Insect Murder


I've been using mesh2rdm rather extensively in my actual game development, and have found a few bugs. Including a rather significant one, which resulted in the SMD exporter not exporting normals correctly. There was a typo in the export code that was causing it to write out xyx instead of xyz. I had a bit of a giggle when I noticed that. Click here for mesh2rdm v2.5.

Update: I just updated again from v2.4 to v2.5. This version increases effectiveness of some of the index order optimization and mesh segmentation options. It also adds a "-gmonrm" option, which preserves the vertex normals from GMO files instead of generating them. However, note that not all GMO files contain normal data, so using -gmonorm on those models will not give you correct normal data.
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#11
IP: 70.133.222.204

gregoRayne

October 9, 2009 at 3:55 pm (CST)
also posted a little gameplay vid with all rights to you rich
+73
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#10
IP: 69.149.154.59

gregoRayne

October 8, 2009 at 11:21 am (CST)
hey hey all i gots to say is rich=wizard:) i have just a quick ? someone may be able to answer... ok i have my own 3d model for a character and i put it in .raw form... then i drag it over mesh2rdm like it says... it opens mesh2rdm and says push any button to continue then closes the program...??? anyone know what im doing wrong?
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#9
IP: 68.117.129.192

Rich Whitehouse

September 27, 2009 at 1:30 pm (CST)
Don't be offended if I completely ignore any questions regarding mesh2rdm and ripping models from existing games from now on. It was not built to be friendly, and it was especially not built to facilitate re-distribution of copyrighted content. It was built to be a mesh processing tool for extremely technical users (it just happens to support some popular games/formats that no other tools does, because that's a hobby of mine), and I'm just sick of semi-supporting it. Hopefully everyone understands this, and no one is left enraged due to some false sense of entitlement.

As far as I know, the GIM files used by Dissidia are the same as any other GIM file. So injecting GIM files created by existing tools should work just fine. I don't plan to write anything that supports injecting/replacing GIM's or GMO's, though, so you're on your own there.

Yes, Elcura, just replace "Kefka" with whatever you want. And you shouldn't be using -disskip unless you want to extract a second/third/etc. sub-model.

And no, there is no way to export Dissidia models into the untransformed T-pose. If you want them, export to SMD, re-pose the shoulder bones, and export to OBJ from your model editor of choice.
+70
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#8
IP: 92.239.3.7

NeoCloudstrife

September 21, 2009 at 10:11 am (CST)
Hey, sorry to bother you, but i'd like to ask a favour. there are many GIM image converter tools out there, and many of them work fine. However, my understanding is that Dissidia uses a slightly different GIM file format to ordinary PS3/PSP GIM files. Would it be possible, since Mesh2rdm can convert Dissidia GIM>PNG, to make a very simple converter program to convert PNG>Dissidia GIM? i know it's asking a lot, but it would be very helpful to me, and im sure a few other people too. if not, can you recommend another program that might do the same job? ideally, a program to convert to the GMO model format would be epic, too, but i guess that's asking way too much.
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#7
IP: 67.82.227.132

Pablo

September 4, 2009 at 6:04 pm (CST)
i was thinking that instead of showing you my old work i'll make a completely new character for you.

pretend you are working on a new title and just tell me:
-type of character
-type of game/game play
-style of design
-and any other info you might think is necessary

and i'll whip up some drawings for ye.

+74
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#6
IP: 67.82.227.132

Pablo

September 3, 2009 at 9:39 am (CST)
I don't have an online portfolio, but i could send you some images of the psp game characters i was telling you about. Is that ok?
+73
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#5
IP: 166.137.135.169

Rich Whitehouse

September 3, 2009 at 1:25 am (CST)
Ah. Well, I've already hired a full staff of contractors and am not currently looking for any additional art/modeling support. Feel free to give me a link to your portfolio, though. If your stuff is good, I'll definitely keep you in mind for future projects.
+75
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#4
IP: 67.82.227.132

Pablo

September 2, 2009 at 6:06 pm (CST)
I'm actually also working on my first commercial game (for the iphone/touch & g1). I'm the designer/planner and visual designer/artist for the game. My forte is character design ^_^ although my current game doesn’t make much use of that strength. My proposal for a side project is exactly that, a small & short project worked on when time can be spared to do so. A project that will make use of both our strengths, and one we could both potentially profit from. In addition to art I can model (low poly) but not rig, texture, or animate but I will be teaching these things to myself so I can make use of real 3d in my next game.

Before I began work on my current game I was working on an indie psp game but stopped once the cost of development and a lack of experience became too great. I have a bunch of original characters from that project (near if not exceeding 100) that are currently collecting dust and I don’t want to let them go to waste. I also have a handful of game ideas but working on completely new content is also cool. If we can’t sell our creation it could be a good portfolio piece at least.

What else would you like to know?

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#3
IP: 166.205.7.62

Rich Whitehouse

September 2, 2009 at 3:20 pm (CST)
Yo. I'm not totally sure what you're proposing, who you are, or what your skillset is. But if you're saying you'd like to do some kind of hobbie project with me, I can't. I'm tied up in my commercial work, and only touch on my hobbie stuff when it happens to intersect with real work.

If you're talking way-in-the-future here, I'm always open to ideas, but I'd have to know what you're bringing to the table.

As a side note for anyone reading this, I'm out of state and typing this from my phone. I won't really be around for the next week, as typing on this damn thing drives me a bit mad.
+75
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#2
IP: 67.82.227.132

Pablo

September 2, 2009 at 12:13 am (CST)
corrections:
1.)...collaborate with you on (a)* side project.
2.)even if (you're)* not....

i doubt you misunderstood my point but it bothers me that i made such basic mistakes #_# sorry.
+9
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