STiFU on 31/10/2005 at 21:22
Is the .tim file specification available somewhere? A friend of mine wants to write an exporter so that i can finally create my static meshes... :) Didnt shadowspawn want to publish it? I couldnt find it anywhere.
Ziemanskye on 31/10/2005 at 22:25
I don't think he's got it to work yet.
Also, I think that may have just been the exporting from .tim thing, which currently (and incompletely - I believe there are problems with collision volumes at the moment) turns the smeshs into .e files, which I don't know what are for but I'd guess Blender.
STiFU on 1/11/2005 at 01:42
You can convert the .e files further on into 3ds format(with another tool of shadowspawn) and from there on you can export the smesh to tim again. :) Circle of life!
The readme of his TIMtoE prog says that he is working on a gui version of Tim <-> 3DS, which would be pretty useful, but its said too that it is very hard to code or something like that and it will take some time.
Shadowspawn on 1/11/2005 at 14:24
There are still problems with my parsing of the file. I'm not getting collision volumes right, except for 1 per object, and there are a number of completely unrecognized sections I'm scratching my head over.
It's hard work to reverse engineer this stuff. I wish someone from ION had beeen able to release the format spec, then this would have been easy.
STiFU, couldn't you send your meshes to someone who has 3DSMax 5.1 and have them export it? Unless you've got tons of them? It's only an interim fix, but I can't promise when I'll get this done.
I've got alot of stuff on my plate. I'm making some incremental progress, but it's still slow going. It's that last 10% of the format which takes all the time to figure out, the initial 90% was easy... :sweat:
STiFU on 1/11/2005 at 15:19
I found someone who will give me a version of 3ds 5.1 . But i think a tool like that would be usefull anyways.
Move on your great work Shadowspawn... :)
ascottk on 1/11/2005 at 15:56
Quote Posted by Shadowspawn
There are still problems with my parsing of the file. I'm not getting collision volumes right, except for 1 per object, and there are a number of completely unrecognized sections I'm scratching my head over.
I noticed that *.3ds breaks up the meshes according to the textures. When I imported a psk into milkshape (i.e. Garrett_08) there would be 5 separate meshes: Garrett_Arms_D, Garrett_Face_D, Garrett_Hood_D, Garrett_L_D, & Garrett_U_D. Then milkshape (or any conversion program) would export the 3ds file accordingly.