The resource properties are duplicated in the respective object "hash" (GH04) list.
Have a look at the compiled_sounds.bin spec and refs, to get an idea how it works.
Ergebnis 21 bis 40 von 103
-
"Unter diesen schwierigen Umständen bin ich mir sicher, daß diese guten Menschen meinen augenblicklichen Bedarf an deren Gold verstehen werden." -- Connor
-
Oh...
Yes, that is indeed what I was looking for.
And it's actually quite logic that it's there...
I'm such an idiot. I even searched it in dll files although I didn't think it would make much sense.
Thanks very much for that hint!
-
Baltram, NicoDE, i'm sorry but i haven't understood you (i'm just an artist, not a programmer). What must i do to replase any mesh in Risen???
P.S. Thanks for you programes!
-
Every resource (e.g. *._xmsh) is stored in the following format:
Code:Resource Header Object Properties Resource Data
The Engine uses the Properties from the Object List - but not the Properties of the Resource File. I don’t know if there is a way to force the Engine to read the Properties from the file (currently I do not have the time to do research on this topic)."Unter diesen schwierigen Umständen bin ich mir sicher, daß diese guten Menschen meinen augenblicklichen Bedarf an deren Gold verstehen werden." -- Connor
-
-
- Registriert seit
- May 2005
- Beiträge
- 1.238
-
My statement is based on research on image and sound resources. Maybe it is not fully valid for Meshes, because of the SubMesh object array in the property stream... If I have the required spare time (and if somebody needs it) I might develop a tool to synchronize/update the BIN based on properties of the (changed) resource files.
ps: It’s time to get the Wiki alive to collect/merge the information."Unter diesen schwierigen Umständen bin ich mir sicher, daß diese guten Menschen meinen augenblicklichen Bedarf an deren Gold verstehen werden." -- Connor
-
I would say that was a fortuity. I did a lot of experiments before being illuminated (can I say that in english?) by Nico and came to the conclusion that both vertex and facecount have to be correct in order to get meshes displayed correctly (they mustn't be higher but they also musn't be lower). The number of submeshes doesn't matter (besides the fact that materials are also read out of compiled_meshes.bin) if vertex and face count are okay.
If they aren't there are sometimes 'holes' in the mesh, sometimes there are additional faces and sometimes nothing can be seen. But if the difference isn't big there often is no obvious error in the mesh.That would be great! As for compiled_meshes.bin I already began to integrate a kind of BIN updater into the XMSH builder but it will only replace / add one XMSH 'entry' in one run (and I still will have to test whether it works).I absolutely agree with that! I look every five seconds at the wiki whether there is a new site I might work on, because normal users can't create new ones.
-
- Registriert seit
- May 2005
- Beiträge
- 1.238
Maybe...
(But I placed Xardas tower (as a single mesh) in Risen last year and it worked without touching the compiled_meshes.bin.)
(what I will do now after your explanation...)
I'm ... thinking about it.
edit: yep, got it: http://upload.worldofplayers.de/file...h_in_Risen.JPG
thanx, Baltram.:-)Geändert von Shak-otay (10.02.2010 um 17:25 Uhr)
-
- Registriert seit
- Feb 2010
- Beiträge
- 2
Great work Baltram. I'm English so my German isn't very good I'm afraid so a lot of this thread is lost on me but I've managed to create an OBJ exporter based on Baltram's script here so I could edit meshes in Blender (obj is easy to work with and I can test the models in idTech4 for instance):
http://symo.me.uk/risen/Risedit_1.rar
[Bild: risedit.jpg]
.NET Framework 3.5 needed.
Some example screens for models imported into QuakeWars:
http://symo.me.uk/risen/risen1.jpg
http://symo.me.uk/risen/risen2.jpg
http://symo.me.uk/risen/risen3.jpg
http://symo.me.uk/risen/risen4.jpg
I did have problems when there's more that one submesh as was mentioned earlier in the thread here but if I export them all as separate obj's and merge them back in in Blender then all is good.Geändert von Violator (14.02.2010 um 13:19 Uhr)
-
@Violator
Good Job! I hope this will help to make blenderers more interested in Risen modding...
It would be great if your program also could export vertex normals ('vn' in OBJ). In my import script this isn't featured because Max/GMax is permanently recalculating them so it would't make much sense there. But perhaps Blender or some other 3d prog/renderer could visualize them.
In XMSHes they're usually the 3 floats right after the vertex position (and they're in the same matrix).
It would also be helpful to have another button to choose the directory for the OBJ to be stored, by default it's always "J:\ET\QW\almostmedieval\models\risen".
P.S. The reason for the problem with multiple-submesh-files: After the first submesh your program adds the number of previous faces to the vertex indices - not the number of previous vertices... You should fix this.
-
-
Many thanks for the new version - very impressive
"Unter diesen schwierigen Umständen bin ich mir sicher, daß diese guten Menschen meinen augenblicklichen Bedarf an deren Gold verstehen werden." -- Connor
-
- Registriert seit
- Feb 2010
- Beiträge
- 2
-
- Registriert seit
- Jun 2010
- Ort
- Denmark
- Beiträge
- 3
Tried out the tool, and it seems to work very nicely. It's easy and clear. Perhaps another nice feature of the tool would be direct conversion between *.max or *.gmax? Perhaps that's not possible tho, I'm only capable of doing HTML.
Preparing the Gmax file didn't take any long time, but it seems to depend on how many individual objects, your mesh consist of. I tried save one of my trees, and it took less than 15 seconds to convert 15 objects. Converting the *.gmax file to *.xmsh didn't even have a waiting time. Since I don't own Risen, I could not test my mesh in-game, tho.
EDIT: Tested out the Forgotten City Mesh.gmax, which consists of 61 objects. Surprisingly it only took 20 secondsGeändert von Urnemanden (03.06.2010 um 20:20 Uhr) Grund: Added extra test results. Fixed misspell.
-
This is unfortunately not possible because the MAX/GMax file structure is extremely complex and completely different from normal 3d file formats. No one (afaik) has ever been able to read or even build these files with a program other than MAX (Deep Exploration can - but it works only with MAX installed).For each mesh there are about 10 vertices added to a kind of "info mesh". The part that takes time for the script is rebuilding all the meshes with reset transformation (thus skinning etc. is lost). You can save this time (and keep skinning etc.) by manually resetting it using "Reset XForm" (all at one time) which is very fast but unfortunately not accessible via MaxScript.20 seconds to prepare or to convert? Sounds pretty long...
-
- Registriert seit
- Jun 2010
- Ort
- Denmark
- Beiträge
- 3
I would take distance from MAX then, but as you don't mention Gmax as something required to be installed, for converting *.gmax files, I expect it's because the *.gmax format is a light version of the *.max format, as well?
Is it correct stated by me, that you can convert from *.gmax to XMSH or ASE, but not the other way around? I believe that was why you created the XMSH importer.
Zitat von Baltram
Zitat von Baltram
-
Yes, I can read "marked" GMax / MAX files but I never ever will be able to write them. Basically the two formats are the same - for the tool it doesn't make any difference at all. You could name a .gmax to .max and it still would work.
The act of "preparing" is roughly said (there rest still the materials, for example) creating a mesh with about 3 initial verts with "magic" position values, so it can be located by simply searching through the whole MAX file. Then more verts are added, for each mesh in the scene about 10, so they can also be found by searching through the file (but it's a bit tricky - that's why transformation has to be resetted).
As you see I don't know anything about the file structure (besides some things about junk blocks that pierce through all the vertex, face, ... data in the file) - it is just too complicated. Hope you understand why, for me, only reading is possible.Yes, it definitely hasn't to do anything with that.
-
- Registriert seit
- Jun 2010
- Ort
- Denmark
- Beiträge
- 3
Well, based on those answers/confirmations you gave me, I might get a little off-topic now. Would it be possible to read *.max files into Gmax, roughly then?
-
Yes, it should be possible (but not fast) to read those marked MAX files via MaxScript into GMax and the other way round.