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Dmitry wrote:The new .O tool is not developed for any specific software (Blender, 3ds Max etc.) - but rather it works with general model formats. It can convert GLTF, 3DS, FBX, DAE and OBJ files to O.
And, at the same moment, all these files are possible to create with Blender, 3ds Max, Maya, Sketchup, etc.
The tool is already made and working - but only with FIFA games.
https://bitbucket.org/fifam/otools
I'm looking for people who are interested in other games so we could also add support for them.
Here are some first questions from me related to NBA games:
When do .O files were started to use in NBA games? Was it 2002 or 2003, or earlier?
Is it possible to add new model/texture into the game (for example - face for new player, or a kit for a new team)? How does it work in general and which tools are used?
Is it possible to replace original files with bigger ones (bigger texture resolution, bigger model files etc.)?
How player faces are created/edited? Original face files contain only morphing (vertex animation) data, and it means they are strictly connected to the "base" face mesh. How do people create or edit face files? Do they edit that morphing data?
I also want to find people who could test the tool when/if NBA games support will be added.
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