CMP Import/export dll
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I tested with new exporter :
- model is shown good in hard cmp & UTFeditor and exports both cmp and mat file.
- the model is exporting with a little higher value of Y axis (up), and a little negative value to X (to the left at front projection) compared to normal.
- when selecting wmesh wire exporting included, ms3d crash (tested on version 1.8.5 beta1).
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P1p3r wrote:
HI Sushi,Could you upload the cmp and mat files so as I could take a look at them?
Off the bat, there’s only two times it would not pick up the textures, and that would be- they already exist in the textures folder. and
- the hash numbers don’t match. However, there might be something else going on with your files.
I think I figured it out. It has to do with the way the 3ds Max exporter exports the files, my bad. Hardcmp doesn’t read them correctly, either as we add tangential data to the model for normal/specular mapping.
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Sushi wrote:
…Unfortunately, this causes a fatal error within the importer and it MS crashes. Your older version works just fine, though.
Is this still a difference between the 2 versions Sushi?
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StarTrader wrote:
Sushi wrote:
…Unfortunately, this causes a fatal error within the importer and it MS crashes. Your older version works just fine, though.
Is this still a difference between the 2 versions Sushi?
The older one can import the models but it does so incorrectly. The latest cannot import at all. I believe W0d is one day going to work on a 3ds Max importer when he get a chance
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OK if its fixable then P1p3r will try?
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@Sushi
Hi again,When you say it imports the model incorectly, do you mean the mesh is messed up? or is it the textures that are messed up?
If your model is working in game, I’m sure I could figure out why it’s not importing them, however, I would need the model in order to duplicate the problem. I’ve been able to import most models from the game and most player made models that I’ve tried importing. There were a couple of models with unfinished hardpoints that didn’t want to load, but even those should load now.
@cata123
try running the model cleaner tool before exporting and let me know what happens. -
More the mesh. The importers don’t understand the binomial data.
Here’s one of our models.
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The model you sent me had an incomplete node, which was causing the plugin to crash.
Also as far as I know Milkshape only supports one set of texture coordinates. Please correct me if I’m wrong so as I could add the rest of the texture coordinates to Milkshape.
I’m uploading newer versions of both plugins You should now be able to load your model.
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Is it all ok now?
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Does this import the group names of a model or is it supposed to but doesn’t? It would be handy if it did tbh. If you have a model with a number of different group names and need to update the model for some reason, bit of a pain if you need to rename all the groups from scratch
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This is one I’m uploading now is OK. The last one messed LODs for some reason. I can’t remember at the moment why.
Yes. If you have a multipart model, It will load it as such. You might see in the groups list in Milkshape several meshes with the same name. This just means all those meshes belong to the same group. Milkshape needs the different meshes in order to use different textures in the same group.
Is this what you needed to know? -
Thanks for the info but no, that’s not what i meant. When you load in the model, any group part is just called Root, if you’ve previously named each part of the model, part A. part B etc, then just curious why the importer doesn’t recognise the names. I have some bases with 20 or 30 parts, this means i have to rename them everytime if i need to edit them for some reason, or any other model for that matter. It recognises the different texture names but not the group parts
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That’s exactly what I meant.
Let’s say you have a ship with four parts. You have,
Hull
Port_wing
Starboard_wing
TailSo when you import this, you’ll get.
Hull <mat: mat1=“”>Hull <mat: mat2=“”>Hull <mat: mat3=“”>Hull <mat: mat4=“”>Port_wing <mat: mat5=“”>Starboard_wing <mat: mat6=“”>Tail <mat: mat7=“”>Tail <mat: mat8=“”>Tail <mat: mat9=“”>It’s still four parts, but has nine meshes. When this gets exported, it will get exported with four parts.
However, if your model is a single model like most user models. Then that model will import as,
Root <mat: ??=“”>Root <mat: ??=“”>Root <mat: ??=“”>Root <mat: ??=“”>Root <mat: ??=“”>and so on.</mat:></mat:></mat:></mat:></mat:></mat:></mat:></mat:></mat:></mat:></mat:></mat:></mat:></mat:> -
Yes that’s it. So with regard to single mesh models, could it not read the part names as they are on the model instead of as i’ve already mentioned, having to rename all the parts everytime the model is edited?. Bear in mind some single group models can still have many parts
Ok, strange happenings. Imported a model to create a sur file with Smacks utility. Followed the tutorial on here somewhere, and when i looked at the created sur, it was backwards on the model. Model orientation seemed ok but sur was definately backwards. Tried again with the older 2.7 model importer and it was all fine, so i know the problem isn’t my end. Anyone else seen this? Also less vertices on the model were loaded into Lithunwrap than with the 2.7 version. Very odd.
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I just noticed, that the importer crashes if I want to import the Rheinland Battleship. But it works with all other battleships.
Same for the RH Gunboat.
Tried it with different import settings. -
I have to admit, this exporter is great.
It just have one big missing element: Manual centering the multi parts! If I want to create the sur, the multi parts are moved a bit because they dont have the same poly count and the calculated center will be another.
So: Just a checkbox like “Manual Centering Groups?” is the missing thing for a perfect exporter!And belive me: Thats really a big problem for creating exact multi part ships!
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@Skotty
Hi Skotty,When I modified the importer to import a model I got from Sushi, I inadvertantly changed the code that loads multiple vms models like the Rheinland Battleship. It’s since been repaired. I’m uploading my most recent dlls.
About centering the groups, I’m not sure I know what you mean. All the parts are centered at (0,0,0). Then their positions relative to the root part are saved in the connections node. I believe this is how the original models were set up. At anyrate, I’ll see what I can do.
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There are different methods how you calculate the center point of a group.
Schmackbolzens method is calculating the center point by the dimensions of the object. You are calculating the center by the spread of all vertices.
-> Schmacki will write the exact problem and solution in a few minutes.Another problem: Your CMP Exporter also repositionates the Root mesh. I think some of the modelers, including me, are positioning their root meshes willfuly at another point than the exact caluclated mass center.
So please remove the adjustment of the rootSo far, your CMP importer and mainly the exporter are the greatest I’ve ever seen! With them modeling for Freelancer makes fun again!