Einlander Posted February 24, 2017 Share Posted February 24, 2017 Ever made a level in csg and exported it to obj? Well you probably found out that you end up with one massive mess of polygons. This tool fixes that. It will take a leadwerks exported mesh and fix it to something that is easier to handle. What it does: Separates all the objects into mesh groups. What it doesn't do: Anything with textures or uvmaps. Leadwerks doesn't export any of them It was written in vb.net so it should run in wine if your on linux. leadwerks obj fixer.zip 4 Quote Link to comment Share on other sites More sharing options...
reepblue Posted February 24, 2017 Share Posted February 24, 2017 Very Cool. I was thinking about UV map exporting to obj, and I think you can by exporting it as a vmf and using propper to convert it to an obj. I'll check it out tonight. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Einlander Posted February 25, 2017 Author Share Posted February 25, 2017 Let me know how that works. I would love to be able to export buildings from leadwerks. Quote Link to comment Share on other sites More sharing options...
reepblue Posted February 25, 2017 Share Posted February 25, 2017 My goal was to use propper but since it's a modified version of vbsp, it needs the Source Engine binaries to work and will not build a obj unless you have your textures as a vmt in a source project. It's a lot of work for a simple thing, but do-able. Here's propper's source code. Maybe some one here can make it a standalone app? Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Einlander Posted February 25, 2017 Author Share Posted February 25, 2017 I found a convoluted way to get it into a editor with the uv's in place. But you will have to add the textures back yourself. You need 3 things: Crafty : http://nemesis.thewavelength.net/index.php?p=45 Delgine : http://www.delgine.com/index.php?filename=product_deled and a Delgine plugin: Map Importer http://www.delgine.com/plugins/viewPluginCategory.php?catid=39&catdesc=Importers First you make your map in Leadwerks and export it to vmf. Open it in Crafty and export it as Map Import it in Delgine and export it as obj. Import the Obj in your 3d editor.Y is UP and Z is towards you [*]Scale all uv's to .1 [*]Add your textures back in. It will look exactly how it does in Leadwerks. This is a lot of work though. Quote Link to comment Share on other sites More sharing options...
reepblue Posted February 25, 2017 Share Posted February 25, 2017 Unless they are desperate, nobody is gonna want to do that. I was hoping I could just make a batch that converts the vmf to obj. Really odd that editor's obj export doesn't export the uvs in the first place.. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Einlander Posted February 25, 2017 Author Share Posted February 25, 2017 The problem with vmf/maps are the uv's are not relative. they are absolute to the texture. so you need the texture to derive the uv's. There is probably some math to convert them without, but i have never seen it done. Quote Link to comment Share on other sites More sharing options...
macklebee Posted February 25, 2017 Share Posted February 25, 2017 I found a convoluted way to get it into a editor with the uv's in place. But you will have to add the textures back yourself. You need 3 things: Crafty : http://nemesis.thewavelength.net/index.php?p=45 Delgine : http://www.delgine.com/index.php?filename=product_deled and a Delgine plugin: Map Importer http://www.delgine.com/plugins/viewPluginCategory.php?catid=39&catdesc=Importers This is a lot of work though. Or just open in UU3D, perform a UV unwrap, select the faces of the object and assign them to a separate mesh group, and then save as FBX. Really odd that editor's obj export doesn't export the uvs in the first place.. I could be wrong, but I was always under the impression the whole idea behind the OBJ export was for the user to have a layout/size reference for their real models in a modelling app that would replace the CSG in the LE scene. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
reepblue Posted February 25, 2017 Share Posted February 25, 2017 That was most likely the intended purpose, but I can think of a few cases in which an artist might want to bring a brush (or a set of them) into their model editor. Depends on what you're trying to do really. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
macklebee Posted February 25, 2017 Share Posted February 25, 2017 Maybe, but surely any actual modeling application can create the UV's without too much difficulty? Perhaps, if its really a feature people want then maybe ask for it in the Suggestion Box forum? But I don't think the World Editor was meant to become an actual modeling application - I mention this because I have seen a post complaining about the lack of UV mapping because they were using the LE Editor to create objects to export and to be converted to B3D that had to be for something else other than LE4. Do people think that LE4 is a replacement to 3DWS? Edit- tryed out the obj fixer - works great. Create the obj asset, use the fixer, open in modeling app and create UV's for the individual meshes. Pretty straight forward. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Einlander Posted February 25, 2017 Author Share Posted February 25, 2017 Its alright as long as you never adjust the textures in leadwerks, or scale them or apply multiple texture's to a brush. Then it all falls apart. Quote Link to comment Share on other sites More sharing options...
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