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 Post subject: Star Wars: Clone Wars Adventures (*.dme)
PostPosted: Sun May 29, 2016 4:46 am 
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*script updated December 1, 2016*

made my first model import script for Noesis to open these models :D


Image

supports mesh and UVs only
textures will load if they are in the same folder with the model :D

some models might display transparent if the texture has an alpha channel,
but i don't know how to turn off displayed transparency :(

3d object converter can open these models too (:


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Last edited by Acewell on Fri Dec 02, 2016 12:28 am, edited 3 times in total.

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 Post subject: Re: Star Wars: Clone Wars Adventures (*.dme)
PostPosted: Sun May 29, 2016 6:31 am 
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great to see your progress! (though I find this python crxp is harder to deal with than 'C' or maxscript in many cases :D )

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 Post subject: Re: Star Wars: Clone Wars Adventures (*.dme)
PostPosted: Sun May 29, 2016 11:04 am 
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thanks! i have no clue how to do this in C or maxscript and i'm still not sure of many things in python, i mostly just used what i learned from texture scripts. :D
i used your Hex2obj program to confirm vertex and face counts, vertex strides and UV positions for each model type, this would not have been possible for me otherwise so thank you for wonderful program. :rock:
now is time for some of these :gulp: :drunken:

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 Post subject: Re: Star Wars: Clone Wars Adventures (*.dme)
PostPosted: Mon May 30, 2016 6:19 pm 
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AceWell wrote:
3d object converter can open these models too but it mirrors and rotates them for some reason :P


Thank you for your information.

It loads the 3d points as X,Z,Y, but I did not realized it mirrors the loaded objects.
I fixed it (X,Y,Z vertex order + transformation matrix to get the correct view in my program).

I released the v6.408 as a web update now, so just use the Help/Check for updates... function to get it.


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 Post subject: Re: Star Wars: Clone Wars Adventures (*.dme)
PostPosted: Sat Jun 04, 2016 11:25 am 
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i have updated the script in the top post so it prints the texture names in a more readable vertical list under the model name in the logPopup so it looks like this
Code:
* * * modelname.dme * * *
texturename.dds
texturename.dds


and i added mesh IDs to each submesh so Noesis won't merge them all into a single megamesh! :D
this was a problem when models had more than one submesh that used different textures and
the UVs were layered making it difficult to apply textures to the right parts.

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 Post subject: Re: Star Wars: Clone Wars Adventures (*.dme)
PostPosted: Mon Jun 06, 2016 1:54 am 
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That's the older version of the format used by Planetside 2/H1Z1.


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 Post subject: Re: Star Wars: Clone Wars Adventures (*.dme)
PostPosted: Fri Dec 02, 2016 12:32 am 
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i have updated the script in the first post so it auto loads the textures as long as they are in the same folder as the model. :D
if a texture has an alpha channel the model or just parts will display transparent, i don't know how to turn off this transparency. :(
also, if someone knows how to read normals properly for the dme format i will gladly fix the script. :)
i am not 100% certain i am doing it right as of now. :oops:

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 Post subject: Re: Star Wars: Clone Wars Adventures (*.dme)
PostPosted: Fri Dec 02, 2016 1:00 pm 
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AceWell wrote:
i have updated the script in the first post so it auto loads the textures as long as they are in the same folder as the model. :D
if a texture has an alpha channel the model or just parts will display transparent, i don't know how to turn off this transparency. :(
also, if someone knows how to read normals properly for the dme format i will gladly fix the script. :)
i am not 100% certain i am doing it right as of now. :oops:


AceWell, how can I contact you? I can provide you some help


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 Post subject: Re: Star Wars: Clone Wars Adventures (*.dme)
PostPosted: Fri Dec 02, 2016 11:38 pm 
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you can contact me right in this very thread about this format, that is why this thread exist :D
i don't own the format so i don't discuss the research in private any more, i think everyone has a right
to see the research and add on to it if they know something so they don't have to start from nothing. :)

Karpati seems to have this dme format figured out and i'm hoping he will share some specs :D

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 Post subject: Re: Star Wars: Clone Wars Adventures (*.dme)
PostPosted: Sat Dec 03, 2016 12:22 am 
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AceWell wrote:
you can contact me right in this very thread about this format, that is why this thread exist :D
i don't own the format so i don't discuss the research in private any more, i think everyone has a right
to see the research and add on to it if they know something so they don't have to start from nothing. :)

Karpati seems to have this dme format figured out and i'm hoping he will share some specs :D


I would like to speak with you privately fist, but if you insist. You have only DME files, or you have CWA game on your computer with all the files?


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 Post subject: Re: Star Wars: Clone Wars Adventures (*.dme)
PostPosted: Sat Dec 03, 2016 12:45 am 
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i have all game files, but i only research dme files because i am only interested in the models and textures :D

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 Post subject: Re: Star Wars: Clone Wars Adventures (*.dme)
PostPosted: Mon Dec 05, 2016 3:49 pm 
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AceWell wrote:
i have all game files, but i only research dme files because i am only interested in the models and textures :D


I also have this game and I wanted to share all the necessary files,but looks like you have everything you need.

Do you add bones support in the future? As far as I know the skeleton is stored in dsk files.


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 Post subject: Re: Star Wars: Clone Wars Adventures (*.dme)
PostPosted: Mon Dec 05, 2016 10:02 pm 
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i have no plans to add bones, skinning or animations unless you can show
me the python code that is needed to add these things to the script. :]

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 Post subject: Re: Star Wars: Clone Wars Adventures (*.dme)
PostPosted: Wed Dec 07, 2016 4:28 pm 
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AceWell wrote:
i have no plans to add bones, skinning or animations unless you can show
me the python code that is needed to add these things to the script. :]


What is the point in the models without bones?


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 Post subject: Re: Star Wars: Clone Wars Adventures (*.dme)
PostPosted: Wed Dec 07, 2016 4:35 pm 
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lyutor1945 wrote:
AceWell wrote:
i have no plans to add bones, skinning or animations unless you can show
me the python code that is needed to add these things to the script. :]
What is the point in the models without bones?
not the point of discussion this in here for sure.

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