[WIP] .render_model exporter (First custom model ingame!)
Ok well its been REALLY hard work considering I can't edit or even open these tags, figuring out the tag structure mostly in nothing but hex. But finally i got my exporter to get a model that will load and not crash sapien or fail to read it. I know its a bit early, but I want to keep everyone posted on this. Right now, my approach is to make a .gbxmodel -> .render_model exporter to save myself allot of work as the 2 formats are similar, and I can easily get nodes, markers, etc. But I may create a direct exporter/ model compiler from a source format like .JMS sooner or later.
I still have LOTs of bugs to work out, but I finally got something that works and loads ingame.
http://i193.photobucket.com/albums/z...2-36-14-21.jpg
http://i193.photobucket.com/albums/z...2-37-18-15.jpg
http://i193.photobucket.com/albums/z...2-47-56-42.jpg
Props to anyone who can identify these 2 custom models of mine. Sorry that they currently look so ugly ingame. :P
Right now I just have it attached to a scenery model. I still have to sort out the ordering of indices strips, which is why the polygons and texture coords look garbled. Took me quite a bit of time to figure it out with the lightmap geometry model data.
I plan on adding an option to edit the tag data before exporting such as what shaders to use, what sections belong to which LOD, marker tweaking, etc... Or maybe someone might find it in their hearts to be kind enough to release a patch for guerrilla to unlock some of the tag editing restrictions. Until then, I'm going to continue to find small work arounds for users to getting custom content ingame. After I complete this and get it polished off, I'm going to attack the collision tags next. As of now, these just have box based collision.
I'l be sure to keep you all posted!
UPDATE!!!!
Fixed some stuff! See post #52 for details







Re: [wip] .render_model exporter (First custom model ingame!)
Amazing work, i know the first ones your custom spartan but im not sure what the other is.
Edit: are vertex weights also being injected?
Re: [wip] .render_model exporter (First custom model ingame!)
First model : your H3CE biped
Second Model : Joanna Dark for this mod
Congrats with this exporter !
Re: [wip] .render_model exporter (First custom model ingame!)
yet another thing I love you for :P
Fucking awesome work. This community and its current situation would be fucked without this. So many mods and projects have been given a shred of hope. Thanks for the hard work, Jah :D
Re: [wip] .render_model exporter (First custom model ingame!)
Quote:
Originally Posted by
Choking Victim
Amazing work, i know the first ones your custom spartan but im not sure what the other is.
Edit: are vertex weights also being injected?
Node weights are also going to be supported. That won't be much of a challenge compared to some other things. But only just a maximum of 2 weights per vertex as .gbxmodel only supports 2 when .render_model supports 4. When I create my own model exporter pluggin, I will have it support 4 node weights
About everything that is supported with .gbxmodel is planned to be supported in the .render_model with my exported when completed.
Re: [wip] .render_model exporter (First custom model ingame!)
Woah, great work jahrain :)
Re: [wip] .render_model exporter (First custom model ingame!)
Quote:
Originally Posted by
Love De Lux
First model : your H3CE biped
Second Model : Joanna Dark for
this mod
Congrats with this exporter !
1) correct.
2) Close!!! but WRONG! :P
I did however, model some of the pd source's bipeds.
Re: [wip] .render_model exporter (First custom model ingame!)
^ whoa i didnt know that o_O
Dam 3d whores :(
Re: [wip] .render_model exporter (First custom model ingame!)
Very nice work! The first is obviously your spartan biped from Prime, and i think the second is the woman you modelled in this thread (http://gbxforums.gearboxsoftware.com...ad.php?t=46841) but i don't think the pictures work anymore so i can't be sure:p.
Just had a quick look at the render_model tag and it seems they used a varient of the JMS format in Halo 2 so maybe an altered version of bluestreak would give you the information to compile, rather than the gbxmodel - render_model route.
Re: [wip] .render_model exporter (First custom model ingame!)
Hey, some progress! Nice job jahrain!