This fails

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This fails

Postby Abulandu on Wed Aug 25, 2010 1:09 am

I use maya 2011, imported the naked man body obj and created a polygon sphere and transformed it, i save it to obj export it to zms and i see this

Image

I also test it in a random rose server as a mod for jabberwock and i only see the char without body and and a lot of ghost lines in junon, looks like a terror movie lol.

Yeah, when i export it to .3ds then to obj and to zms, looks good, but it still looks messed up in game, still got ghost lines and no body on the char, then i test it as a weapon and it's the same, also edited the jabberwock mail to some simply moves, and didn't worked neither, still ghost lines ingame.

Any idea? im almost suiciding ><
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Re: This fails

Postby hasan38 on Wed Aug 25, 2010 4:38 am

lol umm i don't see any pic xD

*EDIT* nvm it was my browser and did you do UVW mapping?
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Re: This fails

Postby Abulandu on Thu Aug 26, 2010 2:27 am

Yeah but i think it resets now, i import from .3DS to the ZMS Viewer and it's like fallen, inverted or something, looks good this time, but still got the ghost lines in game, doesn't even show me the model as it is in game
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Re: This fails

Postby Sethanye on Thu Aug 26, 2010 1:25 pm

the majority of body stuff, including all armors require bones in them, you don't have that so that's why it brakes apart
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Re: This fails

Postby Abulandu on Sun Aug 29, 2010 5:11 am

ok, i got the model, the .dds and everything is fine... until the bones thing, can someone teach this noob how to do bones thing for armors? ><

Yeah, i saw like 5 tutorials for bones, i did it how they said how, but still got the armor like ghost lines in game, all messed up.

thanks.
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Re: This fails

Postby Sethanye on Sun Aug 29, 2010 1:16 pm

the only public plug in that supports bones is the blender one, you should look that one up, for 3dsmax there are plugs that can import and export bones but they aren't public so unless you can get someone to pass them to you blender one is ur only choice
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Re: This fails

Postby cssvb94 on Fri Oct 08, 2010 5:02 pm

Hi everyone,

Sorry for the troubles with my utility, there is build-in mesh optimization before the export to ZMS that fails sometimes.
Please, check the normals of your mesh/object before exporting it to OBJ/3DS.
Please, make it single object - join meshes before export to OBJ/3DS from your modeling software.
Please, triangulate the mesh before export to OBJ/3DS.
Please, create single per-vertex texture coordinates. The UV coordinates should match vertex numbers in the mesh!
ZMS file format requires that!

In couple weeks I'll release a "refreshed" version of the ZMS viewer without mesh optimization and with multiple mesh import support.
Hopefully with less bugs, also =)

Cheers
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aka Spark (ZMSViewer, Blender ZMS plug-in, RoseOnline ZMS/ZMD/ZMO to SMD and vice versa converter)
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Re: This fails

Postby Sethanye on Fri Oct 08, 2010 6:55 pm

if you do it spark you should release an automatic bone encoding for zms, it would pretty useful for a lot of people here, the bones are always the same so it shouldnt be hard, just make an option to put it in the file or not (cos weapons and such dont need it)
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Re: This fails

Postby cssvb94 on Fri Oct 08, 2010 7:28 pm

Sethanye wrote:if you do it spark you should release an automatic bone encoding for zms, it would pretty useful for a lot of people here, the bones are always the same so it shouldnt be hard, just make an option to put it in the file or not (cos weapons and such dont need it)


What do you mean by "bone encoding for zms"?
Load ZMD along with ZMS?

First import/export of static ZMS should be without bugs, then new features will be added.
ZMO and ZMD import is coming.
aka Spark (ZMSViewer, Blender ZMS plug-in, RoseOnline ZMS/ZMD/ZMO to SMD and vice versa converter)
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Re: This fails

Postby Sethanye on Fri Oct 08, 2010 7:56 pm

  1. string ZMS Version
  2. byte 0 (Ends string)
  3. dword ZMS Type
  4.  
  5. float Bounding Box - Min X
  6. float Bounding Box - Min Y
  7. float Bounding Box - Min Z
  8.  
  9. float Bounding Box - Max X
  10. float Bounding Box - Max Y
  11. float Bounding Box - Max Z
  12.  
  13. word Bone Count
  14. foreach Bone
  15.   word id
  16. next Bone
  17.  
  18. word Vertex Count
  19. foreach Vertex
  20.   float Vertex X
  21.   float Vertex Y
  22.   float Vertex Z
  23. next Vertex
  24.  
  25. foreach Vertex
  26.   float Normal X
  27.   float Normal Y
  28.   float Normal Z
  29. next Vertex
  30.  
  31. if ZMD Type == 182
  32.   foreach Vertex
  33.     float Skin Unk1
  34.     float Skin Unk2
  35.     float Skin Unk3
  36.     float Skin Unk4
  37.     word Skin Unk5
  38.     word Skin Unk6
  39.     word Skin Unk7
  40.     word Skin Unk8
  41.   next Vertex
  42. endif
  43.  
  44. foreach Vertex
  45.   float UV1 X
  46.   float UV1 Y
  47. next Vertex
  48.  
  49. if ZMD Type == 390
  50.   foreach Vertex
  51.     float UV2 X
  52.     float UV2 Y
  53.   next Vertex
  54. endif
  55.  
  56. word Face Count
  57. foreach Face
  58.   word Vertex1
  59.   word Vertex2
  60.   word Vertex3
  61. next Face
  62.  
  63. word Material Count
  64. foreach Material
  65.   word Material ID
  66. next Material
  67.  
  68. word Strip Count
  69. foreach Strip
  70.   short Strip Index
  71. next Strip


im talking about this part of code that creates the link between zms, zmd and chr. your current stand alone converter doesn't seem to process it or processes it wrong and so any armors or things that need to operate doesn't convert properly, u have to use either the blender thingy or one of the non public converters or put it in manually.
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