Author Topic: 2012/10/26 - Obj to Blb Converter  (Read 83350 times)



I am using this google sketchup models. It should look like this.

[IMG ]http://i90.photobucket.com/albums/k256/EmperorWinter/Blockland_00024-2.png[/img]
[IMG ]http://i90.photobucket.com/albums/k256/EmperorWinter/StraightRRTgooglesketchup.png[/img]
I am using this google sketchup models. It should look like this.

Textures don't work yet

You should release source so people (cough me) can compile and release source for other operating systems (cough mac )


Will the converted model fit in the studs? So it's not incorrectly sized.

You should release source so people (cough me) can compile and release source for other operating systems (cough mac )
He will most likely later.

but:

Quote from: Badspot
You signed on for this bullstuff when you bought a Macintosh. 
Original Quote
Topic was too old to get the actual one, yet it still applies today.

He will most likely later.

but:
Original Quote
Topic was too old to get the actual one, yet it still applies today.

hey
i didn't have an option :(.
Also, it's helpful to read the code to understand the BLB format better.


hey
i didn't have an option :(.
Also, it's helpful to read the code to understand the BLB format better.

I wish I could feel you pain but I always had a choice of OS.
I'm trying to stick with Heavily Modified Windows XP as long as I can...

I call it XP Reloaded, it has a better look, Windows 7's Speed and Sound,
Vista's Direct X10(Only thing that I found good about it) and XP's Flexibility.
Also I have a Theme that fits soPhysician Prescribed Desoxyning that Microsoft was going to release after vista before 7 that was supposed to be like XP again, therefor Reloaded comes from there.

Other than that I hope Texture support comes soon.


Badspot

  • Administrator
This tool so far, does not work with blender, this is a rather large issue on my part.

Export as quads or triangles, not 3D primitives.

Export as quads or triangles, not 3D primitives.
I exported a single face with the dimensions of:

X: 1
Y: 0
Z: 1

at position: 0 0 0

checked Triangulate, normals, and got this..

Code: [Select]
TEX:SIDE
POSITION:
0.500000 -0.500000 0.000000
0.500000 0.500000 0.000000
-0.500000 0.500000 0.000000
-0.500000 -0.500000 0.000000
UV COORDS:
0.200000 0.200000
0.200000 0.800000
0.800000 0.800000
0.800000 0.200000
COLORS:
0.000000 0.000000 0.000000 0.000000
0.000000 0.000000 0.000000 0.000000
0.000000 0.000000 0.000000 0.000000
0.000000 0.000000 0.000000 0.000000
NORMALS:
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000

It would appear that your generator creates the COLORS: value for each face regardless of whether or not you named the objects, making any face generated invisible

Badspot

  • Administrator
I exported a single face with the dimensions of:

X: 1
Y: 0
Z: 1

at position: 0 0 0

checked Triangulate, normals, and got this..

Code: [Select]
TEX:SIDE
POSITION:
0.500000 -0.500000 0.000000
0.500000 0.500000 0.000000
-0.500000 0.500000 0.000000
-0.500000 -0.500000 0.000000
UV COORDS:
0.200000 0.200000
0.200000 0.800000
0.800000 0.800000
0.800000 0.200000
COLORS:
0.000000 0.000000 0.000000 0.000000
0.000000 0.000000 0.000000 0.000000
0.000000 0.000000 0.000000 0.000000
0.000000 0.000000 0.000000 0.000000
NORMALS:
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000

It would appear that your generator creates the COLORS: value for each face regardless of whether or not you named the objects, making any face generated invisible

Post the obj file.

Textures don't work yet
You realise the problem he talks about is that the model is completely messed up has wrong dimensions and is in the wrong direction?

You should release source so people (cough me) can compile and release source for other operating systems (cough mac )
And fix any future problems and make it work with Blender. And reverse the process.


So it can be used to make bricks? Mkay.