May 8May 8 Can someone pick up this project?: I want to know if you can get more models, textures from "Taz: Wanted".
May 8May 8 Supporter 7 hours ago, LooneyTunerIan said: I want to know if you can get more models, textures from "Taz: Wanted". "More models" implies that you got some already. Why not show and tell how you got them? From my side I can see meshes in .obe:
May 8May 8 Localization 1 hour ago, shak-otay said: "More models" implies that you got some already. Why not show and tell how you got them? This is what I have so far for a Noesis plugin. It does not fully parse the header(s), but it works on simple props, at least. The issue is that there are split vertices with attributes stored first, then a position and primitive buffer stored at the end. I don't know how to remap the triangles onto the split vertices buffer so I can apply UVs, normals, etc. from it. Normally there would be some sort of ID that maps them together, or an ordering scheme of some sort. I grouped them by matching positions, but don't see any clear patterns yet. fmt_taz_wanted_obe.py Meshes.zip
May 8May 8 Author I tried to view the .obe files in blender, but they didn't exactly work. How do you view ,obe files with the textures?
May 8May 8 Localization 2 minutes ago, LooneyTunerIan said: I tried to view the .obe files in blender, but they didn't exactly work. The files I attached were just samples for analysis. Simpler OBE meshes can be partially converted with Noesis. Just put fmt_taz_wanted_obe.py in the noesisv4474\plugins\python folder. But as I said, I did not parse the header completely, so there are files it will not work with, and the resulting meshes would be missing the UV attributes needed to apply textures. I'd appreciate anyone's input on how to map the triangles to the split vertices to fix that.
May 11May 11 Supporter 14 hours ago, LooneyTunerIan said: Can someone move this to the 3D/2D models section? Done.
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