats (right now everything is barfed out as a string)
XML -> w3d function
utility functions, make it a module.
I don't know when it will be finished.
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Re: W3D Blender [message #482807 is a reply to message #467704] |
Fri, 19 July 2013 20:18 |
yesfish
Messages: 16 Registered: May 2012
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https://github.com/huwpascoe/w3d/blob/master/w3d_elem.py
The library can now do both w3d->xml and xml->w3d. I'm so happy, it can convert to and from files already without any data loss!*
It just needs a bit of a cleanup, some testing and perhaps some detective work to verify every chunk of the format before I can declare it OK.
*random junk left by C++ exporters that don't initialize their structs to 0 is lost.
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Re: W3D Blender [message #482814 is a reply to message #467704] |
Sat, 20 July 2013 23:07 |
yesfish
Messages: 16 Registered: May 2012
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https://github.com/huwpascoe/w3d
This is the link to the repo itself as the last file was removed. (for some reason I can't edit previous posts)
Thank you to saberhawk for their contribution with the new shaders.
Here's what's left
No idea what to do about these
animation_channel
bit_channel
compressed_animation_channel
compressed_bit_channel
soundrobj_definition
Can't find these for some reason, will keep searching
lodmodel_header
lod
collection_header
placeholder
transform_node
texture_replacer_info
Any opinions on these?
obsolete_w3d_chunk_hmodel_aux_data
obsolete_w3d_chunk_shadow_node
I have no info on them other than what they're called, and that they're obsolete. Do these show up anywhere in westwood games at all? Should I include them?
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