[Tool] .xmf/.xac <-> .dae converter

The place to discuss scripting and game modifications for X Rebirth.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Post Reply
User avatar
Observe
Posts: 5079
Joined: Fri, 30. Dec 05, 17:47
xr

Post by Observe » Thu, 26. Jun 14, 22:53

arc_ wrote:
linolafett wrote:If there are some questions regarding models, maybe i can help out a bit.
You could always post the specs of the .ani format... ;)
I second this ^^. While there is a lot we can do without animation, I am already beginning to see areas where I need animation to achieve some things I'm interested in doing. We are very lucky to have arc_ willing to provide these tools. I would hate to see this delayed or neglected any longer than necessary.

Thanks.

linolafett
EGOSOFT
EGOSOFT
Posts: 3321
Joined: Mon, 26. Mar 12, 14:57
x4

Post by linolafett » Fri, 27. Jun 14, 10:09

Oh no idea about the ani format :(
I have to set up the animation in max, put into the object properties some values, that it knows how long the animation is, activating, activated and deactivated states for non looping animations etc is written in there.
The rest is done by the exporter/converter. Something i dont know anything about as is it beyond my reach as an artist^^

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Sat, 28. Jun 14, 22:03

Nice to see you have managed to get an object in game Observe :)

Hopefully you can push on where I haven't been able to up to now.
Image

RasserXP
Posts: 7
Joined: Thu, 22. Apr 04, 18:27
x2

Post by RasserXP » Fri, 8. Aug 14, 04:24

I've just read all the pages in this thread, beautiful collaboration
and skills on display here.

I was very sad when going through the xmf,ani files with a hex viewer
for it did not look like adding custom mesh stuff would be easy.

But then I found this thread on google by searching for Blender xmf converter.

Should this converter not be in the X - Rebirth Tools thread
I mean after the cat/dat extractor is the most important tool there is.

Design your own spaceship a see it come to life in the amazing X - Rebirth Universe - that's a sales parameter in my book ;-)

Now back to this mesh animation format, I want to push a button and manual operate the ramp on the skunk and push a fired npc out in space, or maybe just watch the scenery :-)

Lc4Hunter
Posts: 2170
Joined: Sun, 2. Apr 06, 16:15
x4

Post by Lc4Hunter » Sun, 10. Aug 14, 04:34

Nice to see some progress here after a while not watching for it :wink:
Keep up the good work guys!

Maybe i can see some of my ships ingame someday :D

[ external image ] [ external image ]

RasserXP
Posts: 7
Joined: Thu, 22. Apr 04, 18:27
x2

Post by RasserXP » Sun, 10. Aug 14, 12:25

I'm having problems getting the converter to work, I have VS2010 C++ runtime up to date if that's a requirement.

It just closes with an Appcrash no matter if the input file name are correct or just garbage.

Dump of my attempts:
Microsoft Windows [version 6.1.7601]
Copyright (c) 2009 Microsoft Corporation. Alle rettigheder forbeholdes.

c:\XR>dir

Indhold af c:\XRs

10-08-2014 03:05 <DIR> .
03-01-2014 22:33 2.920.448 XRConverters.dll
23-12-2013 23:07 342 XRConverters.h
03-01-2014 22:33 62.464 XRConvertersMain.exe


c:\XR>dir "C:\Program Files (x86)\Steam\SteamApps\common\X Rebirth\*.exe"

Indhold af C:\Program Files (x86)\Steam\SteamApps\common\X Rebirth

26-07-2014 16:06 18.723.328 XRebirth.exe
26-07-2014 16:06 13.896.192 XRebirth_32.exe



c:\XR>dir "C:\Program Files (x86)\Steam\SteamApps\common\X Rebirth\assets\interiors\crates\*.xml

Indhold af C:\Program Files (x86)\Steam\SteamApps\common\X Rebirth\assets\interiors\crates

01-10-2013 13:43 2.811 interiors_crates_size_l.xml
01-10-2013 13:52 2.515 interiors_crates_size_m.xml
01-10-2013 13:53 1.572 interiors_crates_size_s.xml


c:\XR>XRConvertersMain.exe importxmf "C:\Program Files (x86)\Steam\SteamApps\common\X Rebirth\" "C:\Program Files (x86)\Steam\St
eamApps\common\X Rebirth\assets\interiors\crates\interiors_crates_size_l.xml"




c:\XR>dir *.dae

Indhold af c:\XR

Filen not found.

c:\XR>


c:\XR>dir "C:\Program Files (x86)\Steam\SteamApps\common\X Rebirth\assets\interiors\crates\interiors_crates_size_l_data\*.*"

Indhold af C:\Program Files (x86)\Steam\SteamApps\common\X Rebirth\assets\interiors\crates\interiors_crates_size_l_data

02-08-2014 18:23 <DIR> .
02-08-2014 18:23 <DIR> ..
01-10-2013 13:43 536 assets_interiors_crates_interiors_crates_size_l-collision.xmf
01-10-2013 13:43 717 assets_interiors_crates_interiors_crates_size_l-lod0.xmf
01-10-2013 13:43 987 part_door-collision.xmf
01-10-2013 13:43 2.114 part_door-lod0.xmf
01-10-2013 13:43 1.847 part_main-collision.xmf
01-10-2013 13:43 4.226 part_main-lod0.xmf
17-05-2013 12:37 4.052 _tmppart_door01-collision.xmf
17-05-2013 12:37 9.857 _tmppart_door01-lod0.xmf
17-05-2013 12:37 8.807 _tmppart_main01-collision.xmf
17-05-2013 12:37 15.173 _tmppart_main01-lod0.xmf
It Closes with appcrash and no DAE file is found, any sugestions ?

RasserXP
Posts: 7
Joined: Thu, 22. Apr 04, 18:27
x2

Post by RasserXP » Sun, 10. Aug 14, 23:38

I got it to work ! :o
do know what's change but now it produces a dae file without appcrash.

I converted the file interiors_crates_size_l.xml
and opened It in Blender 2.7 dae import and I see and nice locker from the game,
I extruded two polys a bit and exported to dae, the converter complains about only one root node and deleting cam and lights, but I've done that still the same error.

I will try with an non animated object.
anyway nice to be getting somewhere.

LordSneazy
Posts: 153
Joined: Wed, 11. Dec 13, 19:47
x4

Post by LordSneazy » Mon, 29. Sep 14, 06:16

I get the same error? I opened the Local Highway Mesh, made my changes, and it keeps saying only one node. What does only one node mean??? I checked for cameras and lights, all gone. Just the animations and meshes from egosoft and my added meshes.

User avatar
Litauen
Posts: 193
Joined: Fri, 22. Nov 13, 21:09
xr

Post by Litauen » Mon, 29. Sep 14, 16:19


LordSneazy
Posts: 153
Joined: Wed, 11. Dec 13, 19:47
x4

Post by LordSneazy » Mon, 29. Sep 14, 17:34

That is very helpful, unfortuately through trial and error I figured that out last night. I was able to pack it back to an egosoft file, but I noticed it didn't create files for the parts I created. When I get home I'm going to covert it back to a DAE file and see if they are still there from the XMF.

The modding guide is good, but I wish you experienced guys would help us dummies and create a Modding Guide Step-by-Step for dummies.

Also, is there a chance that the converter executable will be updated to allow more than one material on it. I took several layers that had different materials on them, joined them, copied them, and multiplied them, to take a single asset and create a circle out of the parts. But, when I converted the file. The executable said I can only have 1 material per asset.

User avatar
Litauen
Posts: 193
Joined: Fri, 22. Nov 13, 21:09
xr

Post by Litauen » Mon, 29. Sep 14, 18:04

Check element naming. Game's engine takes huge care about them.

[ external image ]

LordSneazy
Posts: 153
Joined: Wed, 11. Dec 13, 19:47
x4

Post by LordSneazy » Mon, 29. Sep 14, 22:16

Am I able to create new names or must I only use the names the game currently uses? If so, would I have to then make sure anything I create is joined under one of those layers?

So is there a set standard for naming?

User avatar
Litauen
Posts: 193
Joined: Fri, 22. Nov 13, 21:09
xr

Post by Litauen » Mon, 29. Sep 14, 22:27

There is some standard. Check the example, you will see some logic. I had no need to reverse engineer it.

LordSneazy
Posts: 153
Joined: Wed, 11. Dec 13, 19:47
x4

Post by LordSneazy » Tue, 30. Sep 14, 06:30

Is this acceptable?

[ external image ]

User avatar
Litauen
Posts: 193
Joined: Fri, 22. Nov 13, 21:09
xr

Post by Litauen » Tue, 30. Sep 14, 13:25

Your naming does not look correct.

Please check this doc.

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Tue, 30. Sep 14, 22:33

@ LordSneazy,

I know you PMed me but I thought I might as well post here as you are asking questions. I was going to link to to my doc as it will help you out with the problems you are having. I haven't personally done anything since I got the BSG in the game.

Far to much is not known about the model importing side of things to really get far (unless that's changed in the last month or two, and like a lot of others have been really hoping that Egosoft would release the mod tools that were hinted at, or at least the knowledge to allow people to create the tools. Before such a time I really cant see much being made :(
Image

LordSneazy
Posts: 153
Joined: Wed, 11. Dec 13, 19:47
x4

Post by LordSneazy » Wed, 1. Oct 14, 00:57

Yes. I have been looking at your mod scripts. It shows me basically everything I need to do. Except your one script uses the mission director to load the Asset (bsg). I'm going to need to write one that replaces the model in changing. Then figure out my phase 2 plans, which gets more difficult.

LordSneazy
Posts: 153
Joined: Wed, 11. Dec 13, 19:47
x4

Post by LordSneazy » Sun, 5. Oct 14, 01:53

I followed all the instructions and I'm just not able to export the file. If I upload the .dae file, anyone mind looking it over?

LordSneazy
Posts: 153
Joined: Wed, 11. Dec 13, 19:47
x4

Post by LordSneazy » Tue, 14. Oct 14, 17:57

Okay, I eliminated all of the Egosoft models from my blender document and just let my models remain. I exported to a .DAE file, and then used the Exporter which for once actually did something. It created a XML file and a folder for the data files. However, the folder for the data files was completely empty.

Does anyone know what I've done wrong to cause the program work up to the point of creating the XMF files?

Also, is it a requirement that I create the collision layer for the exporter to function correctly?

YellowBelllyBlackSnake
Posts: 15
Joined: Sun, 12. Jan 14, 23:05
x4

Post by YellowBelllyBlackSnake » Wed, 15. Oct 14, 08:44

Sounds like something is wrong with the names or hierachy of the objects in your scene.

As far as I know the exporter will work without a collision mesh.

Hopefully this will be of some help.
http://i.imgur.com/VZZoCra.jpg


{Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked - Terre}

Post Reply

Return to “X Rebirth - Scripts and Modding”