Pepsee Posted January 21 Author Posted January 21 3 minutes ago, shak-otay said: Thanks for the effort. "None" has to be skipped to avoid this. (You still can't code, can you?) example: no = g.word(g.i(1)[0]) print ">>>",no if no != None: x = os.path.basename(no) split = x.split('.')[0] texName= g.dirname+os.sep+split+'.dds' model.texDiffList.append(texName) No problem! Thank you for your time! Also, no, I had some attempts to pick up python and understand this in the past but have been overall pretty unsuccessful. Let me know where to put this code
Engineers shak-otay Posted January 21 Engineers Posted January 21 Before lines where texname can be None. 1
Pepsee Posted January 21 Author Posted January 21 51 minutes ago, shak-otay said: Before lines where texname can be None. I see there's already this present in the code: I'm not sure where else to try..
Engineers shak-otay Posted January 21 Engineers Posted January 21 No, it's not "present"; if fu != None: is missing (plus indentations).
Pepsee Posted January 21 Author Posted January 21 24 minutes ago, shak-otay said: No, it's not "present"; if fu != None: is missing (plus indentations). Sorry, I edited the script via Sublime and now I get this when I try importing the problematic models: Traceback (most recent call last): File "starter.py", line 612, in Parser meshinfoParser(filename,g) File "starter.py", line 239, in meshinfoParser for n in range(count): MemoryError
Engineers shak-otay Posted January 22 Engineers Posted January 22 (edited) MemoryError may vanish after restarting blender. But don't worry: I could let run through the wolvarkSniper: Quote ====================================================================== ..\Blender249[Oddworld Stranger's Wrath][PC][SMD][2016-06-04]\misc\wolvarkSniper.geo.meshinfo ====================================================================== 0xb1L C[2] 6 0xbdL 0 [ 3 ] (737893, -926945688, 3, 20, 4112, 1, 1, 1, 2, 3, 0, 0) 0x163L 0x163L 1 [ -992055821 ] (0, 0, -992055821, 46, 1952539740, 1702124641, 192030015 2, 1667003237, 1835360885, 1551069281, 1600485733, 1818649970) 0x1dbL 0x1dbL 2 [ 97 ] (1868849512, 1735667319, 97, 0, 1648380928, 16188, 1633967104, 1 952211316, 1970567269, 1551066482, 1918986339, 1702126433) 0x253L 0x253L 3 [ 3 ] (737893, -926945688, 3, 20, 4112, 1, 1, 1, 2, 3, 0, 0) 0x2f9L 0x2f9L 4 [ -992055821 ] (0, 0, -992055821, 46, 1952539740, 1702124641, 192030015 2, 1667003237, 1835360885, 1551069281, 1600485733, 1818649970) 0x371L 0x371L 5 [ 97 ] (1868849512, 1735667319, 97, 0, 1648380928, 16188, 1633967104, 1 952211316, 1970567269, 1551066482, 1918986339, 1702126433) 0x3e9L 0x3e9L 6 [ 0 ] (737893, 375261130, 0, 20, 16, 1, 1, 1, 1, 3, 0, 0) 0x461L 0x503L 7 [ 0 ] (737893, -1722525674, 0, 20, 16, 1, 1, 1, 1, 3, 0, 0) 0x57bL 0x58bL 8 [ 0 ] (737893, 375261130, 0, 20, 16, 1, 1, 1, 1, 3, 0, 0) 0x603L 0x6a5L 9 [ 2 ] (737893, -1373022986, 2, 20, 16, 1, 1, 1, 1, 3, 0, 0) 0x71dL count 2 at 0x851L count2 6 at 0x9e1L 0xbe1L (10, 0, 266099259, 525) 0 (2, 0, 1, 2) 1 (3, 1, 1, 1) 2 (4, 2, 21, 1) 3 (5, 23, 38, 0) < wolvarkSniper > ..\Blender249[Oddworld Stranger's Wrath][PC][SMD][2016-06-04]\misc\wolvarkSniper.geo.data no image: ..\Blender249[Oddworld Stranger's Wrath][PC][SMD][2016-06-04]\misc\wolvarkSniper_Colormap.dds 0x0L 0 (15670, 6, 0, 17, 0, 107, 17, 0, 36, 706) ind/verts, [ 107 ], count 17 UNKNOWN MESH TYPE: 107 1 0 (0, 42) 45 1 1 (1, 40) 45 0 2 (2, 0, 1, 2) 45 0 3 (3, 1, 1, 1) 45 0 4 (4, 2, 21, 1) 45 0 5 (5, 23, 38, 0) 45 Need to check meshtype 107 now. Edited January 22 by shak-otay
Pepsee Posted January 22 Author Posted January 22 9 hours ago, shak-otay said: MemoryError may vanish after restarting blender. But don't worry: I could let run through the wolvarkSniper: Need to check meshtype 107 now. I restarted and sadly still getting the Memory Error on my end for Wolvark Sniper.. At least you were successful 😅
Engineers shak-otay Posted January 22 Engineers Posted January 22 (edited) wolvarkGrenadier was processed, too, additional meshtypes were 103 and 111, but all I got were ugly uvs and meshes. No matter what I used, shorts, floats. (I'll need to check the files manually...) Edited January 22 by shak-otay
Pepsee Posted January 22 Author Posted January 22 12 minutes ago, shak-otay said: wolvarkGrenadier was processed, too, additional meshtypes were 103 and 111, but all I got were ugly uvs and meshes. No matter what I used, shorts, floats. (I'll need to check the files manually...) I had tried adding a condition for mesh 111 myself using code from other checks and got similar results to what you described.. That's as far as I got 😅
Engineers shak-otay Posted January 22 Engineers Posted January 22 (edited) There are some point clouds but I could not get the face indices to match (maybe those from data2 are required - it's somewhat confusing). Edited January 23 by shak-otay
Pepsee Posted January 23 Author Posted January 23 19 hours ago, shak-otay said: There are some point clouds but I could get the face indices to match (maybe those from data2 are required - it's somewhat confusing). That still looks promising!
ʚ Sarahtonin ɞ Posted January 24 Posted January 24 Ooooh! This is looking really promising!! I've been hoping for a way for us to eventually rip the OG Strangers Wrath models! I'm really looking forward to seeing more come from this! ^^ Are the animations packed with the models themselves, or are those separated and in a whole other can of worms? It's a shame this game didn't use .nifs like MO did, but what can ya do I spose, I'm sure the devs had their reasons. 1
Pepsee Posted January 24 Author Posted January 24 19 minutes ago, ʚ Sarahtonin ɞ said: Ooooh! This is looking really promising!! I've been hoping for a way for us to eventually rip the OG Strangers Wrath models! I'm really looking forward to seeing more come from this! ^^ Are the animations packed with the models themselves, or are those separated and in a whole other can of worms? It's a shame this game didn't use .nifs like MO did, but what can ya do I spose, I'm sure the devs had their reasons. The script also natively offers support for the .gr2 animations that are found within the .SMB archives! All you have to do is run the script, extract an SMB archive, import a skeleton, then import a GR2 animation and it should load just fine! As far as I can remember, animations that are 1 frame long have the chance to not import.
Pepsee Posted January 25 Author Posted January 25 17 hours ago, ʚ Sarahtonin ɞ said: Ooooh! This is looking really promising!! I've been hoping for a way for us to eventually rip the OG Strangers Wrath models! I'm really looking forward to seeing more come from this! ^^ Are the animations packed with the models themselves, or are those separated and in a whole other can of worms? It's a shame this game didn't use .nifs like MO did, but what can ya do I spose, I'm sure the devs had their reasons. Here are some animations in action! I managed to find a Wolvark Shooter model that could be imported (it was in the Native character folder for some reason...) Really hoping for the OG Outlaws and the badass Semi-Auto's!
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