MMD .pmd to Bz2 .xsi
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- Sabre
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Re: MMD .pmd to Bz2 .xsi
Going back on topic now. according to battlezone.log suiseiseiki has too many vertices =(
- MrTwosheds
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Re: MMD .pmd to Bz2 .xsi
A model you converted from a different format?
Try converting it to .obj format before exporting it as an xsi.
Try converting it to .obj format before exporting it as an xsi.
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- Sabre
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Re: MMD .pmd to Bz2 .xsi
Thanks but it didn't work =(
- MrTwosheds
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Re: MMD .pmd to Bz2 .xsi
hmmm.
More info from you would help.
But I am guessing that you need to "remove unused vertex" or something like that before exporting.
BUT what bz2 is telling you is either that the model is just too complex?... ( a common mistake by those new to modeling, trying to import modern modelling tech into a 14 year old game...)
Or that somewhere in the exported xsi
example.
Mesh body {
72; <--THIS NUMBER
-0.000145;-2.468186;-2.619520;, <--is followed by more than 72 lines defining the vertex's and is broken.
I would not advise attempting to fix this in the xsi, it is the original model that is somehow wrong.
More info from you would help.
But I am guessing that you need to "remove unused vertex" or something like that before exporting.
BUT what bz2 is telling you is either that the model is just too complex?... ( a common mistake by those new to modeling, trying to import modern modelling tech into a 14 year old game...)
Or that somewhere in the exported xsi
example.
Mesh body {
72; <--THIS NUMBER
-0.000145;-2.468186;-2.619520;, <--is followed by more than 72 lines defining the vertex's and is broken.
I would not advise attempting to fix this in the xsi, it is the original model that is somehow wrong.
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- General BlackDragon
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Re: MMD .pmd to Bz2 .xsi
How many verticies does it have?
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- Sabre
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Re: MMD .pmd to Bz2 .xsi
It appears to have around 20000 which i about how many vertices it had in blender XD
xsi 0101txt 0032
SI_CoordinateSystem coord {
1;
0;
1;
0;
2;
5;
}
Frame frm-wood {
FrameTransformMatrix {
-1.000000,0.000000,0.000000,0.000000,
0.000000,-1.000000,-0.000000,0.000000,
0.000000,-0.000000,1.000000,0.000000,
0.000000,0.000000,0.000000,1.000000;;
}
Mesh wood {
19040;
xsi 0101txt 0032
SI_CoordinateSystem coord {
1;
0;
1;
0;
2;
5;
}
Frame frm-wood {
FrameTransformMatrix {
-1.000000,0.000000,0.000000,0.000000,
0.000000,-1.000000,-0.000000,0.000000,
0.000000,-0.000000,1.000000,0.000000,
0.000000,0.000000,0.000000,1.000000;;
}
Mesh wood {
19040;
- MrTwosheds
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Re: MMD .pmd to Bz2 .xsi
Some would say that is excessive. the orientation is still wrong too, got -1's in the FrameTransformMatrix.
To be "right"
FrameTransformMatrix {
1.000000, 0.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000, 0.000000,
0.000000, 0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 0.000000, 1.000000;;
}
FrameTransformMatrix is the pivot, when a nice diagonal line of 1.000000's is shown, this means all the numbers in the mesh below will be TRUE, ie not rotated at all.
This becomes important if a model uses A LOD or animations.
To be "right"
FrameTransformMatrix {
1.000000, 0.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000, 0.000000,
0.000000, 0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 0.000000, 1.000000;;
}
FrameTransformMatrix is the pivot, when a nice diagonal line of 1.000000's is shown, this means all the numbers in the mesh below will be TRUE, ie not rotated at all.
This becomes important if a model uses A LOD or animations.
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