Convert Aion file cgf to 3DC

09/30/2014 23:26 sominus#31
So, (if some one can confirm that the merged model from my previous post, do actually works in game), the next step would be fixing the UV Map, and merging the textures. Something like this:


In the pic, the selected vertex (red line), are for the wings, and the blue line is the Armor section.

As I said, the bad side is we would share a 512x512 space, to define a texture for 2 objects (less detail).
Of course we could re-arange the pieces in the UVMap, for better space usage.
10/08/2014 20:28 superklamus#32
Attach it on a CAPE ! That is the best ideia to do it i think :)
10/08/2014 23:34 Truth1010#33
At least think about what you post before posting it.. Cape would be terrible, they flap around and go through bodies already.. -.-
10/09/2014 18:45 KZ_3D#34
Quote:
Originally Posted by sominus View Post
I've made a quick test with a random Armor and some wings I got in the forums.


The wings are taken as a single mesh, and attached to the armor mesh (both meshes don't share common vertex here).
The final object is a single mesh.

This is not efficient, as every mesh has it's own texture, and they both overlpap in the UVMap.

The right way, would be to merge both meshes, so it becomes a single element, but then we would have to redesign the UVMap, and make a whole new texture (the armor part will lose detail also).

Since I don't have a way to convert this mesh to 3DC format, I will attach to this post, the model in 3DS format. So anyone with a registered 3DOC, may port it to Shaiya and test 'what happens' (I asume a client DC?).

Question:
Would be possible, to define a Top gear, with 2 3DC models?
(as when we define a Mob, composed of various 3DC models)


Amor + Wing in 3DS format:

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Don't worry if you get a 'missing texture' message, you could use any DDS texture, since the point here, is to see if the model works in game.

I converted it to .3dc static mesh format.

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10/09/2014 20:24 sominus#35
I've tested the file. But it's rotated. Did you rotate the model?
10/09/2014 21:49 KZ_3D#36
I did not rotate the model.

The .3ds loader module loads the 3d points in XYZ order and the .3dc save module saves the 3d points in XYZ also.
10/10/2014 00:44 sominus#37
It's strange, I didnt move the source model. It was even freezed to avoid selection. May be 3D Studio itself imports the model in a diferent position.
10/10/2014 00:55 pabloandres#38
Quote:
Originally Posted by sominus View Post
It's strange, I didnt move the source model. It was even freezed to avoid selection. May be 3D Studio itself imports the model in a diferent position.
you tested in the real game?
10/10/2014 01:38 sominus#39
Yes, the toon chest looks invisible in game (the armor doesn't shows). No DC tho.
10/10/2014 13:55 castor4878#40
imho the exportado_Mentle_.3dc file is invalid.
the bones indexes of all vertices records are zero - no animation will so be possible.
the U coords of texture range -0.003265 up to 1.9931; they must be in 0.0 - 1.0; it's possible that the armor is not visible because of these invalid coords - I'm also surprised that the DDS is not provided whereas UV coords have been regenerated.
10/10/2014 20:15 KZ_3D#41
Quote:
Originally Posted by castor4878 View Post
imho the exportado_Mentle_.3dc file is invalid.
the bones indexes of all vertices records are zero - no animation will so be possible.
the U coords of texture range -0.003265 up to 1.9931; they must be in 0.0 - 1.0; it's possible that the armor is not visible because of these invalid coords - I'm also surprised that the DDS is not provided whereas UV coords have been regenerated.
As I wrote I converted it to static mesh (like *_Mentle_*.3dc files).
It has not bone related datas.

If you open the .3ds file with 3D Studio MAX and export it to .obj format, you will see the original .3ds file has invalid UV range,so it is not the conversion related problem!
10/11/2014 02:53 sominus#42
oops... Forgot the DSS, my mistake.

The UVMap could be wrong since I used the original armor UVMap and merged the original Wing's UVMap, then scaled both down and moved them to fill the area of a 512x512 DSS.

But... I didn't make a whole new UVMap from scratch (the best option), since unwraping it is a very long time manual editing process (I don't have any automatic unwrap tool).
And since this is just a 'let's test if the game accept the merged mesh' phase, I didn't see a reason to make a new uvmap.

What I could do, is just attach the Wings to the Armor (each being a single separate 'element' of the whole mesh). But I don't know how bones will behave this way.

The model looks fine in SSTudio, I mean, it shows the texture in the way it should.

Question:
If we attach the wings to the armor mesh, but don't touch any single vertex of the original Armor.
Could be possible to use later the original bone data to put it back into the 3DC file?
10/14/2014 17:46 sominus#43
Made a new try.
  • Imported the provided Top in 3DS format, then merged the Wings in the scene.
  • Had to rotate the Wings, and move them, to a correct position.
  • Attached the wings to the armor, resulting in one single mesh. (both objects are isolated elements, they dont share common vertex)
  • Didn't touch the Top armor position/rotation/scale.
  • Merged both objects UVMaps, resulting in one single UVMap. Made a new texture for the resulting object.
  • Exported the scene as 3DS (Preserve MAX's Coodinates was unchecked)

In the rar file there's the DDS texture also (be sure to backup the original humf_upper014.dds file first)

PS: I still don't get how this would work, since there's no bone data in the armor.

Edit: (lol forgot the link)

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10/14/2014 19:01 Thunder-Forge#44
Quote:
Originally Posted by sominus View Post
Question:
If we attach the wings to the armor mesh, but don't touch any single vertex of the original Armor.
Could be possible to use later the original bone data to put it back into the 3DC file?
Tried and didn't succeed, every time there are more vertices than original file, it's basically a fail, might be i'm doing something wrong tho.
10/19/2014 10:49 KZ_3D#45
I did find static .3dc models in the Shaiya game like *_Mentle_*.3dc file (like Demf_Mentle_HL.3DC) that have not bone related datas.

(The *_Mentle*.3dc files (like Demf_Mentle000_HL.3DC) have bone related datas!)

I added this feature to my program, this conversion does not need the original .3dc file!

(A nice user from Brazil tested it in the Shaiya Online already.)

I uploaded the latest version (v5.339) to my web page:
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