Recent Topics

Ads

Charmesh to OBJ

Talk about the development of the emulator and related services.
Check out new and upcoming features to be implemented onto the server.
Forum rules
Before posting on this forum, be sure to read the Terms of Use
User avatar
MaxHayman
Management
Posts: 1029
Contact:

Re: Charmesh to OBJ

Post#11 » Mon Dec 29, 2014 9:24 pm

Do you have a copy of the wrath of heroes client?
Max Hayman

Ads
gyps
Posts: 116

Re: Charmesh to OBJ

Post#12 » Mon Dec 29, 2014 10:46 pm

It's going to be difficult so far I have found the old .exe but it only installs the client and a lil patch as the official servers are not available

here you are, try by yourself.

http://web.cdn.eamythic.com/us/woh/inst ... nstall.exe

User avatar
bardin
Posts: 40
Contact:

Re: Charmesh to OBJ

Post#13 » Mon Dec 29, 2014 11:38 pm

I have the Wrath of Heroes Client still, please PM me with details on how I can provide it to you Max. :)
Darkshadov / Orz - www.youtube.com/darkshadovchosen
Phazinna / Addiction

Image

User avatar
MaxHayman
Management
Posts: 1029
Contact:

Re: Charmesh to OBJ

Post#14 » Mon Dec 29, 2014 11:48 pm

bardin wrote:I have the Wrath of Heroes Client still, please PM me with details on how I can provide it to you Max. :)
Thanks pmed!
Max Hayman

User avatar
Aquilon
Posts: 203

Re: Charmesh to OBJ

Post#15 » Thu Jan 01, 2015 9:30 am

Can you activate bow-strings, please? They should be there...somewhere...from the Beta.

And thanks a lot for your efforts, devs! :)
Means determine end.

Bruglir
Posts: 29

Re: Charmesh to OBJ

Post#16 » Thu Jan 01, 2015 3:25 pm

Before people start getting too excited...

.OBJ format doesn't support any kind of vertex weighting, which means they can't be bound to bones and animated. the ONLY things this tool will be able to support are static meshes.

Sure, that could potentially mean new weapons (awesome) and world props. but anything that involves animation is out of the question.

Now... if you could convert to .FBX and back again, that might be a bit more awesome.
Destro: Bruglir (DoK)
Order: IPounceTheFace (WL), ItBurnsTheFace (BW)

Londo
Posts: 217

Re: Charmesh to OBJ

Post#17 » Thu Jan 01, 2015 4:42 pm

Mythic stored Geometry in .GEOM files, vertex weight information for bones in .XAC and animation for bones in .XSM. I have written a parser for .GEOM to extract vertex, uv mapping, and face information from geom.

Structures, weapons and items were stored in .NIF (Gamebryo format)
Characters and gear in .geom (custom mythic format)
Textures .specular .diffuse and .mask (custom format using DXT1 and DXT5 texture compression)

XSM and XAC were formats used by gamebryo and emotion engine int 2006. Shouldnt be too difficult to create parser for.

User avatar
normanis
Posts: 1304
Contact:

Re: Charmesh to OBJ

Post#18 » Thu Jan 01, 2015 5:04 pm

is it possible to add some new styff into armor/weapon like cuirass what use muskateer or concistadore armor for WH .
"Iron Within, Iron Without!"

Ads
User avatar
Tesq
Posts: 5704

Re: Charmesh to OBJ

Post#19 » Thu Jan 01, 2015 6:42 pm

whoa now we can hope in bigger choppa and more badaas chosen :D

Also if you want to add something rewamp skaven ( destru) and creat lizard men ( order)
Image

User avatar
PartizanRUS
Posts: 611

Re: Charmesh to OBJ

Post#20 » Fri Jan 02, 2015 11:38 am

MaxHayman wrote:Ohh this looks awesome :) Would be great to take war above and beyond!
Max, do you hard-workers able to change textures in client and make it work ? Because I sense HD textures.
Burn heretics and mutants, purge the unclean. ingame - Partizan . Hammer of Sigmar guild [RUS]
Image https://i.imgur.com/Un7WASp.jpg Image Image

Who is online

Users browsing this forum: No registered users and 13 guests