Model Exporter (BRFview.exe)

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jik

Knight
OK, I guess it would be better to leave the sticky alone, so I'll start a new thread...

I've tried it out, seems to work fine for the import/exporting. So I exported the francisca (I thin this is the throwing axe) to get a size comparison for modeling a throwing hammer in max. Boy are the models small in scale size...

So I removed the head of the axe, built a hammer type head saved the model and exported (from max) to OBJ. Call up the import/exporting tool and tried to throw it back in. Now I gave it a different name (which is why it might have crashed it) but when I tried to import it into the BRF file, the exporter crashed...

First try, so I'm not complaining, but I got to see some of the stuff and it's a start... I guess I'll have to get this Wing3D thingie... :???:
 
i have had a similar problem with wings3d. When you export the model it becomes completely tiny. And when exporting back in, if you keep it to the same scale as the export it still is completely tiny in the editor.
 
A typical problem with Max seems to be that it exports using relative vertex indices, and I can't read those well.
To check for that, open the obj file in a text editor, and if there´s any negative numbers in lines starting with "f", that's it.
Just import the file into Wings3D and export it back and it gets fixed.

About the scale, I just zoom in more :smile:. Seriously, the import/export options don't make any changes to scaling, mind that Wings import/export options might, but the default is leaving the scale unchanged. I haven't had any problems with it so far.
 
Lurb,

I've just pulled down Wings 3D and will try that out. Have you successfully imported a new model into the game?

Edit: Ok tested and worked... Though I need to do the mapping ( :oops: I was soo exicted that I rushed to see something work...)
 
Lurb said:
A typical problem with Max seems to be that it exports using relative vertex indices, and I can't read those well.
To check for that, open the obj file in a text editor, and if there´s any negative numbers in lines starting with "f", that's it.
Just import the file into Wings3D and export it back and it gets fixed.

About the scale, I just zoom in more :smile:. Seriously, the import/export options don't make any changes to scaling, mind that Wings import/export options might, but the default is leaving the scale unchanged. I haven't had any problems with it so far.

does that mean the the final scale of the object isnt relative or what?
 
When exporting the obj from max theres a tickbox near the bottom for relative/absolute. Untick that.
 
Yoshi, we seem to be discussing two different things in this thread.

jik's problem was that OBJ files exported from Max crash the importer, and that has to do with the absolute/relative thingie. It's related to the OBJ file format internal arrangement.

Your problem about scaling is different. I haven't checked it but I think M&B meshes use 1 meter = 1 unit scale, and that shows up exactly that way when exported. If you have meshes that where produced with 1 meter = 10 units, of course they'll look huge besides M&B's ones.
What I and others have done when importing completely new objects is loading them in Max or Wings,together with an original M&B one, and match them for position, size and orientation before exporting to OBJ.
 
ok, i think i get it. Seems the scale is about right when you make it 10x the size of the export.

I am getting the "failed to load mesh" error when i start mount and blade with my mesh exported from wings. I cant see any clear problems and its starts in the mesh editing program fine. You can view it and everything just like a normal mesh.

Can anyone help me? What options do you use when exporting from wings3d?
 
What I did was to import an object first, I didn't alter any scaling from the import. Used it as the base size for what I wanted to create, then I built my object (in this case it was just the head for the hammer... why reinvent the wheel? I kept the handle and tweaked it a bit)

When I exported it I didn't change any of the settings. I brought it into Wings3D and then exported it again. Then it imported fine in the BRFview.

Now just gotta work the program end to allow it in the game... I don't want to replace an object in the game, I want to add some new ones!
 
jik said:
Now just gotta work the program end to allow it in the game... I don't want to replace an object in the game, I want to add some new ones!

Effidian's editor is just for that. And his interface is prettier to boot than mine :smile:
 
Ok, made several weapons as a start. Will probably work on some armour too.

Good job will all the editors (though I haven't worked too much with the map editor, I will once I get access to the animating and see that I can do what I want to do...)
:grin:

One thing, I guess we can't edit armor (with the editors) yet... I guess that has to do with the animations? I was trying to export armor to make sure what I create would fit, but it crashed the BRFview tools... :sad:

I guess I'll have to wait for that....
 
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