Did you use the obj to bcmdl converter ? What is your model editor ?Whenever I import an obj the visible model is for some reason dispositioned far away from where it should be, but the collision imports to the correct place. Any ideas?
Yes, that's known to happen with models made in sketchup, i have no idea on how to fix it, since the model importer code was not made by me, if you use sketchup your only way is to use the nw4c toolkitI'm using the converter you included in 0.4. I'm using Sketchup, but the same problem occurs if I import it into Blender first then export as obj from there. My model is right on the axis origin, and the collision is importing to where it should be. However, the visible model is flying off in the distance somewhere.
Is the person who made it still working on it? If not, I might be able to fix it up, I made the current obj importer for Super Mario 64 with which users primarily import Sketchup-generated objs. It would also be great to see the alpha layer working.Yes, that's known to happen with models made in sketchup, i have no idea on how to fix it, since the model importer code was not made by me, if you use sketchup your only way is to use the nw4c toolkit
idk, but the last commit on github is from 8 month ago, if you can fix it would be nice ! I guess the problem is the CGFXGenerator since the Kcls generated from sketchup objs work. Maybe @Gericom knows what the problem could beIs the person who made it still working on it? If not, I might be able to fix it up, I made the current obj importer for Super Mario 64 with which users primarily import Sketchup-generated objs. It would also be great to see the alpha layer working.
So, what exactly is the problem?idk, but the last commit on github is from 8 month ago, if you can fix it would be nice ! I guess the problem is the CGFXGenerator since the Kcls generated from sketchup objs work. Maybe @Gericom knows what the problem could be
Objs made with sketchup when converted to cgfx(bcmdl), in the game are not in the same place as they were placed in the editor, like it's the axis origin different or something like that,while the collision, a variation of the kcl format, generated with the same obj is in the right place:So, what exactly is the problem?
Hmm. That's definitly strange.Objs made with sketchup when converted to cgfx(bcmdl), in the game are not in the same place as they were placed in the editor, like it's the axis origin different or something like that,while the collision, a variation of the kcl format, generated with the same obj is in the right place:
View attachment 53884
Managed to import a Wii model, this was ripped from the game:
Depending on the feedback, I may or may not release this.
If you open a level from the game you will see that there are some white and red lines, those are rails, they are paths for objects, like moving platforms or zones where enemies can move, they are also used for shaping the ropesNot to sound dumb, but what is a rail? What do they do and represent?
That's why i'm guessing the problem is how sketchup makes or exports modelsMore oddities. It seems that even by exporting the sketchup model into blender or maya it still puts the axis origin in the wrong place. Even more baffling, it still does this when you export from sketchup to a different format such as dae, 3ds, wrl, and then convert it to an obj with either of these programs.
No, I tested it. It works fine.Even though you mannaged to do so, then it will most likely crash the 3ds....
I modified it otherwise, yes, it will crashdid you import it directly from a wii model? Or did you modify it ?
Yes, it is a bit laggy though. Do you know how to reduce polygons? ThanksDid you just make the textures smaller or ?