The check on XRebirth.exe is just to make sure that you're really pointing to the correct folder. If you extracted the .dat's somewhere else you can just copy the .exe to there and the conversion will work from there. I'll remove the .exe check from the next version then.
hhr: the normals all pointing in the same direction is probably a signed/unsigned bug, I'll take a look.
[Research/Tool] The .XAC to .DAE Converter Project (and .xmf to .obj/.dae)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Works very well! 
Btw the decals are missing like Skunk logo and other stuff.They're using 2nd UV chanel as far as i can tell for stuff like that.
Maya viewport:
[ external image ]

Btw the decals are missing like Skunk logo and other stuff.They're using 2nd UV chanel as far as i can tell for stuff like that.
Maya viewport:
[ external image ]
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- Joined: Sat, 7. Dec 13, 20:30
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- Posts: 474
- Joined: Wed, 23. Nov 05, 20:27
arc_ Congratulation!!!
Right in time for Christmas!
Now I face the trouble how to update the thread title and the OP.
I suggest that you open a new thread so you get the flexibility you need for updating informations.
After all you did all the work and so it should be in your thread.
You can link to this thread.
I am on my way out you see so this one might go dead somewhen.
p.s. Or question to mods: if its possible to handover the ownership of a thread maybe that could be a solution.
Right in time for Christmas!

Now I face the trouble how to update the thread title and the OP.
I suggest that you open a new thread so you get the flexibility you need for updating informations.
After all you did all the work and so it should be in your thread.
You can link to this thread.
I am on my way out you see so this one might go dead somewhen.
p.s. Or question to mods: if its possible to handover the ownership of a thread maybe that could be a solution.
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- Posts: 62
- Joined: Sat, 7. Dec 13, 20:30
Don't worry, I'll create my own thread once I get the normals to import correctly. I've tried some things but keep getting nonsense normals, currently attempting to extract the shaders from the .fbpc's so I can disassemble those and see what they do with the normal information...
Edit: normals are now imported correctly. I also fixed a bug in .dae -> .xmf conversion (indexes were always written with 16 bits, even for meshes with more than 65536 indices). See the new [Tool] thread for the download.
Edit: normals are now imported correctly. I also fixed a bug in .dae -> .xmf conversion (indexes were always written with 16 bits, even for meshes with more than 65536 indices). See the new [Tool] thread for the download.
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- Posts: 474
- Joined: Wed, 23. Nov 05, 20:27
Time to official close my project. I simple found no more time nor motivation to continue.
XACDAEConverterProjectVers0point12.zip
https://www.dropbox.com/sh/ecblwt3rla5oydu/ecIhOZM_gY
Is the last. It's not a wroking tool and its also not a finished base.
But if you want to use the sources to not have to start from zero do it.
Like I just read arc_ is already up to the task to create an own .xac to dae converter as he posted in his thread:
[Tool] .xmf <-> .dae converter
http://forum.egosoft.com/viewtopic.php?t=360045
So there is a future.
Sry that I let you down.
XACDAEConverterProjectVers0point12.zip
https://www.dropbox.com/sh/ecblwt3rla5oydu/ecIhOZM_gY
Is the last. It's not a wroking tool and its also not a finished base.
But if you want to use the sources to not have to start from zero do it.
Like I just read arc_ is already up to the task to create an own .xac to dae converter as he posted in his thread:
[Tool] .xmf <-> .dae converter
http://forum.egosoft.com/viewtopic.php?t=360045
So there is a future.
Sry that I let you down.