If you are running x64 bit Windows
Did you copy the folder "C:\Program Files\Autodesk\FBX\FBX Python SDK\2014.1\lib\Python26_x64" to "C:\Python26\lib\site-packages\"?
What does that folder in windows look like "C:\Python26\lib\site-packages\"?
Additionally, can you show me the python...
Which version of the python sdk did you download?
http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22519239
Python Binding
fbx20141_fbxpythonsdk_win.exe
Also, did you follow the link instructions for copying the sdk files to your local Python folder?
Copy the contents of...
We have all the source model files converted to FBX for the community to use in whatever 3d application that supports fbx, which is of course most of them. You can modify them and then run through the converter tool and put right back into the game.
What a group of us are working on at the moment is giving modders the ability to create custom weapon meshes/skins. Modifying game functionality is currently only possible through the various methods found on this site. Modifications that require changing the actual code of the game at this...
Creating new animations will not be in the first release, if that's what you are asking. There are ways to change effects and behaviors of weapons which some mods already do. You will still be able to do those things with modded weapons.
Hey guys a bit of an update I posted over on this thread.
http://www.saintsrowmods.com/forum/threads/volition-fbx-to-game-converter-wip.5815/page-3#post-59231
Thanks for the link flow754. I saw this guy has been actively working on the fbx tools for Blender. Thats a huge plus. Hopefully it will be able to capture everything we need for importing and exporting. I'm actually surprised the FBX support wasn't a more prominent thing what with indie game...
I've done more updates on the converter and significant progress has been made on the cruncher side. We will have more to share soon.
I've tested 3dsmax and Maya exporting. I have yet to test Blender. I did look into some documentation for Blender but haven't yet determined which version of the...
Vids are what we use to group and hide mesh triangles. We flag the triangles in 3dsmax using a uv's on a specific map channel and move them to a given coordinate or the vid index. They are used in various things such as customization to hide the underlying character mesh, so that triangles don't...
Update: I have crossed out what's been completed so far for this tool. The multiple uvmap support is only necessary for when using specific shaders, which can be avoided. The vids are only needed for weapons in certain scenarios but isn't a necessity. Cruncher work is in progress as well...
The artists didn't actually create the game shaders in the past projects. They worked with programmers or tech artists to get the shaders they wanted. We had another custom tool the programmers or tech artists would build the shaders that would output the game HLSL shader and a scripted 3dsmax...
Another small update.
I wanted to get the UI up so I could determine how to best assign the shader references for the materials. I also had to spend some time re-factoring the code for the import/conversion process now that a UI is the go between. Proper material conversion is next.
Another big update here. I believe I have the fbx -> cmeshx or character mesh in a pretty good state. Currently, it only supports the first UV MapChannel so there is still a bit of work to go to get more MapChannel support and VIDs. The broken uv vert's and vert duplication conversion to our...
A little bit of an update.
I've been able to wrangle various programmers to help in my efforts lately and I have made some additional progress after being blocked. Nothing fancy here, but this screen shot of two triangles is the first processed fbx file to character mesh and rig working in game...
Mike is right. The material texture references will have to be re-assigned and the pegs/str2 will have to be updated to include the new textures. I don't know how exactly modifying the material files, matlib_pc and or ccmesh_pc/gcmesh_pc files, actually works though.
My initial assumption is the style was likely a material and/or an entirely different mesh substitution. That's mostly how "ways of wear" worked. The one item that had many variations be it materials or meshes.
The shader balls in this character table are specifically overrides for hair on NPC's. You won't be able to do what you need here.
Most of the shaderball, "Sphere_Map", references are likely within the character's ccmesh_pc/gcmesh_pc. I am not exactly sure which one you can find it in...
We made a decision internally to not devote our time to only re-engineering the 3dsmax specific plugins to be functional outside of our development environment. As mentioned above not everyone has a 3dsmax license nor does everyone prefer to work in 3dsmax. We are still actively working on the...
Characters do not use specular maps, they use custom materials with a shading driven by using "shaderballs". The shaderball is a small bitmap the looks like a ball that describes the specular power and falloff of a specific material type. You may be able to find references of vbm's or pegs with...
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