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Posted: Mon Feb 07, 2005 8:55 am
by Valoche
Thanks Jeff, it was the model that was too complex. Maybe a printf somewhere would help.

Posted: Mon Feb 07, 2005 5:03 pm
by JeffM
umm, there are no limits to the number of faces or anything, so nothing should be "too complex" it's not like the tool does anything with the data, it just converters it.

Post the obj that dosn't work, so we can make the tool work with it. This is how bugs are fixed, first they are reported with all the data a developer needs to duplicate them :)

Posted: Mon Feb 07, 2005 8:39 pm
by Valoche
Okay, here it is. Please note that I was experimenting with Anim8or :lol-old:

Valoche

Posted: Mon Feb 07, 2005 9:20 pm
by JeffM
ok the problem is that not all of the faces have texture coords, the tool is limited to faces that have points, texture coords, and normals.

I think trepan is fixing it now.

Posted: Mon Feb 07, 2005 9:37 pm
by Sir Lance-A-Lot
When I export my object and host, on the server it is always below the ground and it moves as I move. Is there a way to change this?

Posted: Tue Feb 08, 2005 12:32 am
by RPG
Model your object above the Y axis in Anim8tor. I tend to lose track of where the Y axis is, and make my objects below or through it. The Y axis is the grass in BZFlag. Just move them up when you model them.

Posted: Tue Feb 08, 2005 2:21 am
by Memnarch
Ok, I went to cvs, and used the command in my shell program. This is the command I used: cvs -z3 -d:pserver:anonymous@cvs.sourceforge.net:/cvsroot/bzflag/bzflag/tools co -P modeltool

Ok, and this is what I got:

cvs checkout: authorization failed: server cvs.sourceforge.net rejected access to /cvsroot/bzflag/bzflag/tools for user anonymous
cvs checkout: used empty password; try "cvs login" with a real password

So I really have no idea what I should do. Help?

Posted: Tue Feb 08, 2005 3:16 am
by RPG
Cantcha just checkout the entire thing and pick out the modeltool?

Posted: Tue Feb 08, 2005 3:39 am
by JeffM
model tool is not a module in itself so what you did will not work the tools dir is NOT a cvs root
just get the full bz tree and get the model tool code.

Posted: Tue Feb 08, 2005 1:13 pm
by Memnarch
ok, thanks! I think I know what I am supposed to do, so I'll get back to you when I fail! :wink:

Posted: Thu Feb 10, 2005 4:14 am
by Sir Lance-A-Lot
sigh...All my exported worlds are underground no matter which axis i build them on....

Posted: Thu Feb 10, 2005 4:24 am
by JeffM
make sure the lowest point is Z 0, your probably making them under the origin.

Posted: Thu Feb 10, 2005 5:25 am
by Sir Lance-A-Lot
well, here is a screenshot of my object right b4 I export.

Posted: Thu Feb 10, 2005 5:21 pm
by JeffM
then what does the export file look like? does it put any objects under Z 0?

Posted: Thu Feb 10, 2005 8:58 pm
by Scorch
JM, this also happens with arcs and such, i rotated an arc like 10 big with a 0.5 ratio using spin 90 90 0 0 (which i now know i shoulda only done spin 90 1 0 0 but thats besides the point) and in was moving weird AND you could like get in it and not go out so like the faces were messssed up!

Posted: Thu Feb 10, 2005 11:04 pm
by JeffM
well anything under Z 0 gets wacky, the ground isn't filled in with the Z buffer, so stuf drawn under it won't be occluded buy the grass. So any object mesh or not will look "wierd" when underground. Just don't make anything under z 0. when you rotate stuff, parts may go under z 0, you have to make sure that dosn't happen.

Posted: Fri Feb 11, 2005 12:04 am
by Memnarch
Memnarch wrote:ok, thanks! I think I know what I am supposed to do, so I'll get back to you when I fail! :wink:
sigh... It is time. Ok, I donwnloaded the latest bzflag from cvs, and I configured, made and made install. What am I supposed to do now? What is the executing name I need to put in a shell? A little confused here... :oops:

Posted: Fri Feb 11, 2005 12:33 am
by trepan
Scorch: that's probably the matrix inversion
detection bug. It's been dealt with in CVS.

Posted: Mon Feb 21, 2005 1:23 am
by Legolas_
why wont it work? when i downloaded it and went into the file- i clicked on the modeltool thing and it blinked, nothing else happened.

Posted: Mon Feb 21, 2005 3:50 pm
by RPG
You don't double click on it. Instead, you drag your OBJ file over it. Or, use the command line to call it.

Remember to add -flipyz to have your model placed the correct way.

To run it in the command line (run button) do this (assuming modeltool.exe is placed in C:\)

C:\modeltool.exe SOME_FILE.obj -flipyz

replace SOME_FILE.obj with the name of your OBJ file.

Posted: Mon Feb 21, 2005 6:19 pm
by JeffM
legolas, it is a model conversion tool that is to be used with some other modeler ( your choice ). It is not an editor, or graphical modeling tool.

The -flipyz is ONLY for modeling programs and modelers that use the "Y" axis as the "UP" axis. Not all systems do this, so you don't need it for all models. If you are unsure about what your modeler uses, then you probably need to learn more about your modeler.

Exported LightWave OBJ Converter

Posted: Sun Mar 13, 2005 6:25 am
by LouMan
I have been asked to post the VERY simple OBJ converter I created for my map making. This is a very small, untested Windows application with very limited use - it will only convert exported LightWave OBJ files into mesh 'language' for insertion into a bzw file. For that matter, it will not convert normals or texture coordinates. It will only convert vertices, faces and texture names. The output file is generated in the same directory as the source file, with the word "Converted" added to the filename, e.g. "box.obj" becomes "Convertedbox.obj" Copy and paste must be done from there. Please, please do not think that this is a polished application - I'm actually very hesistant to post it...

Map Tool

Posted: Sun Mar 13, 2005 6:28 am
by LouMan
Hmm - didn't like the .exe file :? , let's try it with .zip...

Posted: Sun Mar 13, 2005 3:33 pm
by RPG
Isn't this the same as the modeltool made by JeffM?

Posted: Sun Mar 13, 2005 5:48 pm
by JeffM
No it's a difrent application. It apears to be made in Visual Basic, so it's probably windows only.