First of, thanks for making this toolkit, and extra thanks for the gui (I remember countless console nightmare converters from other games
). I'm already using retexturing, works like a charm.
Now to the bad news, I started testing import-export, and run into a bit of trouble. Not sure if it's the toolkit, or my conifg, since others are using it with no prob.
I have win7 x64, have .NET 4.0 and SlimDX for 2.0 and 4.0 x64. I tested a couple of models (altar, stone wall, arrow), some straight form the assets pack (untouched), got the same results each time. Just opening a model, export to .obj, than re-import and done. Tried and got the same results with 0.2.1.0 and 0.2.1.1.
original arrow.model:
Code: Select all
Name: RootNode
LocalToParent: [(1, 0, 0), (0, 1, 0), (0, 0, 1), (0, 0, 0)]
Parent: -1
Type: -1
Name: arrow
LocalToParent: [(0.009998477, -0.0001745241, 0), (0.0001745241, 0.009998477, 0), (0, 0, 0.01), (0.00120467, 0.06501397, 0)]
Parent: 0
Type: 0
Mesh Entity
Bone Count: 0
Emissive Color: (0, 0, 0)
Cast Shadow: True
Mesh Data
Vertex Count: 232
Index Count: 390
Segment Count: 1
Bound Center: (-3.907148, -1.96804, 0.0646863)
Bound Min: (-58.58979, -6.476527, -5.126561)
Bound Max: (50.77549, 2.540447, 5.255933)
Bound Radius: 55.11322
Vertex Arrays:
0: 3, 3, 12, 2784
1: 3, 3, 12, 2784
2: 3, 3, 12, 2784
3: 3, 3, 12, 2784
4: 0, 4, 4, 928
5: 3, 2, 8, 1856
6: 0, 0, 0, 0
7: 0, 0, 0, 0
8: 0, 0, 0, 0
9: 0, 0, 0, 0
10: 0, 0, 0, 0
11: 0, 0, 0, 0
12: 0, 0, 0, 0
13: 0, 0, 0, 0
14: 0, 0, 0, 0
0 Invalid Indices
export-import:
Code: Select all
Name: RootNode
LocalToParent: [(1, 0, 0), (0, 1, 0), (0, 0, 1), (0, 0, 0)]
Parent: -1
Type: -1
Name: MainObject
LocalToParent: [(1, 0, 0), (0, 1, 0), (0, 0, 1), (0, 0, 0)]
Parent: 0
Type: 0
Mesh Entity
Bone Count: 0
Emissive Color: (0, 0, 0)
Cast Shadow: True
Mesh Data
Vertex Count: 232
Index Count: 390
Segment Count: 1
Bound Center: (-3.90715, -1.96804, 0.06468582)
Bound Min: (-58.58979, -6.476527, -5.126561)
Bound Max: (50.77549, 2.540447, 5.255933)
Bound Radius: 54.68264
Vertex Arrays:
0: 3, 3, 12, 2784
1: 3, 3, 12, 2784
2: 0, 0, 0, 0
3: 0, 0, 0, 0
4: 0, 0, 0, 0
5: 3, 2, 8, 1856
6: 0, 0, 0, 0
7: 0, 0, 0, 0
8: 0, 0, 0, 0
9: 0, 0, 0, 0
10: 0, 0, 0, 0
11: 0, 0, 0, 0
12: 0, 0, 0, 0
13: 0, 0, 0, 0
14: 0, 0, 0, 0
0 Invalid Indices
The model looks the same as far as I can tell vertex vise, but flipped, moved from its original position and scaled up. (this is also the way it appears in game)