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Thread: [WIP] .render_model exporter (First custom model ingame!)

  1. #41
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    Re: [WIP] .render_model exporter (First custom model ingame!)

    i have an idea. wouldn't it be easier to work in reverse?
    say go back from a render model to a max model
    then just reverse the process to make a render model export from max?
    that and wouldn't it be more accurate because you know what its suppost to look like when importing. and you can work out how weights, reigons and permutations are worked out. then go back and do the opposit? call me crazy but i thought it would be alot easier to go back from something solid than to go forward from nothing to something when you arn't entirely sure how to go about it...

    im pritty sure by the order that bluestreek was made that thats how TheGhost went about it...

  2. #42
    Kid in the Hall Kornman00's Avatar
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    Re: [WIP] .render_model exporter (First custom model ingame!)

    There are quite a few differences b/w the ASS and JMS formats, they are not crazy

  3. #43
    The One and Only TheGhost's Avatar
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    Re: [WIP] .render_model exporter (First custom model ingame!)

    ASS is specifically for level design. It can do things like instance geometry. It also leaves a lot of stuff out that isn't needed for levels. I think it's a pretty decent idea.

    Quote Originally Posted by the1 View Post
    im pritty sure by the order that bluestreek was made that thats how TheGhost went about it...
    Exactly. I'd make a render_model importer before the exporter. It would get me familiar with the file format and be useful for something at the same time.

  4. #44

    Re: [WIP] .render_model exporter (First custom model ingame!)

    I could make a .render_model exporter easily with what I already have mapped out. I just need to print out the vertex and index data to a .obj file as my application already stores that data in a couple of arrays. I had to as my program doesn't create a .render_model from scratch yet. It just opens up an existing one, and replaces all the geometry data. Btw, how do you guys know what the .jms files are like? No halo 2 jms file exporter was released that I know about...

  5. #45

    Re: [WIP] .render_model exporter (First custom model ingame!)

    Quote Originally Posted by jahrain View Post
    I could make a .render_model exporter easily with what I already have mapped out. I just need to print out the vertex and index data to a .obj file as my application already stores that data in a couple of arrays. I had to as my program doesn't create a .render_model from scratch yet. It just opens up an existing one, and replaces all the geometry data. Btw, how do you guys know what the .jms files are like? No halo 2 jms file exporter was released that I know about...
    I believe they are relating Halo 1 JMS structure and Halo 2 ASS structure (or the .render_model compilation, which I think is not .ass originally but a JMS file compiled much like a .gbxmodel or a .model)

  6. #46
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    Re: [WIP] .render_model exporter (First custom model ingame!)

    Quote Originally Posted by TheGhost View Post
    Exactly. I'd make a render_model importer before the exporter. It would get me familiar with the file format and be useful for something at the same time.
    Logic wins again...
    wish i knew enough about max script to make my own exporters for things...
    but i guess im better off learning a real programming language before i try anything with max script.

  7. #47
    The One and Only TheGhost's Avatar
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    Re: [WIP] .render_model exporter (First custom model ingame!)

    Quote Originally Posted by jahrain View Post
    Btw, how do you guys know what the .jms files are like? No halo 2 jms file exporter was released that I know about...
    Quote Originally Posted by SuperSunny View Post
    I believe they are relating Halo 1 JMS structure and Halo 2 ASS structure (or the .render_model compilation, which I think is not .ass originally but a JMS file compiled much like a .gbxmodel or a .model)
    No, there is JMS data in the EK if you look hard enough...

  8. #48

    Re: [WIP] .render_model exporter (First custom model ingame!)

    Quote Originally Posted by TheGhost View Post
    No, there is JMS data in the EK if you look hard enough...
    Where might I find this? In the .render_model tags, I can see logs of the .jms imports. But thats about it. Care to start sharing some information?

  9. #49
    Foot Dragger ejburke's Avatar
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    Re: [WIP] .render_model exporter (First custom model ingame!)

    I've looked at the ASS file spec and as far as I can tell, it's robust enough to support non-BSP models. It supports object hierarchy, so joints shouldn't be a problem. And vertices have weight and influence parameters. What is it missing?

  10. #50
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    Re: [WIP] .render_model exporter (First custom model ingame!)

    Quote Originally Posted by jahrain View Post
    Where might I find this? In the .render_model tags, I can see logs of the .jms imports. But thats about it. Care to start sharing some information?
    Care to start looking harder? It's really not that hard to find.

    Nick

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