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ent_create and .obj
#450610
04/19/15 15:29
04/19/15 15:29
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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OP
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Hello, I get an E1198: Bad file format error when trying to place a .obj through ent_create:
ent_create("Block.obj", nullvector, NULL);
while I can import it without problems in MED (with non-broken mesh etc.). The Block.obj is in the folder (its .mtl too if that helps) and was exported with the latest version of Blender. Maybe it helps if I upload the file? Thanks in advance.
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Re: ent_create and .obj
[Re: DLively]
#450619
04/19/15 15:56
04/19/15 15:56
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Malice
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Malice
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Last edited by Malice; 04/19/15 15:57.
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Re: ent_create and .obj
[Re: DLively]
#450623
04/19/15 16:17
04/19/15 16:17
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Malice
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Malice
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As a side note, not sure why you would want another file format, however if it is for consumers to customize, then remember that forcing them to get their models converted by you could be a added source of revenues.
anyway just a side note.
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Re: ent_create and .obj
[Re: ]
#450631
04/19/15 18:13
04/19/15 18:13
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Joined: Dec 2011
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Hi Dlively and Malice, Have you tried opening other .obj files at runtime with success..? , sadly no. I have tried .obj exported by Blender (several ones) and by photoshop (3D layer, really buggy but funny ). I can try some more, but MED does import them so the .obj except for the photoshop ones seem to be perfectly fine. The manual says that ent_create should be possible with .obj: The following file formats are supported: wmb (map entities), hmp (terrain), mdl, x, obj (models), tga, pcx, bmp, dds (sprites). Note that some formats have restrictions, f.i. the obj format requires loading the skin through ent_setskin, and the compressed dds format offers no access to single pixels of the bitmap. A cache with hash function is used for storing the file when it was already loaded before; for this, file names must not exceed 30 characters. As a side note, not sure why you would want another file format, however if it is for consumers to customize, then remember that forcing them to get their models converted by you could be a added source of revenues.
anyway just a side note. , yes it is for users to customize. You bring up an interesting point however, thanks for that. Though in this case I want it load obj directly.
Last edited by Reconnoiter; 04/19/15 18:14.
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Re: ent_create and .obj
[Re: DLively]
#450659
04/20/15 10:08
04/20/15 10:08
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Joined: Dec 2011
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It looks like MED doesn't has an export to .obj format though, only import (could be I am overlooking it though, there is some stuff of exporting it too ASC [text format] though). Anyway since .obj is so easy to export to with almost every program, I think an ent_create with .obj would be a very nice feature to have (even though it is limited to non-animated models I think). I also saw that ent_create should be able to place .x models (direct x format), which would also be interesting but to a lesser degree since it is more difficult to export to than .obj. I have found this nice little website though where one can import many model formats and export them to some (.x included but sadly not .mdl). Though the ent_create did not work too with the .x format. So perhaps I am just doing something wrong? I will try to export .obj with some other programs and see how that works.
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Re: ent_create and .obj
[Re: Reconnoiter]
#450744
04/21/15 20:10
04/21/15 20:10
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Joined: Dec 2011
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Exported models from Sketchup as .obj also gives bad file format error. It seems like .obj does not work with ent_create, in contrary to what the manual says .
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