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modelediting [2013/10/14 11:28]
rockfire created
modelediting [2013/10/14 12:20] (current)
rockfire
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 **The below was taken from Greths notes on the IGF .. As I go I will reformat and expand up this** ​ **The below was taken from Greths notes on the IGF .. As I go I will reformat and expand up this** ​
  
 +===== Introduction =====
  
 Near the end is a link to a ZIP file with some model packages. ​ Here's an overview on what the files are, and how to perform the basic conversions necessary for importing them into your editor of choice. Near the end is a link to a ZIP file with some model packages. ​ Here's an overview on what the files are, and how to perform the basic conversions necessary for importing them into your editor of choice.
  
-[b]Common ​files[/b]+===== Common ​Files ===== 
 + 
 Most files in the packages are self explanatory:​ Most files in the packages are self explanatory:​
-.png - Textures or icons. 
-*Tint.png - Specialized textures for defining adjustable color regions, like the kind used in character creation. 
-.colormap - Each Tint.png has one of these (a simple text file) matching the color regions to their names. 
-.mesh - Binary file containing the Ogre mesh. 
-.skeleton - Binary file containing the Ogre bone structure (coincides with the mesh file). 
-.anim - Binary file containing the keyframes of a single named animation (Idle, Walk, etc). 
-.material - A text file with render information,​ often associated with icons. ​ Player races and creatures used centralized materials defined elsewhere. 
  
-[b]Convert existing EE meshes[/b] +| .png | Textures or icons | 
-You'll need a program called OgreXMLConverter.  ​It's available from the Ogre Command-Line Tools package+| *Tint.png | Specialized textures for defining adjustable color regions, like the kind used in character creation. | 
-[link]http://​www.ogre3d.org/​download/​tools[/​link]+| .colormap |  Each Tint.png has one of these (a simple text file) matching the color regions to their names. | 
 +| .mesh | Binary file containing ​the Ogre mesh | 
 +.skeleton | Binary file containing the Ogre bone structure (coincides with the mesh file). | 
 +.material | A text file with render information,​ often associated with icons. ​ Player races and creatures used centralized materials defined elsewhere|
  
-Although it's a console application,​ you can drag and drop the .mesh and .skeleton files onto OgreXMLConverter to convert them back and forth between binary and .xml formats. ​ But first you must edit EE's meshes. +===== Get Customising! ===== 
- +  
-EE's meshes have a custom defined serializer stringwhich you'll need to hex edit back to something that OgreXMLConverter recognizes. ​ To do this: +Nowdepending on what you want to do, go to one of the sections below.
-Open in a hex editorany will do. +
-Near the beginning of the file there'​s a part that looks like this: +
-[MeshSerializer_v1.40o] +
- +
-Simply delete the '​o'​ so it looks like this: +
-[MeshSerializer_v1.40] +
- +
-Save it.  OgreXMLConverter should now be able to open it. +
- +
-[b]Creating new assets[/​b] +
-If you have a new model from somewhere and can export it to Ogre mesh/​skeleton format, it should work just fine in EE.  The Torchlight 2 pets demonstrate that feat. +
- +
-[b]Editing the mesh[/b] +
-Search for an Import script for your 3D program of choice. ​ If you use Blender, [url=http://​code.google.com/​p/​torchlight-to-blender/​]Torchlight To Blender[/​url] is good choice, but it doesn'​t support animations. ​ There are others out there, even one that does support animations to some extent, but you may need to Google them (I haven'​t kept up to date). ​ Most scripts usually require changing a few parameters inside them, often a path to the OgreXMLConverter utility. +
- +
-You'll need Export scripts to save them back out.  For Blender, there'​s a link to Blender Exporter in the Tools page above. ​ Depending on which editor, and which version it is, you may need different scripts. ​ Google is your friend. +
- +
-Here are [url=http://​planetforevergame.com:​81/​DevStuff/​ModelSamples.zip]some models[/​url] to get started. +
-Biped-Male: The default male body.  The animations are shared for both male and female. ​ The base body types are shared for all races, and do not contain faces, tails, or forearms. +
-Biped-Hart_Male:​ The race-specific stuff for male hart.  Face, tail, horns, etc. +
-Boss-Dragon:​ Demonstrates how simple creatures are.  Includes sound files too. +
-Item-1hSword-Basic1:​ Simple item mesh. +
-Prop-Wooden_Furniture:​ A collection ​of many props (provided as is, you'll have to convert them yourself) +
-Converted: An extra folder where I tossed some pre-converted mesh and skeleton XML files for the other models The binary .skeleton files in this folder contain all the animation data, consolidated from the .anim files. ​ The files in the other folders are provided as is (except for some altered serializer strings). +
- +
-Requested asset packs can be found in the [url=http://​planetforevergame.com:​81/​DevStuff/​Assets/​]Assets folder[/​url]. +
-Similarly, specifically requested textures can be found in the [url=http://​planetforevergame.com:​81/​DevStuff/​Textures/​]Textures folder[/​url]. +
- +
-These zip files contain all the prop data (textures, meshes, XML files). ​ The mesh files will need binary editing in the post above to use. +
- +
-Prop-Church1 : Church_Altar1,​ Church_Rug +
-Prop-Paintings1 : Painting1, Painting1a +
-Prop-Tribal_Furniture : Tribal_{Chair1,​ Lamp_Unlit, Lamp1, Plate1, Rack, Rug, Stool1, Table1}+
  
 +  * [[Modify an existing EE asset|ModifyExistingAsset]]
 +  * [[Prepare a model from another source|ImportAssetFromAnotherSource]]
modelediting.1381746504.txt.gz · Last modified: 2013/10/14 11:28 by rockfire