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It would help if someone uploaded some files to look at, speculation doesn't get us anywhere ;p
I have files. I'll send them over. Smile
I'll have you know I'm working on a converter.
http://puu.sh/kxpB2.png
odamn... ur fast... majorly fast Ouch!
Holy crap. Thank you, TGE! Best of luck!
http://puu.sh/kxDXq.png
I'll need to test it a bit more before I can get a release done, but it's coming along well.
I only have three words for you, my friend.

No. Friggin'. and Way. Surprise

Ask and thou shalt receive, they say. Boy I've never until now known the truth of that statement. Tongue
(10-03-2015, 08:45 PM)TGE Wrote: [ -> ]http://puu.sh/kxDXq.png
I'll need to test it a bit more before I can get a release done, but it's coming along well.

Damn it, that's amazing work, but Blender users always get left in the dust... Sad
Well, I hate to be "that guy", but maybe it's time to make the change?

And @TGE, will this be a batch script, drag-and-drop or a simple Maxscript?
(10-03-2015, 09:43 PM)Irastris Wrote: [ -> ]
(10-03-2015, 08:45 PM)TGE Wrote: [ -> ]http://puu.sh/kxDXq.png
I'll need to test it a bit more before I can get a release done, but it's coming along well.

Damn it, that's amazing work, but Blender users always get left in the dust... Sad

Blender has a overly complicated scripting engine Tongue
(10-03-2015, 10:04 PM)TabuuForteAkugun Wrote: [ -> ]Well, I hate to be "that guy", but maybe it's time to make the change?

And @TGE, will this be a batch script, drag-and-drop or a simple Maxscript?

Drag and drop executable that outputs objs.
Okay, so no .SKEL implementation for now?

Well, I'm in no position to complain. Tongue You've got UV's. Smile
heh.. if you want any stage files to test out aswell TGE, i can give ya the overworld files
Here's the CMDL/SMDL/WMDL to obj converter.
I'd add support for skel but there's no way to match skeletons to the files currently.
It does not generate mtl files as there are no texture assignments, however it does keep the material names.
I tried looking into the texture files without much luck. 
The data's formatted like GTX data is, however texconvert crashes on converting it.
It supports uvs, but sadly not normals. The normals are encoded into 64 bits and I don't know how they did it exactly. I did try some things but I didn't have a lot of luck doing so.
Source code is included, it's not perfect but it's functional and that's what matters most in this case Tongue.
Sounds great. Big Grin Thanks, man!

EDIT: Okay. Now we have models. Big Grin With UV and mesh name data.

Now we need texture and skeleton support, and then we can release these on TMR.
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