Importing existing meshes - "3D Object Convertor"?

http://web.t-online.hu/karpo/

Hi all,

I was looking around for an easier way to edit existing meshes and came across this utility program.
http://web.t-online.hu/karpo/

It works with both bin and txt formats... and provided you put the .mesh and textures into the same folder it perfectly reads in everything and displays it fine.

Here are some screenies. The unregistered version won't export all formats, but I was thinking this has got to be a better way than fiddling around with 3ds/Softimage/scripts/etc/etc to get both meshes and textures.

Some screenshots of how it perfectly imported the Psi battleship. In point of fact, I haven't managed to convert it into a version that is readable by 3ds or Softimage but surely it's gotta be able to do it!

 

4,362 views 5 replies
Reply #1 Top

Yeah, this one's a nice little free program.  The only problem with it is that it does not convert to .xsi without being registered.  But, after some of trial - going straight down the filetype list - I found that it the .slp file is readable by Blender, which can then convert to .xsi.  (Although if you know how to work with Blender (I don't at present), you can skip that last step).  It's a bit of an annoying multi-step process, and somewhere during it (i'm not sure which step, and if it's just the file type or not) you lose all the UV and null point information.  But if that's not a concern, then it's a functional method of bringing in existing models to play with.

One other outcome I've noticed as well, and i've no idea what causes it or how to fix is, is that one side of the model will be reversed.  Either "Front" will actually be the rear (leaving everything else proper), or if you rotate, the Left side is shown as Right, or the Bottom is shown as the top.  If anyone knows how to fix that, it'd be appreciated.  Has caused some amusing shadow problems, seeing the side facing away from a sun lit up bright as day.

Reply #2 Top

I was looking for a way of using the utility to import into 3ds Max or Softimage 7.5... without having to use the 3ds Maxscript import.... but unless you register this program I don't think there is a freebie way to do this. I tried to convert to .hrc format then import into Softimage 7.5 but it crashed the program :(

Reply #3 Top

I've been looking for ways to import Mesh format into sins, and I have had this program for a long time.

 

I never figured that it could import and export mesh files!!!

 

But, I have tried importing mesh files, how did you do that? I can't get it to work!

Reply #4 Top

Well, as I had said, so far the only file type I found that worked without registering was the .slp (PRO/Engineer Render).  But I was also trying purely what both Softimage and Blender could support, and I stopped on that list when I found one that worked (in this case, with Blender.)

Blender, btw, is a free modeling program.  How good it is exactly, I'm not sure.  I haven't really tried to figure out how to truly use it.

In anycase, as for how to do it.  You start with just opening the .mesh with 3DOC, and saving it as an .slp.

Then start up Blender, import the .slp in, and export as an .xsi.

That you can just import into Softimage no problem and play with it from there.  Just be sure to get rid of the extra cameras/grid/box/rootscene stuff, since the export from Blender is the whole scene, not just the model.  (Might be able to stop that, but I haven't bothered to try, it's really easy to select and delete a few useless objects.)

After that is the long drawn out process of doing whatever it is you want to do with the model.  (I don't advise using this to resize.  The UV map is gone, as are all the points the game needs for weapons/abilities/etc.  You have to create all of those.  There's also some little program someone wrote on the forums somewhere that can do resizes easily for you instead.)

When done with everything for that (check the guide in forge tools if you're not sure all the steps you do need for a 'new' model), just export from Softimage as an .xsi again, run the .xsi through the mesh converter from the Forge Tools, and go about all the stuff needed to add a new object of any sort to Sins.

 

There may be other ways of doing all this, with fewer steps, and less loss of additional info (the uv/points), but this just happens to be an entirely free method that I've found works.  If anyone finds another way, I'd certainly suggest tossing it out for others to learn.

Reply #5 Top

I figured out why I couldn't import mesh, I had an old version.

so I updated, I will be trying to figure out how to streamline what you were saying.