Model Compiling Hinderance

AnthoniAnthoni Join Date: 2009-04-10 Member: 67129Members
edited December 2009 in NS2 General Discussion
Ok so I was trying to compile one of my models using the builder app. So I made quick test mesh called "anthoni_test.dae" and a Material to go with it. The Viewer will view the mesh fine but it would appear I would need a file called "anthoni_test.model_compile" to compile the model. So, to the NS2 team, if could be so kind, give us a template .model_compile file.

Thanks ,
Anthoni C.

Edit: Ah Ha! I just figured part of it out. :)
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--><model>
   <geometry anthoni_test.dae />
</model><!--c2--></div><!--ec2-->

Material is not working on the compiled model. :/

Comments

  • borgkingborgking Join Date: 2009-11-24 Member: 69504Members
    Yea, we know.
    Someone allready posted a solution for the material problem though it didn't work for me.
    <a href="http://unknownworlds.com/ns2/forums/index.php?showtopic=108436&st=0&start=0" target="_blank">http://unknownworlds.com/ns2/forums/index....t=0&start=0</a>
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    edited December 2009
    Nice try, but that's not what the model_compile format looks like. The documentation isn't quite finished yet, but here's the basics to help you out.

    [attachment=35906:Models.pdf]
  • AnthoniAnthoni Join Date: 2009-04-10 Member: 67129Members
    edited December 2009
    Thanks! I am really wanting to make some assets for the maps.

    <b>Edit:</b> Oh it's wonderful. I got a model compiled, and thanks to the pdf you gave me I was able to fix the collada file to properly set the material.

    <b>Edit(again):</b>
    <a href="http://img38.imageshack.us/i/hurhuri.png/" target="_blank"><img src="http://img38.imageshack.us/img38/231/hurhuri.png" border="0" class="linked-image" /></a>
  • borgkingborgking Join Date: 2009-11-24 Member: 69504Members
    GREAT!!!
    Finaly some result :)
  • BiglinesBiglines Join Date: 2003-12-07 Member: 24094Members, Constellation
    seeing as I don't expect people to want to pay a lot for 3d studio max, would there be a possibility for improving the blender collada exporter? static models work fine afaik, but I don't know if the animation parts are up to the standard we'd want for ns2. especially when 2.5 hits non-beta releases it should be able to compete with 3d studio max in easiness to use, plus the good part is that it's free, runs on windows, mac and linux, and is open source and has a great open source community (as in, most help is free, while 3d studio max needs payment for most proper instructions)
  • yimmasabiyimmasabi Join Date: 2006-11-03 Member: 58318Members
    edited January 2010
    <!--quoteo(post=1745269:date=Dec 31 2009, 05:02 PM:name=Anthoni)--><div class='quotetop'>QUOTE (Anthoni @ Dec 31 2009, 05:02 PM) <a href="index.php?act=findpost&pid=1745269"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks! I am really wanting to make some assets for the maps.

    <b>Edit:</b> Oh it's wonderful. I got a model compiled, and thanks to the pdf you gave me I was able to fix the collada file to properly set the material.

    <b>Edit(again):</b>
    <a href="http://img38.imageshack.us/i/hurhuri.png/" target="_blank"><img src="http://img38.imageshack.us/img38/231/hurhuri.png" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->


    How did u do that ? Full steps please ?


    Thanx.
  • AnthoniAnthoni Join Date: 2009-04-10 Member: 67129Members
    edited January 2010
    I create the model in Blender, exported it to .dae, fixed the .dae file using the model compiling documentation, wrote a .model_compile, then ran the .dae through the Build program.
  • borgkingborgking Join Date: 2009-11-24 Member: 69504Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->fixed the .dae file using the model compiling documentation<!--QuoteEnd--></div><!--QuoteEEnd-->
    we are talking about the same documentation?
  • AnthoniAnthoni Join Date: 2009-04-10 Member: 67129Members
    edited January 2010
    Yes, but it doesn't say how to fix the file. I just deduced it.
  • StappStapp Join Date: 2009-06-10 Member: 67775Members
    <!--quoteo(post=1745268:date=Dec 31 2009, 11:52 AM:name=Max)--><div class='quotetop'>QUOTE (Max @ Dec 31 2009, 11:52 AM) <a href="index.php?act=findpost&pid=1745268"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nice try, but that's not what the model_compile format looks like. The documentation isn't quite finished yet, but here's the basics to help you out.

    [attachment=35906:Models.pdf]<!--QuoteEnd--></div><!--QuoteEEnd-->

    By the way, I might've caught a bug in the COLLADA exporter, it's only exporting the first frame of an animation.
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--quoteo(post=1745639:date=Jan 3 2010, 08:24 PM:name=Stapp)--><div class='quotetop'>QUOTE (Stapp @ Jan 3 2010, 08:24 PM) <a href="index.php?act=findpost&pid=1745639"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->By the way, I might've caught a bug in the COLLADA exporter, it's only exporting the first frame of an animation.<!--QuoteEnd--></div><!--QuoteEEnd-->
    We use that exporter for all of our animations. What does your model_compile file look like?
  • StappStapp Join Date: 2009-06-10 Member: 67775Members
    <!--quoteo(post=1745713:date=Jan 4 2010, 11:31 AM:name=Max)--><div class='quotetop'>QUOTE (Max @ Jan 4 2010, 11:31 AM) <a href="index.php?act=findpost&pid=1745713"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We use that exporter for all of our animations. What does your model_compile file look like?<!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->geometry "test.dae"
    animation "anim" "anim_test.dae"<!--c2--></div><!--ec2-->

    I was testing a model I made for the Source engine by importing the SMD's into 3dsmax and exporting as COLLADA. The SMD animations work in 3dsmax, but if I export as COLLADA and reimport them, they only contain the first frame of the original animation.

    I then made a simple animation in 3dsmax, exported, and it worked fine. I guess the SMD/COLLADA plugins are playing Broken Telephone with each other?

    Here's my export settings:
    <img src="http://img14.imageshack.us/img14/9016/colladaexport.png" border="0" class="linked-image" />
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