zardalu wrote:The origin of the level models as exported by Karpati's 3D Object Converter is maintained such that they are automatically positioned properly when you import them into another program (for example, Deep Exploration). So for example, if you look in the noblequart folder and load 000carm.obj, 001carm.obj, 002carm,obj, etc into Deep Exploration, the rooms will show up linked together as they do in the game. I just referred back to the game in order to assign the correct textures. This took me a little while, but now I have the levels completely textured. The required materials are stored in the sm3 file associated with each msh file, so you can figure it out pretty easily from there. Not the most efficient way to do things, but it works.unlimited32 wrote:has enyone found a way to import level models from los2 in the correct spots? for example where things should be placed and/or oriented? And one other thing, how to know exactly witch level models to import to complete a specific level?
As far as the object placement of things like furniture, candles, interactive objects, etc, you would also need to refer to the game for that (ie screenshots or alt tab). At least for now.
Thank you for your reply!!!