Releases: Fothsid/OBTool
Releases · Fothsid/OBTool
OBTool v0.0.2
- Upon converting to FBX, duplicate vertices, normals, texture coordinates and color vertices are now sorted out;
- When converting to FBX, materials are now using Lambert shading model;
- Added various sanity checks;
- Enabled triangle grouping by vertex weight;
- Mesh transformations are now applied to the vertices (Should help with files exported from 3DS Max).
OBTool v0.0.1
Some things to keep in mind:
- I didn't do that much testing on this thing.
- All issues that are related to handling files exported from/imported to Blender will be ignored
- It's recommended to use Maya for making FBX files compatible with this program
- This thing works correctly with character models ONLY. Rooms and such are not supported yet.
- High polygon models of characters have multiple models in them that libthanatos doesn't see yet
Hierarchy notes:
- Nodes MUST be numbered in a "NodeX" way (e.g. Node0, Node1, Node2, etc.)
- Those nodes must be sequential, without any gaps between the numbers (e.g. Node0, Node2; without Node1)
- If it does encounter such a gap, it stops loading next nodes.
Small tutorial on how to get a custom model into the game:
- Grab a random character model from the game itself
- Convert it to FBX (
OBTool.exe ConvertToFBX <nbd> <fbx>
) - Grab the hierarchy from that file starting from Node0 and DO NOT RENAME ANY NODES
- Delete the unneeded meshes
- Import the model you want to get into the game
- Make sure it has less than 32 meshes and name them as Mesh0, Mesh1, etc.
- Make sure that it doesn't have any texture maps for anything other than diffuse (unless you want duplicated textures in NBD)
- Make sure that the textures it uses have 256 colors or less (you could resave them in something like paint.net with 8-bit depth)
- If you are rigging a playable character, make sure that Mesh1 is zombie eyes, otherwise it will be invisible unless the player is a zombie.
- Rig your model for that Node0, Node1, Node2, etc... hierarchy
- It's highly recommended to have maximum influences to be at 4 or less because the game crashes with anything higher (OBTool will automatically strip the influences if there are more than 4 of them in a vertex, but the model may look incorrectly in-game)
- Export it to FBX
- Convert that FBX to NBD (
OBTool.exe ConvertToNBD <fbx> <nbd>
)