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Re: ZLZ PRP Importer

PostPosted: Sat Sep 05, 2020 7:52 am
by JulyForToday
Poking around this part of the forum, found this thread.

You might already be aware, but I figured it was worth mentioning.
For the most part ZLZ works rather well. Any time I've imported an age by Cyan it works fine.

But I've noticed that some weird things can happen with some fan ages.
If I import Chiso, or the GoMe Pub for example, here is what it looks like:

Image
Image

A bunch of objects are in the wrong place, many clustered near the world origin. Some of them are scaled oddly. Not sure what causes this.

Re: ZLZ PRP Importer

PostPosted: Sun Sep 06, 2020 1:47 am
by Doobes
Most likely due to those Ages being exported with Korman instead of 3DS Max. Not sure why that would make a difference though.

If you just wanted to play around with the blends to see my work under the hood, I'd be happy to furnish you with the originals. :)

Re: ZLZ PRP Importer

PostPosted: Sun Sep 06, 2020 5:55 am
by Maroonroon
Doobes wrote:If you just wanted to play around with the blends to see my work under the hood, I'd be happy to furnish you with the originals. :)

If you're agree, I'd like to have them too, please; it could help me to understand how to build a few things. :oops:

Re: ZLZ PRP Importer

PostPosted: Mon Sep 07, 2020 1:54 am
by Sirius
If it affects only colliders and regions, then that's a known bug. I already have a fix for it and tons of other things, but it's not yet available through the Wiki as I'm still working on it.
(Next version of ZLZ will require an updated version of libHSPlasma, which means I'll probably release it around the same time as the next Korman if everything goes well.)
Hopefully it's not too annoying :? I recall there are less bugs with Ages from PotS, you can try importing the PotS version instead...

I'll also import those Ages with my current version to make sure everything goes as expected. As Doobes said, Korman and 3dsMax have subtle differences which may change how well Ages are imported.

I'm glad to see people using this plugin :)

Re: ZLZ PRP Importer

PostPosted: Mon Sep 07, 2020 6:37 am
by Maroonroon
Sirius wrote:I recall there are less bugs with Ages from PotS, you can try importing the PotS version instead...

I already tried to convert POTS version of ChisoPreniv, GoMePubNew and VeeTsah; same result:
JulyForToday wrote:A bunch of objects are in the wrong place, many clustered near the world origin. Some of them are scaled oddly.

Re: ZLZ PRP Importer

PostPosted: Mon Sep 07, 2020 12:54 pm
by Sirius
Okay, I tried importing the MOUL version of Doobes' Ages.

JulyForToday wrote:A bunch of objects are in the wrong place, many clustered near the world origin. Some of them are scaled oddly. Not sure what causes this.

I can confirm there is some issue with object transforms exported with Korman which still happens with my version of ZLZ. Noted, will find a fix for the next version.

(The rest of this post is just technical stuff...)

Korman exports object transforms into the icicles' l2w/w2l matrices for drawable objects without a coordinate interface. 3dsMax usually ignore those and bake transform directly into vertices. Should be simple to fix.
... Which also means I have proof that Doobes does not always apply scaling to his objects :twisted: :lol:

I also noticed there is something funky with the MOULa version of VeeTsah. Theoretically its sequence prefix should be 40004 with a pageid of 1 for Temple.prp, but my version of HSPlasma instead reads it as -40260 and 33, which means ZLZ will completely skip importing it. Sounds like my version of HSPlasma still uses a wrong mask to read those IDs, but haven't digged deeper than this.

Re: ZLZ PRP Importer

PostPosted: Mon Sep 07, 2020 4:59 pm
by Tsar Hoikas
Sirius wrote:Korman exports object transforms into the icicles' l2w/w2l matrices for drawable objects without a coordinate interface. 3dsMax usually ignore those and bake transform directly into vertices. Should be simple to fix.


I think I remember making the decision to do this. IIRC I didn't want to waste time doing that per-vertex in Python, which would slow down the already slow exporter even more. Maybe one day, when the mesh exporter is rewritten in C++.