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Re: W3D Blender [message #480186 is a reply to message #479250] |
Wed, 27 March 2013 20:00   |
Abjab
Messages: 12 Registered: August 2010
Karma: 0
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In case anyone still interested, here's my latest w3d tools (2006) where I left them.
unzip to your 3dsmax or gmax base folder.
tested on max 5 only.
feel free to modify or use part(s) of my script for your own work
EDIT:
Might not be the latest, found this script from 2007
just overwrite (max)/scripts/startup/Abjab's-W3D-Importer.ms with Abjab's-W3D-Importer.ms (2nd link).
EDIT:
or download: Abjab's-W3D-Tools-Latest.zip (third link)
I don't have max or gmax on my pc so can't try'em out, no clue if they even work as is.
[Updated on: Thu, 28 March 2013 16:54] Report message to a moderator
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Re: W3D Blender [message #480676 is a reply to message #467704] |
Wed, 08 May 2013 18:08   |
yesfish
Messages: 16 Registered: May 2012
Karma: 0
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Here is a working prototype of the xml<->w3d python module I mentioned in the last post. The purpose of being a standard library and reference for the format...
https://github.com/huwpascoe/w3d/blob/master/w3d_elem.py
Currently can only w3d->XML files. The code is much nicer than what I was doing last year but I know the format well now.
Every chunk is defined in a simple array and read with a small set of functions. Once it's done you'll be able to both use it to read-write w3d files (if you have a python project) or use it as a reference for the format.
So neat and clear!
{
'name' : 'mesh_user_text',
'code' : 0x0000000C,
'attrib' : [['', 'string']]
},
{
'name' : 'vertex_influences',
'code' : 0x0000000E,
'subname' : 'id',
'subattrib' : [['', 'uint16'], ['_padding', 'uint8', 6]]
},
{
'name' : 'mesh_header3',
'code' : 0x0000001F,
'attrib' : [
['Version', 'version'],
['Attributes', 'uint32'],
['MeshName', 'name'],
['ContainerName', 'name'],
['NumTris', 'uint32'],
['NumVertices', 'uint32'],
['NumMaterials', 'uint32'],
['NumDamageStages', 'uint32'],
['SortLevel', 'sint32'],
['PrelitVersion', 'version'],
['FutureCounts', 'uint32'],
['VertexChannels', 'uint32'],
['FaceChannels', 'uint32'],
['Min', 'vector3'],
['Max', 'vector3'],
['SphCenter', 'vector3'],
['SphRadius', 'float32']
]
},
Still todo:
enter and/or figure out remaining unimplemented chunks (52 left to go)
verify that I correctly guessed the format of the vaguely commented chunks
check data formats (right now everything is barfed out as a string)
XML -> w3d function
utility functions, make it a module.
I don't know when it will be finished.
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Re: W3D Blender [message #482814 is a reply to message #467704] |
Sat, 20 July 2013 23:07  |
yesfish
Messages: 16 Registered: May 2012
Karma: 0
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https://github.com/huwpascoe/w3d
This is the link to the repo itself as the last file was removed. (for some reason I can't edit previous posts)
Thank you to saberhawk for their contribution with the new shaders.
Here's what's left
No idea what to do about these
animation_channel
bit_channel
compressed_animation_channel
compressed_bit_channel
soundrobj_definition
Can't find these for some reason, will keep searching
lodmodel_header
lod
collection_header
placeholder
transform_node
texture_replacer_info
Any opinions on these?
obsolete_w3d_chunk_hmodel_aux_data
obsolete_w3d_chunk_shadow_node
I have no info on them other than what they're called, and that they're obsolete. Do these show up anywhere in westwood games at all? Should I include them?
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