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 Post subject: [solved] Scale Problem on Repacking Edited Models
PostPosted: Wed May 10, 2017 9:29 am 
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Hello everyone,

This is more of a question on the common techniques in dealing with repacking edited models. First off, we all know that each 3D modelling software might use different default scale.

For example:
  • I export the models to FBX through Noesis. (game character with bones and weights)
  • I import it into 3DSmax. (the advance import options shows automatic scale or mm,cm,m...etc... I chose "1.0" cm)
  • I make really small adjustments to the model, no scale changes.
  • I export the model from 3DSmax to FBX again. (the advance export options show automatic scale or mm,cm,m...etc... I chose automatic "1.0" )
  • I then import it into Noesis then export it back to the original game file.
  • I enter the game and the objects become too small and sometimes if I choose different scale on import & export it becomes too big.

So, what are the common approaches to dealing with this?

Facts about the game I'm modding:
- The game uses DirectX9.
- It's a Korean MMORPG. (maybe someone knows the common scale unit used by korean developers/modellers)
- It was made in 2001.

Any tips or ideas?

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Last edited by majidemo on Thu May 11, 2017 6:38 pm, edited 1 time in total.

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 Post subject: Re: Scale Problem on Repacking Edited Models
PostPosted: Wed May 10, 2017 5:14 pm 
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Don't use FBX. Its a crap format and always had scale problems.


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 Post subject: Re: Scale Problem on Repacking Edited Models
PostPosted: Wed May 10, 2017 5:34 pm 
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Any suggestions?


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 Post subject: Re: Scale Problem on Repacking Edited Models
PostPosted: Wed May 10, 2017 5:45 pm 
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i'm not using max so dont know which formats it can import


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 Post subject: Re: Scale Problem on Repacking Edited Models
PostPosted: Wed May 10, 2017 5:49 pm 
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For blender perhaps?


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 Post subject: Re: Scale Problem on Repacking Edited Models
PostPosted: Wed May 10, 2017 5:52 pm 
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try collada dae



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