OrbWeaver on 20/2/2006 at 14:57
Quote Posted by Gestalt
I don't think converting from D3 to T3 would be that difficult, since as far as I know Doom 3 just uses .obj files for models. There's a .obj importer somewhere that works with Max 5.1, so it shouldn't be too much trouble for someone with the program to convert some things and make them available. T3 to D3 would be tricky but could probably be done with Shadowspawn's converter if it were ever necessary.
Doom 3 uses either ASE (3DS max text export) or LWO (Lightwave native binary) format for models. It is possible that somebody with Max 5.1 could find a way to import these, convert them to TIM, and manually create whatever material definitions are necessary to get T3 to load the correct skins (supplied as TGA images), but it would be a non-trivial amount of work.
Ziemanskye on 20/2/2006 at 17:38
Load ASE, collison hull, rename if necessary, and export.
The UVWs would be kept, and the materials can be added in the editor later.
There's still some work, so it's non-trivial, but not that much really.
Renzatic on 20/2/2006 at 19:15
Quote Posted by Gestalt
That would be great Renzatic, thanks. Is normal map photography worth it, or is it simpler to just model the details in a 3d program?
Since I discovered the wonders of Zbrush, I've had a slight change of mind. Considering the amount of detail you get out of 45 minutes worth of work, photographing them is faster than doing a normal in something like Max. But with Zbrush you can get about the same thing in the same amount of time once you get used to it.
I'd say it's still a skill worth honing, though. Once I find a way to power a large flourescent bulb with a portable power source and experiment a bit more with it, I'll write up a huge tutorial on what materials you need and how best to do it.
STiFU on 22/2/2006 at 12:39
Quote Posted by Ziemanskye
The UVWs would be kept, and the materials can be added in the editor later.
I don't think that this is right. I did that procedure many times and I always got some "errors", mostly if the object is rather complex like an AI model or something.
Quote Posted by Orbweaver
Doom 3 uses either ASE (3DS max text export) or LWO (Lightwave native binary) format for models.
I can import LWO files into c4d, export to 3ds and from then on export to .tim . No luck with ASE. Buy aren't the models stored in psk files anyway?
OrbWeaver on 22/2/2006 at 13:02
Quote Posted by STiFU
I don't think that this is right. I did that procedure many times and I always got some "errors", mostly if the object is rather complex like an AI model or something.
It was only static meshes under consideration, cross-converting AI models would be almost impossible I would imagine.
Quote:
I can import LWO files into c4d, export to 3ds and from then on export to .tim . No luck with ASE. Buy aren't the models stored in psk files anyway?
Again, I guess you are talking about animated models. Doom 3 uses MD5 for creatures and other skeletal-animated objects, and ASE/LWO for static meshes (although you could use an MD5 for a static mesh, but there would be no point).
I think ASE can be converted to OBJ which can then be imported into 3DS and exported to TIM, if somebody has the necessary tools and is willing to spend the time doing it.
STiFU on 22/2/2006 at 13:49
Quote:
Doom 3 uses either ASE (3DS max text export) or LWO (Lightwave native binary) format for models.
Sorry but I just thought that you'd mean models if you say models... ;) I have misunderstood you. So we are talking about converting d3 smeshes into t3. Sorry!! I thought we were still on topic! :cheeky:
But converting the smeshes seems to be perfectly doable. The problems are still the AI models... Do you think we could manage to make Eidos publish some more tools for the AI mesh development? Perhaps another petition?
New Horizon on 22/2/2006 at 14:33
If we're still talking about models that were going to be shared between T3 and TDM, that was only to be in fair trade with those who did some work for us getting our backlog of models skinned. That would be, they skinned a model and they are able to share that model with the T3 community.
Understandabley, we would like to avoid having all our work transfered to T3, instead of being used where they were intended to be used. ;)