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Thread: JKL 2 OBJ

  1. #1
    I r an experienced c++ programmer
    Posts
    406

    JKL 2 OBJ

    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).



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    [ B A H ]
    Bad *** by nature,
    Hackers by choice

  2. #2
    Not the senator.r
    Posts
    7,191
    WHAT HAPPENED IN THAT LAST PICTURE

    MAN DEM SOME GOOD SHROOMS
    DO NOT WANT.

  3. #3

    NIKVMVS-REX-TODOA

    Posts
    16,598
    Nice! Would be nice to know what TODOA would look like after such a conversion >_>

  4. #4
    I have no idea what this does but three cheers for you sir!
    COUCHMAN IS BACK BABY

  5. #5
    Excellent work. Someone port JK to UDK

  6. #6
    What's OBJ? Should I know what that is?

  7. #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.

  8. #8
    Boneless Chicken Wings
    Posts
    3,322
    Quote Originally Posted by Zell View Post
    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'

  9. #9
    Hammer and Nail Computing
    Posts
    2,325
    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.

    /Edward

  10. #10
    Human Computer
    Posts
    2,825
    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.

    ? :)

  11. #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.

  12. #12
    Oh no, the links are down! Does anyone still have the files for this?

  13. #13

    NIKVMVS-REX-TODOA

    Posts
    16,598
    Only if you go on a camping holiday with me.



    http://fgr.deus-ex.org/MIRROR/JKL2OBJ.7z

  14. #14
    YOU ARE THE BEST THANK U

    Now if I can just figure out how to get it into Maya with textures :I

  15. #15

    NIKVMVS-REX-TODOA

    Posts
    16,598
    Still waiting for that camping holiday!

    https://www.dropbox.com/s/b63whns1q8...KL2OBJ.7z?dl=0

  16. #16

    NIKVMVS-REX-TODOA

    Posts
    16,598
    (At any rate, I'll probably remove that file at some point, so better get it while it's still there!)
    Last edited by Nikumubeki; 06-10-2018 at 03:47 AM.

  17. #17
    Hammer and Nail Computing
    Posts
    2,325
    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)?

    Click image for larger version. 

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

    /Edward
    Last edited by Edward; 11-15-2018 at 04:48 PM.

  18. #18
    ^^vv<><>BASTART
    Posts
    7,770
    That actually looks really badass

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