2010-09-06, 01:49 AM
I'm feeling game to start work on a Galth Fee set. I'm a little embarrassed though because I can't find the original files Todd gave me (which he had somehow ripped from the game disc)
I have all the files I'd derived from those files but not the originals... and I've looked everywhere
None of my derivative files have UV information. For me the original UV info is a must before getting started. I think the files you gave me were .lwo. I'm assuming those are the files produced by the ripper... otherwise it's important to be sure at no point along the way UV information was added, ie. by some generic projection mapping.
I will start by compiling the models/textures for the originals in the .blend format. And I'm hoping Som will accept those as MDL files so I can just use Assimp's Blender support / x2mdl so I don't have to subject myself to the unofficial Meta (sequoia) -> Som toolchain.
If I can't use x2mdl I will leave the Som import to others until I can setup a replacement x2mdo app. I don't think anyone will want to use the original graphics in a game at this point, but we could make sure everything lines up at least.
Ultimately going the txr/mdo route might yield superior colour depth, but that can be a last step.
PS: Was "Seath's" armor the Merril Ur equivalent to the Galth Fee set? Or did he have another set of armor not represented in Som?
I have all the files I'd derived from those files but not the originals... and I've looked everywhere
None of my derivative files have UV information. For me the original UV info is a must before getting started. I think the files you gave me were .lwo. I'm assuming those are the files produced by the ripper... otherwise it's important to be sure at no point along the way UV information was added, ie. by some generic projection mapping.
I will start by compiling the models/textures for the originals in the .blend format. And I'm hoping Som will accept those as MDL files so I can just use Assimp's Blender support / x2mdl so I don't have to subject myself to the unofficial Meta (sequoia) -> Som toolchain.
If I can't use x2mdl I will leave the Som import to others until I can setup a replacement x2mdo app. I don't think anyone will want to use the original graphics in a game at this point, but we could make sure everything lines up at least.
Ultimately going the txr/mdo route might yield superior colour depth, but that can be a last step.
PS: Was "Seath's" armor the Merril Ur equivalent to the Galth Fee set? Or did he have another set of armor not represented in Som?