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OBJ-2-MAP V1.1
So I added a few new features to my OBJ-2-MAP utility and put together a small web page explaining how to use it.

This is a utility that can take OBJ files exported from any modeling app and convert the geometry inside into Quake brushes.

http://www.wantonhubris.com/obj-2-map/

Have at it! I think everything will work.

[edit: updated url]
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Dot & Comma Confusion 
There is a bug.
In some countries we use commas to separate float part instead of dot, and now it tries to find comma by default on my machine = Exception Thrown.

Easy to fix.
When you parse obj's vertices do CultureInfo("en-US"), like this:

double.Parse(strArray[1],new CultureInfo("en-US"))

It will force Parser to search for dot.

Btw. are you not interested in releasing it as Open Source?
We could improve it! :)

Cheers! 
 
this is something that only really comes up when you're working with this tool the way I am, but it would be cool if you could save settings specific to certain models, so when I convert an obj for the first time, it writes a text file with all your current settings beside the .obj file. then the next time you choose that obj file, it autopopulates the settings into the gui so you don't have to type them in again. 
 
i'm also a lazy bum, in case you didn't know. ^_^ 
 
Haha, no, makes sense. That irritates me too... 
Warren 
WAHT TEH IS YOUR MAIL PLAEZE? 
Warren 
I HAVE SOME THINGS TO CLARIFY WITH YOU, i get a deamon back from epic.

thats so cool:) 
Warren 
please 
Talking To Myself 
i try this one

willem -AT- wantonhubris -DOT- com



Vote for obj2 map, makes your life a breeze!

Now more tris free!! 
I Can Paste My Troubles Here I Guess 
i have had some map files recently that troubled me and my minions. Basically it was a parsing error that stopped all editors from loading the obj2map output.

Modo files works a charme, these hassles came from Z-brush files that were either scaled bad or what do i know.

I dont have a clue right now, i can sent you all assets for a check. Sure. 
 
mfx , can you upload some example OBJ / MAP file that doesn't work? You can export just simple object that gives broken results. I would like to take a look and maybe find some solution. 
 
My new website is www.warrenmarshall.biz . Email is warren @ that domain.

But yeah, post it here maybe ... someone will be able to tell you what's up, I'm sure. 
 
I have a dragon now, be nice to me.

http://i.imgur.com/cvSVCmY.png

Thx Warren! 
 
Mother of god... 
So Is Nice... 
 
Scale Comparison 
 
Fuck yes! 
Notice 
Input .mdl made by ptoing.

Thanks man! 
Izzat... 
A custom Ogre? The model looks different somehow. 
#28 
This is why we need smooth shading functionality in light.exe 
 
So, uh, who is going to do that rpgsp1 secret thing with a 3D scanned original? 
 
btw I did small patch for OBJ-2-MAP for myself. Dot/Comma problem fix + settings saving (to xml per model) If Warren don't mind I can release it as unofficial binary patch. 
 
Sure ...

I told Eric this but I might as well make it official. I apparently lost the source code to this. It must have been during my transition from Epic that it got lost in a crack somewhere and deleted. I've searched high and low and ... nothing.

So, I apologize. If anyone wants to reverse engineer the EXE or whatever kids do these days, I don't mind.

Go forth and do whatever you like. It's honestly not that complex an app so maybe something should start up an open source version of it or something so everyone can pile in fixes and features... 
 
This is my karmic retribution for not allowing the source to be downloaded right from the start.

Smooth move, Warren! 
 
Thanks!

Yeah I have reversed source, even Designer's window form is in the project. Variables have generated names, but that's easy to correct.

I'll add informational comments and release it in some private git repository, so we can check out if everything is fine before public release.
We need to think what licence we want to apply, or maybe we'll keep it as private repo for community only? 
 
Ha, awesome! Thanks for heading that up, I appreciate it... 
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