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kobain2k1
07-29-2006, 04:22 AM
I posted this on a nother thread (Importer Update)

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Anyone actually used this and got the textures to line up correctly? No matter what i do, the textures are right on some faces, misaligned on others, and completly messed up on the rest.
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I had the same problem and it was really frustrating. If it's the same problem I had been having it was because the importer handles coordinates as per-face and not per-vertex, that is, any given vertice has to have one and one one coordinate. This was driving me crazy, and made me do a lot of unweldings. but...

Tonight I asked my Friend DragonsIOA to take a look at the code and do some tweaking, so he made a few changes I asked him:

-Added checkbox in texture flags (create scenery OVL) to copy the settings to all meshes (useful when an ASE file has lots of little meshes in it, so now you don't need to go through each and every one of the objects inside an ASE file to set texture style!)

-Fixed import of texture in ASE file to use per-vertex texture coordinates (now complex meshes should import texture UVs just fine, no more texture warping!!!)

anyway, give this a try... and Jonwil, I have the code right here... so when you want it, just yell this way.

http://www.megaupload.com/?d=FI228FFZ

try it out and DO tell if it works for you! (It sure works for me!)

Phil
07-29-2006, 04:24 AM
www.megaupload.com

Please could you upload there. Rapidshare doesn't work for me.

jonwil
07-29-2006, 04:29 AM
Please publish this somewhere other than Rapidcrap.
Also, please publish the changed source code (as is REQUIRED by the GPL)

kobain2k1
07-29-2006, 05:38 AM
Please publish this somewhere other than Rapidcrap.
Also, please publish the changed source code (as is REQUIRED by the GPL)

there, published the whole thing in megaupload, deleted rapidshare

Phil
07-29-2006, 05:40 AM
<3! Thanks.

Belgabor
08-26-2006, 06:34 PM
@kobain2k: Could you please fix a small bug in the importer? It seems to keep the file handles of the textures open if you create a scenery ovl...

rctmaniac
08-26-2006, 06:35 PM
@Belgabor: Never noticed that before? Is that with the new version or version 14?

Belgabor
08-26-2006, 06:55 PM
It's with the new version. I don't know about v14.

ScreamMachines
08-29-2006, 04:20 AM
None of my additions would cause the importer to keep a handle open so it probably existed in the normal version as well. I don't recall it happening on either versions actually.

The_Cook
08-29-2006, 05:13 AM
It was happening on older version, certainly r13 left the texture files held open.

computertech82
08-29-2006, 05:08 PM
wow, this is interesting, i'll have to try this one when i get home tonight. would be awesome if i can use wings3d (per-vertex) and this importer and get the items in the game correctly.

Vodhin
08-30-2006, 01:51 AM
The texture files get added into the scenery's OVL and probable need to be 'in memory' while the theme is assembled. Also, the importer is capable of making texture references (to a special texture OVL- a feature not yet enabled?). It is posible that the code that will do this is what makes the importer hang on to used textures.

Belgabor
08-31-2006, 01:31 AM
No, I've converted the source for gcc/mingw/Dev-C++ and looked at the sources, someone forgot a few fclose statements which I fixed =)
I also fixed the random install behaviour.
I'll look at some more improvements and then post the update.

Oh, and if someone knows of easily reproducable bugs in the importer, tell me. If they are easy to fix I'll try to do so.

computertech82
09-01-2006, 07:40 PM
i've tryed to import from wings3d (per vector), it looks good, but will not reflect light at all. I assume something between wings and the importer. Oh, well.

Belgabor
09-01-2006, 08:04 PM
Sounds like the normals get trashed.

rctmaniac
09-02-2006, 05:18 AM
the new downloaded importer doesnt work for me. I get cannnot find jpeg62.dll error

jonwil
09-03-2006, 05:29 AM
Please post full source code to any changes you make (as is required by the licence for the importer)

Belgabor
09-03-2006, 07:20 AM
Please post full source code to any changes you make (as is required by the licence for the importer)
Sure, it's not the first GPL program I work on =)
I simply lacked the time to create a useful source archive and I promised to get the beta out. I'll post the sources in the beta test thread when I'm home tonight.

sr3d
09-03-2006, 10:39 AM
jon i really need to pm you asap can you clear your message box so i can send the pm? please thanks

Ontopic:
Great work on the importer :)

Belgabor
09-05-2006, 01:26 AM
Sources are up now.

BJK
05-11-2008, 02:52 AM
This file needs to be re-uploaded, or is there another way to import CS?
I apologize, I know how annoying it is to bring up old threads. But I think I may need this one.

The_Cook
05-11-2008, 04:00 AM
The latest versions of the importer that Belgabor has produced incorporate all of the fixes mentioned in this thread.

Download the latest (and the source) from Sourceforge (http://sourceforge.net/projects/rct3/).

BJK
05-11-2008, 04:10 AM
Just like last time, the ovl program just flashes a dos-ish box which closes in the tenth of a second. And I read the readme. Try it.
Is this because I have Vista?

Vodhin
05-11-2008, 04:31 PM
Just like last time, the ovl program just flashes a dos-ish box which closes in the tenth of a second. And I read the readme. Try it.
Is this because I have Vista?

That is because you did not read the instructions. If you did, you would know this OVL Make is a command line program and requires you to include source path and file names, distination files names parameters, etc. It is not a "window" based application. OVL Make is also only needed if you are working on an animated model- the Importer can do everything else needed to import certain 3D model file types into the RCT3 game. Since you have not actually imported anything yet (as far as I've been able to see from your posts), you should not even try animation just yet; make a cube and import that first- once you can do that, then you will have a much better understanding of the processes needed for more advanced objects...