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FPSC Classic Models and Media / Need help converting .obj to .x!!!

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Stalker93
16
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Joined: 1st Sep 2008
Location: Italy
Posted: 7th Nov 2012 22:39
Hi everyone!!
I've found a nice free tree model on the web in .mdl format (half-life2, etc...): so I used nem's crafty tool to export it as obj. Then I've used blender to export again as .x but the problem is only the upper faces of the branches are visible, the lower ones not..I've tried eveything I could, but since I'm not really good with this stuff I'm asking for help to this awesome community!! Could comeone help me?

Image attached!!
Ross tra damus
3D Media Maker
19
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Joined: 7th Jun 2006
Location: Looking to Escape London
Posted: 7th Nov 2012 23:53
It could be the 'transparancy' value in your FPE file.
Try another value (1-5) but I find that '1 or 2' should do the trick.
Don't forget to delete the '.BIN and .DBO' files generated by FPSC before testing the model with the new changes made.

Good luck
Stalker93
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Location: Italy
Posted: 8th Nov 2012 19:41 Edited at: 8th Nov 2012 19:53
Thanks Ross tra damus, but it's not working..the lower faces of the branches are still invisible..I've read something about flipping normals in blender, but I don't know how to do it..Maybe that's the cause: for some odd reason the original obj file I've converted the .mdl model to has those faces flipped, so the object is rendered as it's seen from inside it..

btw this is the original link: http://source.gamebanana.com/prefabs/5798
rolfy
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Posted: 8th Nov 2012 21:27
Its because those are planes, some rendering engines will force two sided but FPSC will only render the normals. You would have to clone the leaves and flip the normals to get it to work as you want it to which will double the poly count on the leaves but looking at it this wont add too much.

Only way I am afraid

Stalker93
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Location: Italy
Posted: 9th Nov 2012 08:28
Thanks rolfy!! I'll try it today with blender!! ..btw, I have something else to ask you: what do I have to do so that the model works with "collisionmode=1001" (removing any kind of collision from the banches and leaving it only to the trunk)??
Stalker93
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Location: Italy
Posted: 10th Nov 2012 00:26
It works!! Thank you so much rolfy!! ..I've tried the collisionmode=1001..seems to be working by default, but the problem is I can walk through the trunk, and not through the branches..what could I do? Thx
rolfy
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Posted: 10th Nov 2012 01:47 Edited at: 10th Nov 2012 02:17
You could create a simple cylinder and use a transparent texture, static objects will not use semi but should work with full transparency, and place this within the trunk.
Alternately you could separate the trunk and leaves, make the leaves dynamic with no collision and the trunk static.

Using the collision mode above may depend on which order you link the trunk and leaves before export from the modeler you could try switching this out if you want to do it this way.

Just an aside, you shouldn't need to delete bin and dbo files for any texture or script changes you make but its important for any model/texture file name changes or any changes to the mesh itself.

The bin file contains only reference to which texture/model/script is used and the dbo is a conversion of the .x model so they are not affected by changes to texture or script unless the name of the texture/script file is changed in some way.

Hope this makes sense. It may not seem like much but when developing or creating media the time lost deleting bin and dbo with every small change adds up

zubarkhald130
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Posted: 15th Nov 2012 16:40
I think you should use AC3D

www.pcgamestrainers.xoomsite.com
Troutflies
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Joined: 24th Feb 2011
Location: Stuck outside my map.
Posted: 16th Nov 2012 21:11
Depending on which Blender Version your using you can create your own very easily.

http://www.youtube.com/watch?v=Uk14Ub9sJxI

The only issue I have found is that when you put the leaves on the ply count goes up a lot. It can go up a few thousand polys pretty quickly, and can cause the blender editor to lag a bit. I used it for a cut scene I was working on where a plane crashes into a forrested hillside. I only had to model a few trees(the ones the plane was going to crash nearest to . The ones the player or camer would never get close to I just made cylindrical billboards.

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