Venoms wrote:for me if someone have to fix the court,....the game absolute perfect....
gregkwaste wrote:Finally
[ Image ]
I suck on selecting default colors, so if anybody has some default material color to propose, please be my guest
So as you can see, i am now capable of loading the models on the viewport. Concerning the way that the textures are stored and the way that they are assembled at the game runtime, its pretty impossible to make a full textured preview of the model. So this will be as far it will get for the models inside the tool. The rest will be done in blender and will include the texture json files. I'll come back into this with more information about the models (there is a lot of stuff going on and i still keep saying this but anyway).
maumau78 wrote:gregkwaste wrote:Finally
[ Image ]
I suck on selecting default colors, so if anybody has some default material color to propose, please be my guest
So as you can see, i am now capable of loading the models on the viewport. Concerning the way that the textures are stored and the way that they are assembled at the game runtime, its pretty impossible to make a full textured preview of the model. So this will be as far it will get for the models inside the tool. The rest will be done in blender and will include the texture json files. I'll come back into this with more information about the models (there is a lot of stuff going on and i still keep saying this but anyway).
Great work Greg but I don't get the problem with Texture Preview on models...
..models have UV map coordinates why not just use them?
...or the problem for you is getting UV per vertex? ( I mean you can't find them yet)
gregkwaste wrote:maumau78 wrote:gregkwaste wrote:Finally
[ Image ]
I suck on selecting default colors, so if anybody has some default material color to propose, please be my guest
So as you can see, i am now capable of loading the models on the viewport. Concerning the way that the textures are stored and the way that they are assembled at the game runtime, its pretty impossible to make a full textured preview of the model. So this will be as far it will get for the models inside the tool. The rest will be done in blender and will include the texture json files. I'll come back into this with more information about the models (there is a lot of stuff going on and i still keep saying this but anyway).
Great work Greg but I don't get the problem with Texture Preview on models...
..models have UV map coordinates why not just use them?
...or the problem for you is getting UV per vertex? ( I mean you can't find them yet)
Οf course i have found them, how could i preview lebron's head a couple of pages before in the topic.
The problem is this:
[ Image ]
There are no objects separated in the model. Everything is treated as one object and the game uses custom shaders to load pixel imformation from a huge texture object which looks like this and probably the game calculates this at runtime.
And if this was not enough, the textures are not treated as they are stored. They are scaled by arbitrary amounts which are defined in the metadata.json files. I've not checked how this whole thing works, but i can be sure that there is no way to do something like this on the explorer tool.
maumau78 wrote:gregkwaste wrote:maumau78 wrote:gregkwaste wrote:Finally
[ Image ]
I suck on selecting default colors, so if anybody has some default material color to propose, please be my guest
So as you can see, i am now capable of loading the models on the viewport. Concerning the way that the textures are stored and the way that they are assembled at the game runtime, its pretty impossible to make a full textured preview of the model. So this will be as far it will get for the models inside the tool. The rest will be done in blender and will include the texture json files. I'll come back into this with more information about the models (there is a lot of stuff going on and i still keep saying this but anyway).
Great work Greg but I don't get the problem with Texture Preview on models...
..models have UV map coordinates why not just use them?
...or the problem for you is getting UV per vertex? ( I mean you can't find them yet)
Οf course i have found them, how could i preview lebron's head a couple of pages before in the topic.
The problem is this:
[ Image ]
There are no objects separated in the model. Everything is treated as one object and the game uses custom shaders to load pixel imformation from a huge texture object which looks like this and probably the game calculates this at runtime.
And if this was not enough, the textures are not treated as they are stored. They are scaled by arbitrary amounts which are defined in the metadata.json files. I've not checked how this whole thing works, but i can be sure that there is no way to do something like this on the explorer tool.
oh my god ^_^ I guess we'll use Blender ^__^ then
gregkwaste wrote:Made some more tweaks on the GUI, removed the info panel. Now all the info will be rendered on the top of the opengl viewer
I worked a bit on the models, trying to make the viewer consistent with as more models i can, but this one is again kind of hard. 2K (and pretty much all companies) use different scaling in their models, when its up to body parts and arenas/stadiums and generally huge assets. So in order to make the 3d viewer to work i need to adjust the scaling somehow. I sort of made it but its a bit tricky.
I also wrote an obj exporter, so that you can export models immediately, and import them to any software you like for further viewing. No uvs, no normals for now, vertices and faces is all you get
Anyway while i was testing i found those
[ Image ]
[ Image ]
TBM wrote:You think it'll be possible to replace a player model with a female model and actually play as a female? That would make some of the modders very happy if so.
Tha King wrote:gregkwaste wrote:Made some more tweaks on the GUI, removed the info panel. Now all the info will be rendered on the top of the opengl viewer
I worked a bit on the models, trying to make the viewer consistent with as more models i can, but this one is again kind of hard. 2K (and pretty much all companies) use different scaling in their models, when its up to body parts and arenas/stadiums and generally huge assets. So in order to make the 3d viewer to work i need to adjust the scaling somehow. I sort of made it but its a bit tricky.
I also wrote an obj exporter, so that you can export models immediately, and import them to any software you like for further viewing. No uvs, no normals for now, vertices and faces is all you get
Anyway while i was testing i found those
[ Image ]
[ Image ]
Nice work man, but white is fine rather than green.
TBM wrote:You think it'll be possible to replace a player model with a female model and actually play as a female? That would make some of the modders very happy if so.
gregkwaste wrote:TBM wrote:You think it'll be possible to replace a player model with a female model and actually play as a female? That would make some of the modders very happy if so.
Well assuming that the female models are lower sized than the main player models, i think thats possible yes, simply replace all the parts with the female parts. I won't try it though xD
Users browsing this forum: No registered users and 2 guests