fun with .pso
19 years 15 hours ago #14223
by cambragol
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19 years 15 hours ago #14224
by Shane
Replied by Shane on topic fun with .pso
Rats... something went funky with the compression. I can extract the lwo and lws files, but the textures give me an error. Can you send just the textures uncompressed (just attaching them)?
EDIT: Nevermind... I'm not thinking. I can convert them myself.
Perhaps I need a bit more coffee this evening...
EDIT: Good grief... my system was blocking unzip from opening the iff texture files. I've never run across that before. I had to open the properties panel of the zipped file and check unblock.
Virus protection is just getting silly these days... [xx(]
EDIT: Nevermind... I'm not thinking. I can convert them myself.
Perhaps I need a bit more coffee this evening...
EDIT: Good grief... my system was blocking unzip from opening the iff texture files. I've never run across that before. I had to open the properties panel of the zipped file and check unblock.
Virus protection is just getting silly these days... [xx(]
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19 years 14 hours ago #14227
by Jasper
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If there is hope it lies with the demo scene.
PSO and FTEX tools: pointless.net/eoc/
Replied by Jasper on topic fun with .pso
Thanks everyone, thats helped learn a few bits.
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If there is hope it lies with the demo scene.
PSO and FTEX tools: pointless.net/eoc/
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- GrandpaTrout
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- King of Space
19 years 12 hours ago #14228
by GrandpaTrout
Replied by GrandpaTrout on topic fun with .pso
Exciting progress!
If I understand this quote, then you are saying that the Flux engine itself uses "standard" UV mapping? It is just that the PS model team created the models in Lightwave 5.6 and so the converter was designed around the 5.6 texture mapping.
Would this mean that a new converter could be written to take UV mapped models directly? Bypassing the need to work around or "patch" the textures back in? My reason for asking is that Lightwave 5.6 is hard for people to get. And lightwave itself is very expensive. But there are many lightwave format compatable tools in existance.
Yes, one of the things converter.exe does is to convert the LW style projection stuff to per-vertex texture co-ords - which as far as i can tell is the same thing as uvmapping.
The OpenGL viewer thing I wrote just takes the uv co-ords in the .pso and uses then to do the texture mapping.
If I understand this quote, then you are saying that the Flux engine itself uses "standard" UV mapping? It is just that the PS model team created the models in Lightwave 5.6 and so the converter was designed around the 5.6 texture mapping.
Would this mean that a new converter could be written to take UV mapped models directly? Bypassing the need to work around or "patch" the textures back in? My reason for asking is that Lightwave 5.6 is hard for people to get. And lightwave itself is very expensive. But there are many lightwave format compatable tools in existance.
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- Second Chance
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- King of Space
19 years 12 hours ago #14230
by Second Chance
Replied by Second Chance on topic fun with .pso
If that's the case, I'll do you one better.
Jasper, do you understand the pso file format well enough to write a converter that can take a .3ds model with UV mapping and convert it? That would eliminate the need for Lightwave altogether and allow people to make models with vitually any 3D package, even free ones.
mailto:second_chance@cox.net
The Ultimate Guide To Modding: I-War 2 - Edge Of Chaos
.
Jasper, do you understand the pso file format well enough to write a converter that can take a .3ds model with UV mapping and convert it? That would eliminate the need for Lightwave altogether and allow people to make models with vitually any 3D package, even free ones.
mailto:second_chance@cox.net
The Ultimate Guide To Modding: I-War 2 - Edge Of Chaos
.
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