knowledgegranted Posted December 23, 2009 Share Posted December 23, 2009 A few questions: 1.Is it possible to convert GMF to any other model format? 2. How do I take a model in FBX format and apply textures to it according to GMF standards (hard to express). How do I apply .mat textures to them? Thanks.. Quote It's like JFK announcing the moon mission. He had no expertise in space travel, and no way of knowing if it would work. He just announced "we're going to the moon" and then they made it happen because everyone was on the same page and working towards the same goal. If he had said "well, let's get some people in space, and we'll see how far out we can get, and if I find someone to make a rocket strong enough, we could possibly approach the moon's orbit and maybe land" it wouldn't have happened. Link to comment Share on other sites More sharing options...
Laurens Posted December 23, 2009 Share Posted December 23, 2009 I have never done so myself but I believe UU3D is capable of doing so. EDIT: I forgot about your seconds question. You need to create a material in material editor and give them the same name as the materials on the model. You can check with the model viewer which names those are. Also: in before macklebee tells you to move this somewhere else .. .. . . ... Nah, just kidding, but really, we should keep this stuff out of GD Quote Link to comment Share on other sites More sharing options...
Masterxilo Posted December 24, 2009 Share Posted December 24, 2009 1.) Yes. I have written a very simple gmf to obj converter, but since the format description is open, you can write any converter. UU3D with the plugin can't do it. The .gmf plugin is export only. 2.) ^^ what Laurens said. Except you don't need to give the .mat files "the same name as the materials on the model" but you need to give them the same name as the diffuse texture file of the materials used by the model. Quote Hurricane-Eye Entertainment - Site, blog. Link to comment Share on other sites More sharing options...
Niosop Posted December 24, 2009 Share Posted December 24, 2009 1.) Yes. I have written a very simple gmf to obj converter, but since the format description is open, you can write any converter. UU3D with the plugin can't do it. The .gmf plugin is export only. 2.) ^^ what Laurens said. Except you don't need to give the .mat files "the same name as the materials on the model" but you need to give them the same name as the diffuse texture file of the materials used by the model. Could you write a small material name changer program for GMF files? Often I'll export to GMF just to realize later that the name of the material it wants is either None or something I would like to change. Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
Marleys Ghost Posted December 24, 2009 Share Posted December 24, 2009 Could you write a small material name changer program for GMF files? Often I'll export to GMF just to realize later that the name of the material it wants is either None or something I would like to change. If you don't mind my asking what are you using to convert to .gmf format? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Niosop Posted December 24, 2009 Share Posted December 24, 2009 Just the included convertmesh.exe program Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
Marleys Ghost Posted December 24, 2009 Share Posted December 24, 2009 Just the included convertmesh.exe program I have alaways found (so far) that what ever I use to convert to .gmf ( that is UU3D or one of the relevant 2GMF.exe's ) that the .mat simply needs to be named after the diffuse texture used. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Niosop Posted December 24, 2009 Share Posted December 24, 2009 Yeah, but it has to pull that texture name from somewhere. In my workflow I often don't assign a texture to the source model because I'm going to get it from somewhere else (xnormal or whatever) so the GMF has None as the default material to use. I can always paint it in the Lua script, just would be nice if I wouldn't have to. Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
Canardia Posted December 24, 2009 Share Posted December 24, 2009 Why would you have a gmf of a model which is not ready yet? You should make the gmf only after you have textured it with xnormal or whatever. But also in the modelling phase you should assign a white dummy texture to the model, so you can test it in the engine while modelling. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Marleys Ghost Posted December 24, 2009 Share Posted December 24, 2009 Yeah, but it has to pull that texture name from somewhere. In my workflow I often don't assign a texture to the source model because I'm going to get it from somewhere else (xnormal or whatever) so the GMF has None as the default material to use. I can always paint it in the Lua script, just would be nice if I wouldn't have to. Ok I see, I always assign textures beforehand. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
knowledgegranted Posted December 25, 2009 Author Share Posted December 25, 2009 Why would you have a gmf of a model which is not ready yet? You should make the gmf only after you have textured it with xnormal or whatever. But also in the modelling phase you should assign a white dummy texture to the model, so you can test it in the engine while modelling. Dexsoft Models- Oasis Pack, is screwed up. Quote It's like JFK announcing the moon mission. He had no expertise in space travel, and no way of knowing if it would work. He just announced "we're going to the moon" and then they made it happen because everyone was on the same page and working towards the same goal. If he had said "well, let's get some people in space, and we'll see how far out we can get, and if I find someone to make a rocket strong enough, we could possibly approach the moon's orbit and maybe land" it wouldn't have happened. Link to comment Share on other sites More sharing options...
Canardia Posted December 25, 2009 Share Posted December 25, 2009 I'm sure Dexsoft delivers their models in FBX format also, and not only in GMF. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
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