@Svenskmand : It's from our ~7 years old project, DNT, more specifically, its map editor.
If you wanna look into the code for the tile editor, it's here (need some cleanup, though). The function to look into is void TileWall::setTileModels(). The idea is for each possible tile, check its neighbors and, based on its numbers and relative positions to the current one, set the current tile model...
To make things easer for them to test the patch, I've uploaded here a car model, based on mime old focus texture (but with a new uvmap) with all definitions files for trigger usage (.vehicle definition and with .obj and .mtl exported) among with the related .blend and .svg:
Just to point that I finally had some time and implemented the .obj support for trigger:
There are some restrictions (mainly due to the way the trigger engine is implemented, but sometimes for easy implementation) to the .obj (nothing the blender exporter couldn't handle): - Just a single material per .obj; - All faces must be triangles. - The material is somewhat ignored, only loaded the texture defined by it;
It should be much more easer to write a .obj importer, shouldn't? (.obj files are very simple, by the way).
As far as I've looked at trigger code, it's just a matter of writting a loadOBJ function at PModel, on "src/pengine/model.cpp" (declared at "src/pengine/render.h"), populating its internal PMesh according to the loaded values (and switching between loaders at PModel contructor, based on file extension) - could use loadASE as reference.
Unfortunally, I'm somewhat busy right now... I'll try it latter, if nobody does it first (and if it's really as easy as it seems right now on a quick look).
I don't know for sure if OGA accepts BVH's, but I believe that a workaround could be to import those files in Blender, and submit the Blender file here, in the "3d Art" section (as it will be used for 3D art / 2D renders from 3D art anyway).
@qubodup: A blender import/export script would not be too hard to do, as the .ase files are easy to understand with the help of trigger's load and render code. As you found a converter to .obj, I believe a script to convert back from .obj to .ase should do the trick (it's important, as I believe the uvmaps are bad on lot of places - for example: you can't do backlights on the model's rear AND side, as real cars, without editing two distinct and not at the same scale places of the texture!). If a blender export script already exists, better.
Firstly, I'm a dev from DNT.
@qubodup Seeing all the NPC portraits side by side remember me how bad they are! I'm happy that OGA exists...
@scribe Great portrait! I'll add it to DNT and will credit you...
Both options make sense to me, but I vote for another item - as they are created in different times - to it appear in the front page...
@Svenskmand : It's from our ~7 years old project, DNT, more specifically, its map editor.
If you wanna look into the code for the tile editor, it's here (need some cleanup, though). The function to look into is void TileWall::setTileModels(). The idea is for each possible tile, check its neighbors and, based on its numbers and relative positions to the current one, set the current tile model...
Fantastic work, skorpio!
Here's a quick video of an example of using this tileset:
http://vimeo.com/41580371
Don't know if they looked at the patch or not.
To make things easer for them to test the patch, I've uploaded here a car model, based on mime old focus texture (but with a new uvmap) with all definitions files for trigger usage (.vehicle definition and with .obj and .mtl exported) among with the related .blend and .svg:
http://opengameart.org/content/trigger-nimrud
Just to point that I finally had some time and implemented the .obj support for trigger:
There are some restrictions (mainly due to the way the trigger engine is implemented, but sometimes for easy implementation) to the .obj (nothing the blender exporter couldn't handle):
- Just a single material per .obj;
- All faces must be triangles.
- The material is somewhat ignored, only loaded the texture defined by it;
I've submitted a patch here: http://sourceforge.net/tracker/?func=detail&aid=3518605&group_id=157028&...
Hope they find it usefull.
EDIT: Just forgot to tell the license the patch is: GPLv2 or latter.
It should be much more easer to write a .obj importer, shouldn't? (.obj files are very simple, by the way).
As far as I've looked at trigger code, it's just a matter of writting a loadOBJ function at PModel, on "src/pengine/model.cpp" (declared at "src/pengine/render.h"), populating its internal PMesh according to the loaded values (and switching between loaders at PModel contructor, based on file extension) - could use loadASE as reference.
Unfortunally, I'm somewhat busy right now... I'll try it latter, if nobody does it first (and if it's really as easy as it seems right now on a quick look).
I don't know for sure if OGA accepts BVH's, but I believe that a workaround could be to import those files in Blender, and submit the Blender file here, in the "3d Art" section (as it will be used for 3D art / 2D renders from 3D art anyway).
@qubodup: A blender import/export script would not be too hard to do, as the .ase files are easy to understand with the help of trigger's load and render code. As you found a converter to .obj, I believe a script to convert back from .obj to .ase should do the trick (it's important, as I believe the uvmaps are bad on lot of places - for example: you can't do backlights on the model's rear AND side, as real cars, without editing two distinct and not at the same scale places of the texture!). If a blender export script already exists, better.
@hc: good improvements!
By the way, the mirrored side is why I've defined all textures with symetric numbers (00, 8 and 88)...
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