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ForumsShowcase → JKL 2 OBJ
JKL 2 OBJ
2013-05-05, 6:14 PM #1
Working on geometry exporter.

Loads JKL including automatic 3dos, mats, colormaps, anim key.

Exports OBJ including MTL and dumps 24-bit BMPs for all used mat textures (handles 8-bit w/ colormap, plus mat16 also supported).



[ B A H ]
Bad *** by nature,
Hackers by choice
2013-05-05, 7:02 PM #2
WHAT HAPPENED IN THAT LAST PICTURE

MAN DEM SOME GOOD SHROOMS
DO NOT WANT.
2013-05-05, 11:42 PM #3
Nice! Would be nice to know what TODOA would look like after such a conversion >_>
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2013-05-06, 2:03 PM #4
I have no idea what this does but three cheers for you sir!
COUCHMAN IS BACK BABY
2013-05-06, 3:18 PM #5
Excellent work. Someone port JK to UDK
2013-05-07, 8:02 PM #6
What's OBJ? Should I know what that is? :confused:
2013-05-08, 12:57 AM #7
It's a pretty standard 3D geometry file format that's compatible with like, every 3D program. I think it's losing ground to FBX lately, although the latter is less universally compatible.
2013-05-08, 1:25 AM #8
Originally posted by Zell:
WHAT HAPPENED IN THAT LAST PICTURE

MAN DEM SOME GOOD SHROOMS


TO THE ONE CALLED MAW

YOU MUST DON YOUR PIZZA HELMET

TRAVEL WITH STEPHEN THE SENTIENT SUITCASE

BE FAR AS EVEN DECIDED TO GO USE TO DO LOOK MORE LIKE

HAZARD A COMPANY ONE PROCESS
error; function{getsig} returns 'null'
2014-01-15, 4:38 AM #9
Well now. I should come around Massassi more often. I was working on one of these myself, except it was just for 3DO, and no MAT conversions (have to extract and convert yourself). My 2 problems however were that I couldn't properly do the texture coords and wasn't sure how to offset the meshes according to the 3DO Hierarchy. I look forward to the final product with much anticipation! :)

Oh, and looks like someone had fun with the smoothing subdivs. :cool:

/Edward
Edward's Cognative Hazards
2014-04-01, 5:23 AM #10
I emailed StrikeAthius about the status of this project & he was kind enough to link me to the project in its current state as well as a tutorial video on how to use it (required). He asked me to post this on his behalf.

? :)
2014-04-01, 5:31 AM #11
Thank you Mentat (and StrikeAthius, of course) . I will check the tutorial out ... realistically, I don't think I will be using this app, but I'm planning to teach myself how to use a modern game level editor sometime in 2015 because I'd always wanted to, perhaps I'll play around with it for nostalgia's sake.
幻術
2014-12-22, 7:36 PM #12
Oh no, the links are down! Does anyone still have the files for this?
2014-12-23, 12:34 AM #13
Only if you go on a camping holiday with me.



http://fgr.deus-ex.org/MIRROR/JKL2OBJ.7z
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2014-12-23, 12:56 PM #14
YOU ARE THE BEST THANK U

Now if I can just figure out how to get it into Maya with textures :I
2018-06-08, 10:57 PM #15
Still waiting for that camping holiday!

https://www.dropbox.com/s/b63whns1q895vj2/JKL2OBJ.7z?dl=0
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2018-06-09, 11:57 PM #16
(At any rate, I'll probably remove that file at some point, so better get it while it's still there!)
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2018-11-15, 1:45 PM #17
Anyone wondered what a game actually looks like without any artificial lighting and just relied on the lights one could see (aka texture emission alone)?



Nar Shaddaa is a pretty dark place, and this is Emission Strength 100.
Rendered in Blender Cycles.

/Edward
Edward's Cognative Hazards
2018-11-15, 6:16 PM #18
That actually looks really badass

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