Yet another NWN exporter - pymdl2mesh

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vgx
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Yet another NWN exporter - pymdl2mesh

Post by vgx »

After quite few weeks I have finally somewhat working version of NWN exporter. Compared to mdl2mesh have probably little wider degree of supported MDL format features.

- Exports animations, materials and geometry, also uses shared skeletons.
- Doesnt handles danglymeshes and emitters
- In future versions I plan add emitters, better material(alpha and shininess) support and texture atlasing

You can grab it through svn here:

Code: Select all

svn co http://kuro.spiralia.org/svn/pymdl2mesh/trunk pymdl2mesh
And here is some eye candy :)

Image

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Last edited by vgx on Wed May 30, 2007 7:57 pm, edited 1 time in total.
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jacmoe
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Post by jacmoe »

Moved to ShowCase - and I misused my moderator powers to correct the image tags. Looks great! :)
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Post by vgx »

Thanks. I am bit lame when it comes to these things :)
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Post by jacmoe »

Your exporter writing skills is certainly not lame! :)
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Post by Duncan Mac Leod »

Thank you! :D

I'll try it out!!!
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Post by tau »

Looks really good! Exporters were always a troublesome development for me and you did a good job!

Where can I look at the NWN file structures, please?
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Post by ppClarity »

tau wrote:Where can I look at the NWN file structures, please?
Most can be found on Bioware's site:
http://nwn.bioware.com/developers/

The ASCII mdl format is described here:
http://www.wnwn.net/mdl/

The binary mdl format used to be documented on Torlack's site, but sadly his domain seems to have been expired. I was able to fish it out of Google cache several months ago.

I'm missing one piece. Bioware's DDS resources seem to have a stripped header. This post may shed some light. I haven't yet had a chance to muck with it.
http://nwn.bioware.com/forums/viewtopic ... 9&forum=64
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Re: Yet another NWN exporter - pymdl2mesh

Post by bentry »

vgx wrote: You can grab it through svn here:

Code: Select all

svn co http://kuro.spiralia.org/svn/pymdl2mesh/trunk pymdl2mesh
I can't connect to the svn server. Are there any place to download it?
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Post by vgx »

Place which hosts svn has currently some problems. If it will not be working in 3-4 hours(i have no time now), i will upload it somewhere else ...
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Post by vgx »

SVN should be working now. I will in few days commit new pymdl2mesh revision which hopefully fixes most of problems, so everyone, be patient ...
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Post by vgx »

New version released!

- added handling animation/position lists with count number and no "endlist" tag
- (hopefully) better modifying animation/position lists to avoid unneeded rotations/translations
- added sorting face vertexes to prevent counterclockwise triangles which wont be visible
- added options "-generate_dependency_file" and "-no_skeleton"

There are still some cases which arent properly handled, any feedback is welcomed ...
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Post by vgx »

New version is out ...

- Handling which rotation/translation keys to omit was quite improved, 95% from ~80 tested models work as they should ...
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Post by bentry »

vgx wrote:New version is out ...
Thanks, nice work! I am downloading!
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Post by vgx »

New revision released ...

- Fixed misalignment, now are models aligned to origin
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Post by vgx »

New revision released ...

- removed space in conversion commands, now conversion works even with alternative xmlconverter path, I wonder why no one reported this :)
- added master model capability, to see for what it is good for, see pymdl2mesh.py file
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Post by vgx »

If someone downloaded revision 18, get new one, 18 was flawed causing to not write mesh data ...
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Post by vgx »

I have some free time, so I can spend it polishing pymdl2mesh - Do anyone have some suggestions/improvement ideas to implement?
NWN model files to Ogre3D converter - http://www.ogre3d.org/wiki/index.php/Pymdl2mesh
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Post by Duncan Mac Leod »

vgx wrote:I have some free time, so I can spend it polishing pymdl2mesh - Do anyone have some suggestions/improvement ideas to implement?
Just want to say 'Thank you!' for all your hard work on pymdl2mesh!

Sorry, I do not have any suggestions right now, but maybe at a later time when I have tested it with more models...
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Post by vgx »

Duncan Mac Leod wrote:
vgx wrote:I have some free time, so I can spend it polishing pymdl2mesh - Do anyone have some suggestions/improvement ideas to implement?
Just want to say 'Thank you!' for all your hard work on pymdl2mesh!

Sorry, I do not have any suggestions right now, but maybe at a later time when I have tested it with more models...
Thanks. But rather than hard work it was due nature of state of MDL documentation quite amount of luck :).
NWN model files to Ogre3D converter - http://www.ogre3d.org/wiki/index.php/Pymdl2mesh
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Post by vgx »

After some time of inactivity I am releasing rather significant(but not that significant :) revision which fixes some of master model behaviour. Howerer skin nodes are still showstopper ...

Btw in 1-2 weeks i consider release few my scripts for extraction data files like tga's or mdl's packed in NWN resource files, does anyone have interest in these ... ?
NWN model files to Ogre3D converter - http://www.ogre3d.org/wiki/index.php/Pymdl2mesh
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Post by SiENcE »

Hey very nice.

I'm looking forward to try the new version.

Do you support NWN2 too or are this models Granny v2 models (i think they just use Granny for Skeletons)?
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Post by vgx »

SiENcE wrote:Hey very nice.

I'm looking forward to try the new version.

Do you support NWN2 too or are this models Granny v2 models (i think they just use Granny for Skeletons)?
Well, you caught me unprepared :). As far I know - NWN2 format neither Granny v2 format are not related to NWN1 format. But I cant really guarantee that - I have no experience with these ... Concerning progress - exporter is imho solid enough to handle most models but some model features will not be likely ever implemented (dangly meshes) or they are under not-so-heavy implementation investiagation (skin nodes & weights) ...
NWN model files to Ogre3D converter - http://www.ogre3d.org/wiki/index.php/Pymdl2mesh
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Post by SiENcE »

Well Nwn2 has the MDB format which is well documented and there are also custom viewers. As far as i know they use *.mdb for Mesh data and *.gr2 (Granny v.2) for Skeletons.

They also released an Export Tool to create custom Meshes+Skeletons.

Expotron:
http://nwn2.obsidian.net/expotron_plug.html

I think this is the first free to use export tool, to ceate Granny v2 (*.gr2). :-)
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Post by ppClarity »

The .gr2 format they use is proprietary with no public documentation and nobody has (yet) reverse engineered it to my knowledge. Expotron is a plugin for 3dsMax and only versions 6-8. Version 9 has a new API which is incompatible.
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Post by Duncan Mac Leod »

vgx wrote:Btw in 1-2 weeks i consider release few my scripts for extraction data files like tga's or mdl's packed in NWN resource files, does anyone have interest in these ... ?
Yes! I am very interested!!! :wink:
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