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Oh...yeah...we need a converter...

Posted:
Sun Mar 07, 2010 1:41 am
by GPNMilano
Yeah. I'd say we're going to need a converter to go convert our ages to MOUL. Trying to export them with Cyan's plugin is a pain in the ***. you literally have to make all new materials, layers, vertex colors AND exporting it to obj (the only format you can to import it with 3ds max) breaks up the objects by MATERIALS. It is not fun to convert by hand, we need a tool ASAP.
Re: Oh...yeah...we need a converter...

Posted:
Sun Mar 07, 2010 2:13 am
by Paradox
Well, aside from the PhysX data, libPlasma's PageConvert should convert between any versions of Plasma (although I don't know anyone who has actually used it...)

Re: Oh...yeah...we need a converter...

Posted:
Sun Mar 07, 2010 5:29 am
by diafero
So you mean a POTS->MOUL converter? Dustin said he is working on an easy-to-use MOUL->POTS converter for the ages created with the plugin. I don't know if he has plans for the other direction.
Re: Oh...yeah...we need a converter...

Posted:
Sun Mar 07, 2010 6:00 am
by Jamey
ANYTHING from the Plug-in that we can convert for use in Blender would be highly appreciated please!

Re: Oh...yeah...we need a converter...

Posted:
Sun Mar 07, 2010 6:29 am
by diafero
Wait, for use in Blender? If you are using PyPRP in Blender, then the 3ds Max plugin is of no use for you. Maybe some programmer can get some info from it to improve PyPRP, but I doubt the binaries will help there.
Currently we don't even have a way to put the ages produced by that new plugin (if someone can ever make it produce something) into Uru, so that's what I was talking about

Re: Oh...yeah...we need a converter...

Posted:
Sun Mar 07, 2010 7:31 am
by D'Lanor
Paradox wrote:Well, aside from the PhysX data, libPlasma's PageConvert should convert between any versions of Plasma (although I don't know anyone who has actually used it...)

I used it long ago. I don't know if it works differently now but back then it completely dropped incompatible classes. You don't get a playable age that way. Drizzle on the other hand uses smart conversions and attempts to convert an incompatible class to a different class which is compatible.
Re: Oh...yeah...we need a converter...

Posted:
Sun Mar 07, 2010 8:57 am
by diafero
D'Lanor wrote:I used it long ago. I don't know if it works differently now but back then it completely dropped incompatible classes. You don't get a playable age that way. Drizzle on the other hand uses smart conversions and attempts to convert an incompatible class to a different class which is compatible.
IMHO is still works that way - the only thing it actually converts are physicals, or at least there is some code there that could do that.
Re: Oh...yeah...we need a converter...

Posted:
Sun Mar 07, 2010 10:44 am
by GPNMilano
diafero wrote:So you mean a POTS->MOUL converter?
Yes this is what I mean
diafero wrote:if someone can ever make it produce something) into Uru, so that's what I was talking about

I'm sure I can do this part. It's just a pain converting ages created in Blender to ages created by the plugin. (IE exporting into an obj file in Blender, then going to max and importing that file and using it to make an age.
Re: Oh...yeah...we need a converter...

Posted:
Sun Mar 07, 2010 10:56 am
by ddb174
Yeah, there won't be any good Blender->3dsmax or 3dsmax->Blender converters. They are just too different.
As for Pots->Moul and Moul->Pots: Drizzle already does an excellent job with Moul->Pots, and I just need a simpler GUI for Age writers, so that they can export in 3dsmax, then hit a single button in Drizzle and get their Age into Pots for testing and play. (And this will be easy and quick to do, once Cyan's plugin actually works at all XD)
As for Pots->Moul, it will not be too much work to add that to Drizzle, as the design of Drizzle already supports this. *But*, until Cyan release the source code to the server/client, what's the point? And as discussed in another thread, we'll presumably be changing the prp format for physicals to make them a little more physics-engine-independent.
If someone actually wants to create an Age for Moulagain, here's what you do: Use Cyan's plugin (once it isn't horribly broken :P) to create Moul-format prps. Use Drizzle to convert those prps to Pots format and test your age in Pots/Alcugs. When it's to your liking, send the Moul-format prps that the plugin created to Cyan or whoever.
Re: Oh...yeah...we need a converter...

Posted:
Thu Mar 11, 2010 10:22 am
by matthornb
We've got to develop a more intuitive way to get ages into MO:ULagain - the processes we're looking at here seem incredibly complex and time-consuming.
You all have seen my tutorial contest thread - I'd like to propose a challenge to the community.
Find a workable procedure for exporting an age that's currently in Blender to MO:ULagain.
If you can construct a method for doing that and clearly explain how to use it/make it work in a tutorial, I can pretty much guarantee that that entry will be a winner in my contest, likely the top winner.
Because, honestly, that's what we all want most with our fan-created ages right now - we want them to work in multiplayer.
If you all can find a way to make that happen, that'd be AWESOME.
I know it won't be easy - far from it - but the entire Uru community is really, really hoping that the programmers here can somehow find a way to pull it off; they're all hoping there'll be some way to play fan-made ages in MO:ULagain.
I know I am.