For direct access use https://forums.oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
[WIP|Help] Wavefront to Unreal Mesh (except in C++)
- Gustavo6046(BR)
- OldUnreal Member
- Posts: 9
- Joined: Tue Sep 27, 2016 6:08 pm
- Location: Porto Alegre, Brazil
- Contact:
[WIP|Help] Wavefront to Unreal Mesh (except in C++)
Hello all guys!
And yes, it seems this forums is just going to get way more active... I beter take care of how much I say regularly.
I am working in a converter from Wavefront .obj files into .3d files in C++ (since Python doesn't seems to work very well with Unreal's format using the byte manipulation at the vertex formula).
I've read very carefully Paul Borke's thing a million times, and this is probably the 093875825973825892385923975th try I do at such a converter! *breath* But since this is in C++ and it allows for better manipulation of bytes, it seems I'm closer at the point.
It is going nice. Right now it's crashing because of some weird problem converting some (rather usual) face into an Unreal Poly struct. But I managed to get pretty far, and it imports the .obj files (seemingly succesfully), one after another, each a frame!
Also, it'll probably give me a distorted mesh once it... "works". >_
And yes, it seems this forums is just going to get way more active... I beter take care of how much I say regularly.
I am working in a converter from Wavefront .obj files into .3d files in C++ (since Python doesn't seems to work very well with Unreal's format using the byte manipulation at the vertex formula).
I've read very carefully Paul Borke's thing a million times, and this is probably the 093875825973825892385923975th try I do at such a converter! *breath* But since this is in C++ and it allows for better manipulation of bytes, it seems I'm closer at the point.
It is going nice. Right now it's crashing because of some weird problem converting some (rather usual) face into an Unreal Poly struct. But I managed to get pretty far, and it imports the .obj files (seemingly succesfully), one after another, each a frame!
Also, it'll probably give me a distorted mesh once it... "works". >_
Last edited by Gustavo6046(BR) on Tue Sep 27, 2016 9:41 pm, edited 1 time in total.
- Kajgue
- Global Moderator
- Posts: 757
- Joined: Mon Oct 17, 2005 2:36 pm
Re: [WIP|Help] Wavefront to Unreal Mesh (except in C++)
I've made a few threads accross some forums like here and ut99.org about importing a skeletal animated mesh that has been exported as a .PSK/.PSA file from Blender 2.72.
A friend of mine tried to import the .psk/.psa file through the .UCC commandlet, although the end result just looked like a wedge/diamond looking thing instead of having any resemblance to the original model.
Might you also happen to have much knowledge about importing .psk/.psa files from Blender into Unreal successfully?
Thanks in advance!
A friend of mine tried to import the .psk/.psa file through the .UCC commandlet, although the end result just looked like a wedge/diamond looking thing instead of having any resemblance to the original model.
Might you also happen to have much knowledge about importing .psk/.psa files from Blender into Unreal successfully?
Thanks in advance!
AKA - ( T : S : B ) Ice-Lizard
- Gustavo6046(BR)
- OldUnreal Member
- Posts: 9
- Joined: Tue Sep 27, 2016 6:08 pm
- Location: Porto Alegre, Brazil
- Contact:
Re: [WIP|Help] Wavefront to Unreal Mesh (except in C++)
Sorry, I never really tried to import PSK/PSA's from Blender's default exporter (specially since I know they're skeletal (not really the style I'm looking for) and probably for Unreal Engine 2!). I'd rather helpI've made a few threads accross some forums like here and ut99.org about importing a skeletal animated mesh that has been exported as a .PSK/.PSA file from Blender 2.72.
A friend of mine tried to import the .psk/.psa file through the .UCC commandlet, although the end result just looked like a wedge/diamond looking thing instead of having any resemblance to the original model.
Might you also happen to have much knowledge about importing .psk/.psa files from Blender into Unreal successfully?
Thanks in advance!
But thanks for consideration!
- Kajgue
- Global Moderator
- Posts: 757
- Joined: Mon Oct 17, 2005 2:36 pm
Re: [WIP|Help] Wavefront to Unreal Mesh (except in C++)
As far as I know, .PSK/.PSA is compatible with Unreal 227 and UT, but ah.
Thanks anyway though
Thanks anyway though
AKA - ( T : S : B ) Ice-Lizard
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: [WIP|Help] Wavefront to Unreal Mesh (except in C++)
yep.PSK/.PSA is compatible with Unreal 227 and UT
- Gustavo6046(BR)
- OldUnreal Member
- Posts: 9
- Joined: Tue Sep 27, 2016 6:08 pm
- Location: Porto Alegre, Brazil
- Contact:
Re: [WIP|Help] Wavefront to Unreal Mesh (except in C++)
Ok so now I'm gonna post the source code for the sake of it!
main.cpp
main.cpp
Code: Select all
#include
#include
#include
#include
#include
#include "mesh.hpp"
#include "export.cpp"
#include "ssplit.cpp"
using std::cout;
using std::cin;
using std::vector;
using std::string;
using std::pair;
using std::ifstream;
using std::stringstream;
using std::strcmp;
struct stats
{
unsigned int parsedlines;
unsigned int parsedverts;
unsigned int parseduvs;
unsigned int parsedfaces;
unsigned int totallines;
};
bool parseObjLine(string line, mesh* out, stats* out_stats)
{
face newface;
vector curd;
vector pieces;
string cur = "";
// Split lines with space delimiter
for ( unsigned int i = 0; i < line.size(); i++ )
{
if ( line[i] == ' ' )
{
pieces.push_back(cur);
cur = "";
}
else
cur += line[i];
}
if ( cur != "" )
pieces.push_back(cur);
// Check if vertex; if so, append to mesh vertex list
if ( line.find("v ") == 0 )
{
if ( pieces.size() < 4 )
return false;
for ( unsigned int i = 0; i < 3; i++ )
curd.push_back(strtod(pieces[i + 1].c_str(), 0));
out->vertices.push_back(curd);
out_stats->parsedverts++;
return true;
}
// Check if texture UV vertex too
else if ( line.find("vt") == 0 )
{
if ( pieces.size() < 3 )
return false;
for ( unsigned int i = 0; i < 2; i++ )
curd.push_back(strtod(pieces[i + 1].c_str(), 0));
out->uv.push_back(curd);
out_stats->parseduvs++;
return true;
}
//...and for faces
else if ( line.find("f") == 0 )
{
if ( pieces.size() < 4 )
return false;
vector< vector > indexes;
vector indexlist;
string curr = "";
for ( unsigned int i = 1; i < pieces.size(); i++ )
{
indexlist.clear();
curr = "";
for ( unsigned int j = 0; j < pieces[i].size(); j++ )
{
if ( pieces[i][j] == '/' )
{
indexlist.push_back(curr);
curr = "";
}
else
curr += pieces[i][j];
}
if ( curr != "" )
{
indexlist.push_back(curr);
}
vector new_index;
new_index.push_back(atoi(indexlist[0].c_str()));
new_index.push_back(atoi(indexlist[1].c_str()));
indexes.push_back(new_index);
}
for ( int i = 0; i < 3; i++ )
{
newface.vertices[i] = indexes[i][0];
newface.uv[i] = indexes[i][1];
}
out->faces.push_back(newface);
out_stats->parsedfaces++;
return true;
}
return false;
}
int main(int argc, char* argv[])
{
anim animation;
mesh model;
stats statistic;
// Title :3
cerr 1 && strcmp(argv[1], "-txt") == 0 )
{
cerr
Last edited by Gustavo6046(BR) on Thu Sep 29, 2016 3:52 pm, edited 1 time in total.