General Category > ASL Scripts
I'm working on an XSI export script modifying Raxx's BZII X exporter script.
lppena:
Raxx, I've started to modify your revised script by adding the entries shown in the XSI|3D model I attached to the previous post. Mostly, I added a bunch of $output.print (""); entries with the entries present in the XSI model file; apparently you can just stack one on top of the others. Here's what I have so far; it's a renamed copy of your script so I don't screw up all the work you did already. I'll keep going and post updates as I do more modifications. I appreciate your help Raxx. Leroy.
Raxx:
Is there any particular reason to add those entries? I doubt that SI_Angle (which defaults to degrees if not present, which is what we want), SI_Camera, or SI_Ambience are even utilized by the video game, and is probably ignored completely. At this point, I wouldn't try fixing what's not broken.
If the only thing that's wrong with it is the texture, then it might be because it needs the SI_Texture2D block of information. Unfortunately, the only 2D texture info that can be pulled from Anim8or is the file name, so I changed the block name to SI_Texture2D and added a parameter that indicates that it's wrapped. If this doesn't fix it then perhaps there was a problem with your odf file that links everything together, since I'm assuming you specify the texture there anyways, which makes the SI_Texture2D block redundant and therefore ignored by the game anyways.
There was also a problem with the frame and some of the brackets. Attached is the fixed version. I didn't modify your version of the script where you added all of the extraneous info, for the sake of my sanity ;)
lppena:
Thanks Raxx, I have a feeling your right about the extra entries in the SI|3D version. The texture however is not referenced in the models ODF. BZII converts the XSI model to a binary MSH format that the game uses. I looked at the few text entries in the binary file and the problem seems to be caused by the lack of the full texture name in the binary file; it should read texture name.bmp but it only shows the texture name minus the bmp extension.
I will test the changes you made and report back with the results. The stuff I did was just an effort to make the file more complete for 3DEX and the BZII game engine. Other, people who have created XSI converted variants have included these extra entries; they are actually fixed dummy entries in the variants that I've worked with in the past.
Most of them are hacks as they lack support for animation or are problematic when folks edit XSI models with cut and paste operations. The version you are working on is the most accurate variant that I have seen. Thanks again Raxx. Leroy.
lppena:
Hi Raxx. I tested the latest XSI exporter, but the textures are still not showing up on the cube model when I load it in to BZII. It does not make any sense as it looks fine in 3DEX including showing the texture and no file errors at all. Do you have any thoughts on what to try next?
I'm going to try using only material colors on several objects grouped together and see is they show up in BZII. I'll report back as soon as I can test another model. Leroy.
Update: Material colors appear okay on my test cube just hope I can figure out why the texture doesn't. I wonder if and SI_Ambience entry would do the trick? Will try a few modifications to a copy of the script and see what happens. I just wanted to thank Raxx again for all of his efforts so far. Leroy.
cooldude234:
I may be wrong but, from the screenshot, it looks like the texture is being shrunk a lot, giving it that very gridy look to it.
I know when I was using an arb function in opengl (it sucked so its switched now :P) for textures, the texture coordinates had to be the size of the texture.
so the texture coordinates of a square was like...
point 1 (1024,768)
point 2 (1024,0)
point 3 (0,0)
point 4 (0,768)
however when i switched to the opengl's core texture function (which still supported rectangle images!), everything work in normalized coordinates (the only thing that is normalized in my engine :P )
and it looked something like this...
point 1 (0.7401,0.3801)
point 2 (0.7401,0)
point 3 (0,0)
point 4 (0,0.3801)
it may be the same case for this?
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