• This is a reminder of 3 IMPORTANT RULES:

    1- External self-promotion websites or apps are NOT allowed here, like Discord/Twitter/Patreon/etc.

    2- Do NOT post in other languages. English-only.

    3- Crack/Warez/Piracy talk is NOT allowed.

    Breaking any of the above rules will result in your messages being deleted and you will be banned upon repetition.

    Please, stop by this thread SoccerGaming Forum Rules And Guidelines and make sure you read and understand our policies.

    Thank you!

How to: Convert .o files to .3ds?

NumB

Youth Team
Ludo, i want to know if your OFW 4.0 will allow addition or elimination in vertex count!?
Too bad for this "4) Modifiez le visage à votre convenance dans Rhinoceros, sans ajouter ni supprimer de points ou de vertex"
Oif file allows vertex modifications :)....
 

du_oro10

Reserve Team
Hi, Ludo, I've tested the import 3DS function of OFW3 with a face, I've exported the 001 part as .obj, then edited it with Rhino, saving as .3ds file, then re-importing with OFW3 and after vertex writing, the proccedure of re.writing works fine, it does similar work than OEdit Rhino Points importation, but, sadly, it looks like the problem with the vertex order still there man, I show you some picks.

The face model before to be Vertex Writed



The face model after to be Vertex Writed



I hope you can find an algoritm in order to solve the problem.

I'm not even a intermediate programer, but in excel, after Rhino .txt points exportation, I've noticed that Rhino does it increasing the X axis value, so, I exported the original .o file to Rhino points with OEdit, numbered it from 1 in front, then order it according the X axis increasing value and obtaining a template of original order, after Rhino edition, exporting it as .txt, inserting next to the numbered template, I reordered it according to the first column (the one cantaining the number of each vertex) from 1 in front, and get a better result, not perfect because if for example the original .txt file has:


Vertex N° X Y Z
1 -12.2 0.23 2.15
2 -12.0 1.09 4.15
3 -11.98 3.76 -0.12

The point number 2, after edition has for example -8.12 in X axis value, the order of exportation in Rhino poins is diferent than the one in the original file, so in shortly, the method works just for minimal edition
 

bassio

Youth Team
@ Ludo: great tool mate, I was really waiting for its release.

About the kit model support, it looks perfect in OEdit, but in game the imported parts are messed up :(

I will post a screen later...
 

NumB

Youth Team
du_oro10;2803490 said:
I've exported the 001 part as .obj, then edited it with Rhino, saving as .3ds file

how come you can view and edit .obj files in Rhino. I can't even see them in Rhino after importation. :|
 

regularcat

Manager
Moderator
NumB;2803619 said:
how come you can view and edit .obj files in Rhino. I can't even see them in Rhino after importation. :|

because the 3 obj files for fifa 10, where made in maya, but arent the actual files saved out of maya, they were thrown into a compiler w/ other code & saved as the net_x.obj files.

i know it sounds strange, but im telling you thats how it is.

so it sounds to me you are still trying to figure out a way to do what i said would be almost impossible.

i dont have the notes i kept on the offsets of certain areas of the net, that you would need to edit to add the 2 other rope supports.

& even if we figured it out, it would require you to add more meshes, that im not sure the exe would even read.
 

du_oro10

Reserve Team
NumB;2803619 said:
how come you can view and edit .obj files in Rhino. I can't even see them in Rhino after importation. :|

Because, the .obj files that I visualized in Rhino where exported from a face .o file with OFW3, not the ones who came in the zdata files.
 

ludo

Youth Team
ouuuuhhh!.. 10 days holidays and all these comment to read!
I read everything and I answer later. (If you import in 3ds don't save in *obj but in 3dm...)
 

ludo

Youth Team
Outsider 87;2802159 said:
I agree with you mate to congratulate with Ludo!
Unfortunately other tool makers have a limited knowledge of .o files and they had to concentrate their efforts in other things. Ludo had the possibility to study carefully .o files and that's the result (Y)

Ludo: can I tell something is missing in your great tool? :blush:
1) way to select multiple parts to view in the 3d view
2) uv map editor
3) applying texture on 3d view
4) a way to move points like in oedit and your tool will finally substitute that old oedit :D
5) when you maximize the window, the 3d view window should maximize to view more things...

I notice that zooming in 3d view is really faster than in oedit, so great job!!!

I work on 2, 3 and after 1...
 

ludo

Youth Team
du_oro10;2803490 said:
Hi, Ludo, I've tested the import 3DS function of OFW3 with a face, I've exported the 001 part as .obj, then edited it with Rhino, saving as .3ds file, then re-importing with OFW3 and after vertex writing, the proccedure of re.writing works fine, it does similar work than OEdit Rhino Points importation, but, sadly, it looks like the problem with the vertex order still there man, I show you some picks.

The face model before to be Vertex Writed



The face model after to be Vertex Writed



I hope you can find an algoritm in order to solve the problem.

I'm not even a intermediate programer, but in excel, after Rhino .txt points exportation, I've noticed that Rhino does it increasing the X axis value, so, I exported the original .o file to Rhino points with OEdit, numbered it from 1 in front, then order it according the X axis increasing value and obtaining a template of original order, after Rhino edition, exporting it as .txt, inserting next to the numbered template, I reordered it according to the first column (the one cantaining the number of each vertex) from 1 in front, and get a better result, not perfect because if for example the original .txt file has:


Vertex N° X Y Z
1 -12.2 0.23 2.15
2 -12.0 1.09 4.15
3 -11.98 3.76 -0.12

The point number 2, after edition has for example -8.12 in X axis value, the order of exportation in Rhino poins is diferent than the one in the original file, so in shortly, the method works just for minimal edition

When I extract ofile to "obj"
X = X/100
Y = Y/100
Z = (Z/100)*-1
 

du_oro10

Reserve Team
Wow, now it could be, I allways see that X and Y where keeped but Z axis change, but never tought to change the vector sensce with *-1. I'll try this one
 

ludo

Youth Team
du_oro10;2806768 said:
Wow, now it could be, I allways see that X and Y where keeped but Z axis change, but never tought to change the vector sensce with *-1. I'll try this one
In fifa "o" files and in many games , all Z are inverted...
:coffe-anim:
 

NumB

Youth Team
i hope OFW4 will help me out with those problems.

OFF-Topic: Can someone tell me how to use gfxpak? I don't get it, it's somehow like fifafs (i mean it requires creating bat file)???
 

Stevi G

Senior Squad
NumB;2807414 said:
i hope OFW4 will help me out with those problems.

OFF-Topic: Can someone tell me how to use gfxpak? I don't get it, it's somehow like fifafs (i mean it requires creating bat file)???

yep u have to vreate a .bat file. Check out the fifa 06 froum. There was something a a thread regarding config.dat where md explained how to use gfxpak
 

Stevi G

Senior Squad
none so far....... ludo is still working on it.
the latest i gt was that ludo was fixing the problem with the kit models
 


Top