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| Topic Started: Feb 15 2014, 07:38 AM (241,658 Views) | |
| HENDRIX | Nov 13 2014, 07:04 PM Post #661 |
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Found the bug with the weighed model:![]() Still has bugs linking the meshdata to the mesh... On a side note, when I import the ankylo BFB and export it to NIF, I get the complete thing, only missing weights as those were not imported in the first place (and LODs also cause problems):
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Nov 13 2014, 07:06 PM Post #662 |
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blah
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Does that mean you're making a new Ankylosaurus?
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| HENDRIX | Nov 13 2014, 07:18 PM Post #663 |
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No. This is the original EA Ankylosaurus, extracted from a BFB file by my importer and exported to NIF. Fixed the LOD problem, now it imports all LODs without bugs. |
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| Bill | Nov 13 2014, 10:21 PM Post #664 |
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originally, one_piece
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great news! being able to import bfb would be a huge advantage! i still don't understanf why did BF suddenly decided not to use nif files in EA like they did in previous expansions |
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| Iben | Nov 14 2014, 12:31 AM Post #665 |
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There'll be no foot-walking! Just air-flying!
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Simply because BFB's are a better format than nifs IIRC, one of the upsides of BFB's is that they only contain what the game truly uses, and lacks all the redundant data. I know there are more positive sides to it, but yeah, they did it for a good reason ![]() Nice to see the importer working though, I hope that one day you might be able to make the BFB exporter work, so we can use the benefits of BFBs ourselves
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| HENDRIX | Nov 14 2014, 04:52 AM Post #666 |
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This is the plan of course, but first we have to figure out what every single byte of a BFB does, and understand all the different structures, and the easiest way to do that is by importing the BFB. Figured out a better way to deal with the different vertex formats and now it imports the sloth lods properly and with texture ![]() ![]() BFBs have many advantages, as Iben said they're smaller, they can have external shaders (animated wind effect) and they only have the really needed stuff. They're even somewhat compressed as meshes can use the same data, for example in LODs, nifs have all the data repeated but BFBs point back to vertices from another LOD and use these, instead of having their own. Very efficient
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| HENDRIX | Nov 14 2014, 09:20 AM Post #667 |
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Importing of bone weights works now as well, so now the models are actually usable... here's the result on the giant ground sloth, it would probably cause problems ingame because the node names are decapitalized (the BFBs don't care, NIFs do), and of course the collision is missing, but otherwise it would work. https://drive.google.com/file/d/0B442QuWePTBnbWQtRE56V0pCRG8/view?usp=sharing |
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| Sarco | Nov 14 2014, 10:27 AM Post #668 |
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Wow,thank you for upload Hendrix! And i hope your megatherium finish |
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| HENDRIX | Nov 14 2014, 11:37 AM Post #669 |
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This has absolutely nothing to do with my WWB megatherium, it has it's own animations set and doesn't need the giant ground sloth. It's merely a test to see how much can be done with the importer already ![]() Now it can import multiple UV sets, for example used by detail or decal textures. |
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| Iben | Nov 14 2014, 01:31 PM Post #670 |
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There'll be no foot-walking! Just air-flying!
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Not sure if it actually would be in there or not, but it might be interesting to look at the BFBs of the tankwalls. It might contain the info on how it works as a waterborder, and might open the way to underwatertunnels. Or at the very least, to perhaps a "patch" so the fog doesn't disappear
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| HENDRIX | Nov 14 2014, 01:37 PM Post #671 |
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I'd assume that the water boundary is not created by the bfb but rather the line the game calculates as wall border, against the surface and the seafloor. Another interesting idea is creating those fitSurfacePicks to create walkable surfaces like the islands from MM... |
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| Joe99 | Nov 15 2014, 04:34 AM Post #672 |
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I wanted to put on your wwd thread but it is closed but your argentinosaurus is too small Spoiler: click to toggle this is ingame with human and gigtanosaurus Spoiler: click to toggle this is a much more accurate size comparison I just wanted you to be aware of it for when you next update wwd land of giants Edited by Joe99, Nov 15 2014, 04:37 AM.
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Nov 15 2014, 05:00 AM Post #673 |
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You realize if some things were scaled exactly they wouldn't be viable to use in the game? |
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| Joe99 | Nov 15 2014, 05:09 AM Post #674 |
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why would it be simply to big to fit or just to hard to make enclosures for but the jpp brachiosaurus is bigger that the wwd argentinosaurus. Spoiler: click to toggle
Edited by Joe99, Nov 15 2014, 05:26 AM.
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| HENDRIX | Nov 15 2014, 05:15 AM Post #675 |
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The super version is bigger, and if you don't like it like that still, resize it yourself. And wrong thread, if the WWD thread is closed, it's closed and its topic shall not be talked about in other threads. |
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IIRC, one of the upsides of BFB's is that they only contain what the game truly uses, and lacks all the redundant data. I know there are more positive sides to it, but yeah, they did it for a good reason 









