Help me vet this MDL importer.

#31
I have export working for the skeleton monster like animation style. Or at least I can take a MDL file as input, import it, then export it back to MDL without any effective loss afaik.

It only exports textured triangles with inlined uv components at the moment. There are a number of other primitive types which should be eventually supported for both compression and esthetic effect, but for most stuff this is all you technically need.

Tomorrow I will try to add the primitive type used for the control points, however if you want to get working on some new content you can go ahead and do that. I actually would like to have some files besides MDLs to run tests on. I don't really have anything else atm.

Before you can get the models into a game I'll have to bang out another app to generate the .cp file from the .mdl file anyway. That will take a little while since I plan to do it from scratch.

But you can see them and their animations in the Assimp viewer in the meantime.


For input you can use any format supported by the Assimp library. Unfortunately we can't yet export the original MDL files into a format other than MDL, however at least one of the principal Assimp authors has expressed interest in adding export functionality for a few formats (the likes of Collada and Blender, Alias/Wavefront OBJ and maybe .X in time) but there's no telling how long that may take, but it's probably our best bet.
Reply

#32
PS: You can easily export the textures with the Assimp viewer (MDO files are not yet supported) and if you gotta you should be able to find a Direct3D ripper able to capture the graphics. But not the animations clearly. Personally I'd prefer to see people using these tools to improve upon the assets that come with Som, but until we have an export solution only original models are possible.
Reply





Users browsing this thread:
1 Guest(s)