#129 posted by Lunaran on 2015/11/02 16:51:56
OBJ is an ascii format. Open it and check it.
#130 posted by JneeraZ on 2015/11/02 17:22:34
Or post the file here. Maybe someone can figure out what's going on.
#131 posted by necros on 2015/11/02 17:26:08
Summary:
Vertices: 33410
Faces: 12
Brushes: 202
I mean what were the stats in Max. Also the above numbers don't make any sense. 12 faces with 33k verts?
As a reference, I was successfully able to convert a mesh with 5k triangles and 2.5k verts into a map file from Max2011 (sorry, i said 2009 earlier).
#132 posted by khreathor on 2015/11/02 22:02:08
Try to triangulate whole model and see if it works.
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#133 posted by Jon on 2015/11/03 08:16:13
I've uploaded the file to my ftp. Now please note, this is a private project, and the contents DO infringe copyright. So please delete it once you're done, as it's not mine to distribute. I'll be deleting the file off the ftp in 24 hours.
www.leviathan.net.au/nuke-rebuilt.obj
That Mesh Is Kinda Messed Up
#134 posted by czg on 2015/11/03 08:49:04
I have a hard time seeing it ending up as a map file at all.
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#135 posted by Jon on 2015/11/03 10:00:19
That's what the OBJ converter does from 3DSmax 2009 and 2016. It loads fine into Win10 3D builder and blender, but as far as map conversion..I think i've hit a wall. (so to speak) :)
Imported The Obj Into Blender
#136 posted by Kinn on 2015/11/03 10:31:00
Mesh is just a massive cloud of orphaned vertices.
I'm all for experimental maps and whatnot, but...
There Are Triangles There
#137 posted by czg on 2015/11/03 10:54:17
Try zooming out
#138 posted by JneeraZ on 2015/11/03 11:03:07
I looked at that OBJ. That's never going to convert. That's insane.
And Where's It From?
#139 posted by czg on 2015/11/03 11:05:44
I'm guessing from the googie look and file name it's something Fallout related?
#140 posted by JneeraZ on 2015/11/03 11:07:12
I mean, maybe break it down into smaller chunks or something but :
(a) it's absolutely immense - MODO tells me there's ~163,000 triangles
(b) there's a mountain of triangles (none of which are anywhere near a grid, I'd wager)
(c) I think it broke when loading into MODO, to be honest, as there are missing polys everywhere, tons of overlapping stuff, etc.
Just ... bleh.
#141 posted by JneeraZ on 2015/11/03 11:08:27
The idea behind this app is that you're modeling with Quake in mind. :)
#142 posted by czg on 2015/11/03 11:20:54
I loaded it into MODO and I had to flip it upside down to make it look right. Then 90% of the tris are triplicated, so ran a poly.unify on those.
Even then it's still a mess of weird orphan objects floating in the middle of nowhere, partial houses, and broken terrain.
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#143 posted by Jon on 2015/11/03 11:37:58
Yep, I totally agree with all of you. It's a bloody mess. Just needed more opinions before I threw it in the "too bloody hard" basket.
Anyway..Treyarch just announced mapping tools for Black Ops 3, so making new Prefabs is the next project instead. Thanks for all your questions\answers on this problem.
#144 posted by JneeraZ on 2015/11/07 16:20:13
Eric, can you add your source code into the main repository? If it's there, I apologize, I'm not too familiar with this stuff ... but I don't see it.
Anyway, bug report ... you can't leave the MAP filename blank anymore. That was useful for people who only wanted to copy the results to the clipboard. If you leave the MAP filename blank, it crashes.
#145 posted by JneeraZ on 2015/11/07 18:23:52
Err ... I think I see it now, you DO have code in there. Stupid SourceTree...
#146 posted by ericw on 2015/11/07 19:26:09
Yeah- all my code is up on bitbucket, I was working on my own fork here: https://bitbucket.org/ericwa/obj-2-map/commits/all , but khreathor pulled all of my texturing stuff into the "wip" branch of the main repo.
#147 posted by Lunaran on 2015/11/07 23:45:08
someone has a favorite head shape
#148 posted by khreathor on 2015/11/09 02:02:58
yeah I merged it into wip branch, because I wanted to keep old stable source. It will be good to make some radio button where you can choose between old and new method, classic MAP and Valve 220 MAP. What do you think?
#149 posted by Skiffy on 2016/01/03 01:34:02
Latest compiled version of this treasure anywhere? Not sure how best to go about compiling the one from the repo...
#150 posted by ericw on 2016/01/03 01:45:25
afaik, the latest builds are post #47 for the regular version or #66 for UV+texturing import.
Compiling it is pretty easy, install VS Community 2015 (large download), double click the .sln file, and click the Start button.
Anyone Use It Yet On A Full Map?
#151 posted by Skiffy on 2016/01/03 21:11:43
Ah cool thanks. Just wondering but did anyone use this in Arcane Dimension or any other recent maps yet?
Skiffy
#152 posted by Kinn on 2016/01/03 21:26:01
see necros' fire and brimstone jam map
#153 posted by JneeraZ on 2016/01/03 22:27:31
I've used it for pieces in maps ... "The Hell That's Coming" had a skull face cave entrance and there was something else too.
I haven't done a full map tho, no. That would be ... interesting. And I imagine leaky.
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