Model Injector (.x to .x) [message #66993] |
Tue, 17 July 2012 07:36 |
DavidKron
Messages: 14 Registered: July 2012 Location: Gothenburg Sweden
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This tool currently only suports models containing one and ONLY one submesh
Background story
So. After spending several hours trying to figure out fableĀ“s interpretation of the .x format and why my modified .x files could not be imported back with the Fable Explorer. I decided to develop a tool that simply inserts the new vertexes, normals and so on in the original .x file from a modified one.
How to use the model injector to model edit
- Extract the (lod) model using fable explorer.
- Import the .x file using DirectX import in the Softimage Mod Tool.
- Modify it to your liking.
- Export as a new .x file using DirectX export.
- Use the model injector to inject the new vertices etc.
- Load the injected model in Fable explorer and set materials in the material tab.
- Done !
Development
I will support meshes with more submeshes soon i promise. But theres still much you can do with the current version.
Example of what can be done:
Longer Horns
David
[Updated on: Tue, 17 July 2012 07:40] Report message to a moderator
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Re: Model Injector (.x to .x) [message #67021 is a reply to message #67020] |
Fri, 20 July 2012 11:10 |
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asmcint
Messages: 1360 Registered: April 2010 Location: Behind the beef
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Moderator
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Helpers are essentially objects with no physical mesh, with specific data to help a system figure out the positioning of the objects they are applied to, and certain things related to said objects. For example, Fable and Fable TLC weapons have helpers for where and how the weapon is gripped, where effects spawn from, and in the case of adherent augmentation effects, end from, and can also enable one to spawn effects via the CParticleAttacherDef. This being said, helpers are necessary when dealing with weapon meshes, but your injector can easily bypass that by replacing geometry and leaving the helpers intact, if it's been written right.
Read the site rules, as well as individual thread rules, stickies and announcements, and use search, or you will have smartassy or exasperated ownage rained down upon you by the site's crack team of mods and admins. Also, you can find all you need to get started on modding here.
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Re: Model Injector (.x to .x) [message #67535 is a reply to message #66993] |
Tue, 06 November 2012 09:17 |
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Keshire
Messages: 1266 Registered: July 2005
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Administrator
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Fable explorer uses strict directx with no error handling.
The plugins for 3DS and Blender don't. They flub some of it because they have features that directx doesn't support, so there's some guesswork when exporting.
I've had to modify .x files manually before because of this. It's how I added dummies and helpers to the player skeleton for this:
The cig is part of the hat, and the effect is attached to a new dummy. DRAGON_MOUTH if I remember correctly.
Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
[Updated on: Tue, 06 November 2012 09:19] Report message to a moderator
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Re: Model Injector (.x to .x) [message #67539 is a reply to message #67535] |
Tue, 06 November 2012 19:57 |
Lenop
Messages: 83 Registered: September 2012
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That's quite interesting, Keshire. What you've done in those screenshots is along the lines of what I'd like to accomplish myself. Do you have a link to that mod so I can examine/ripoff your work?
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