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Author Topic: From IL2 to Blender OBJ format  (Read 3871 times)

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nzmigman

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From IL2 to Blender OBJ format
« on: June 23, 2015, 07:47:44 PM »

Been experimenting with MIG 15 Cockpit.
Here is what I found out so far....
Using MshConverter I can export as an OBJ file as long as I have a ROOT.MSH file as part of the input

Trouble with the UVs though in that MshConverter does not seem to find the Y values for the UVs so they show up in Blender as a Diagonal line...see below
from the msh file
[MaterialMapping]
0.981475 0.544721
0.969447 0.721629
0.982583 0.721711
0.968339 0.544638

same values in  Exported OBJ

vt 0.981475 0.981475
vt 0.969447 0.969447
vt 0.982583 0.982583
vt 0.968339 0.968339

Tried a number of combinations in the Save options UV space selector currently using 0,0,1,1

Anyone else come across this or is it a bug in MshConverter ?

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western0221

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Re: From IL2 to Blender OBJ format
« Reply #1 on: June 23, 2015, 07:58:32 PM »

Same in my PC.

It seems old well-known bug of MshConverter in converting to OBJ format.

Blender may have importing function of .3ds format, so you can use .3ds instead of .obj for your needs.
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Dreamk

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Re: From IL2 to Blender OBJ format
« Reply #2 on: June 24, 2015, 12:01:51 AM »

Blender HAS a 3ds importing plug-in that works very well BUT the problem is with the export of meshes to 3ds - if you want to export a whole plane though the hier him, using MshConvcerter, the meshes are exported at 0,0,0 position, and you need to rebuilt the plane using the coordinates in the hier hime, a long painful process, while exporting to obj exports the plane as is.
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Stainless

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Re: From IL2 to Blender OBJ format
« Reply #3 on: June 24, 2015, 02:44:26 AM »

Use my mod tool.

It can export as wavefront obj.

And if you find any bugs, I can fix them.

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Dreamk

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Re: From IL2 to Blender OBJ format
« Reply #4 on: June 24, 2015, 03:47:35 AM »

Stainless, I had an older version - just now downloaded the last version and installed it - it works fantastic - the exporting goes very smooth, all the meshes are exported individually in their own position, so reconstituing a plane is very easy, one has just need to import the various obj files one after another. A great addition.
BTW, some time ago you have shown pics of an effects viewer. Is it available for download? It's something greatly needed.
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nzmigman

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Re: From IL2 to Blender OBJ format
« Reply #5 on: June 24, 2015, 04:17:54 PM »

Thanks people

All I really want to do is adjust the angle of the mirror in the Mig15 cockpit so it shows the 6 o'clock position a little better. Seemed like a good way to find my way into modding.
A question...would it be better to change the rotation values in the heir.him or is it necessary to alter the values on the camera aim object.
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Stainless

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Re: From IL2 to Blender OBJ format
« Reply #6 on: June 25, 2015, 02:27:57 AM »

Stainless, I had an older version - just now downloaded the last version and installed it - it works fantastic - the exporting goes very smooth, all the meshes are exported individually in their own position, so reconstituing a plane is very easy, one has just need to import the various obj files one after another. A great addition.
BTW, some time ago you have shown pics of an effects viewer. Is it available for download? It's something greatly needed.

I never finished it. If you think it is useful I can add it back into my list. I guess I will need it anyway for my flight sim.

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Dreamk

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Re: From IL2 to Blender OBJ format
« Reply #7 on: June 25, 2015, 07:36:36 AM »

Oh yes it is really useful - to develop or adjust effects in Il2 is quite difficult and lengthy presently due to the absence of such a tool, as most of the modding work in this area is in fact by try and error.
If you can add it back to your list I would be deeply grateful (and quite a number of other modders too....!!!!)
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Stainless

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Re: From IL2 to Blender OBJ format
« Reply #8 on: June 26, 2015, 02:32:53 AM »

Ok, I'll look at it.

I stopped working on it because I couldn't think of a good way of doing the vapour trail type effects. You know contrails, engine smoke, that sort of thing.

It shouldn't take me long to have something working, but I will need a lot of help testing and feedback to get the effects to match what you see in game.

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