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[PK2 TOOL] BMS Model converter
Discussion on [PK2 TOOL] BMS Model converter within the SRO Coding Corner forum part of the Silkroad Online category.
03/26/2013, 09:07
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#286
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Yeah it is possible, I made this from scratch for example and put it ingame:
So it's definitly possible
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03/26/2013, 12:20
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#287
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Great tool perrytje, sorry i asked you a question in message, you answered me & i couldn't reply back (because i was inactive > all my posts / messages was removed  )
But you was right, the model wasn't in the right place & it worked
GL in your future programs ^^
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03/26/2013, 17:58
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#288
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can you make things like this if you can please make explain to it
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03/26/2013, 19:46
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#289
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I know since I'm the one that made that, and no, I won't explain how. I'll tell you it's in .m files, good luck.
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03/31/2013, 05:59
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#290
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I guess it isn't possible to add something like this or? The Model has a Animation.
Another thing is, a mate has imported a Blade and he saw that Blade in the Character Selection but once he logged in totally he received a Crash. Any Solution?^^
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03/31/2013, 10:57
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#291
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About the model, it is possible, you'll have to give the vertices the right groups and weights for the bones though, which is extremely hard.
About your friend, if the blade works in character selection that means it works, the crash must be caused by something else.
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03/31/2013, 21:32
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#292
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Alright, gotta look what I can do with Blender since I only imported OBJ with your Settings and then exported it again with OBJ but without changing anything just ticking the right Options on the left Side then saving it.
Geez, this is hard ^^
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04/08/2013, 18:43
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#293
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Well I successfuly replaced a Monster/NPC but then it looks like this :
Normally it should look like this :
Also as I saw it, the Model has more then one Texture. Five at all ....
Isn't there a Way to make a Animation to a .BAN File ? Like a RDA to BAN?
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04/08/2013, 18:49
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#294
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Quote:
Originally Posted by Lolill0
Well I successfuly replaced a Monster but then it looks like this :
Normally it should look like this :
Also as I saw it, the Model has more then one Texture. Five at all ....
Isn't there a Way to make a Animation to a .BAN File ? Like a RDA to BAN?
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Try something have 5 texture. Pretty sure it looks like that because it didn't load the whole DDJ files. (I don't have an example)
I know nothing about .BAN files.
But "I GUESS" you can make the client load them. Still dun know how.
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04/09/2013, 09:31
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#295
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Joymax just went the lazy way, in models if they have multiple texture files, they put each part in a different .bms with it's own texture (you know, the one you type in my converter), which then fetches the .ddj that belongs to that name from the .bms, so you'll have to split your model up.
I do have some research on BAN files but I haven't been able to get it working quite yet.
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04/09/2013, 22:09
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#296
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Quote:
Originally Posted by perrytje
I do have some research on BAN files but I haven't been able to get it working quite yet.
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Maybe you can share what you got about BAN files, since we know nothing about it ^^
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04/10/2013, 22:37
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#297
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So doing this Way should make it work?
Open OBJ File in Blender by Importing OBJ and then choose "Split" instead of "Keep Vertex Order". Then after we made the Settings and the Meshes, simply save the Model to OBJ again but with those Settings :
Now after this is done, I convert the OBJ File with the "SROBJ - Multi Bone" Function, only putting it Ingame then, getting a Animation from the Snake Monster in Jangan Cave B3 and then this Model should move like a Snake?
**** you, never thought doing such Stuff makes Fun xD
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04/11/2013, 09:29
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#298
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You got the idea, but you need to save each part as a srobj for the animation to work on it I'm afraid. This means you'll have to split the parts manually. The regular obj format does not support vertex groups, which the client needs to animate.
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04/11/2013, 23:31
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#299
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Quote:
Originally Posted by perrytje
You got the idea, but you need to save each part as a srobj for the animation to work on it I'm afraid. This means you'll have to split the parts manually. The regular obj format does not support vertex groups, which the client needs to animate.
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[B]Hi all..
I CAN'T convert .obj to .bsm 
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04/12/2013, 08:52
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#300
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Did you edited in Blender ?
If you Import the OBJ File, Click on "Keep Vertex Order" and untick everything.
Once you're done with adding a Mesh to the Model and editing the Size/Rotation of it, Export it to OBJ again, now the Settings.
Tick following Settings :
~ Selection Only
~ Includes Normals
~ Includes VUs
~ Triangulare Faces
With those, your Model does work 100% at converting.
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